XCOM 2
Free the Hood - WotC
148 Comments
Phoenix 4 Apr, 2023 @ 6:09am 
Awesome mod by the way!
Phoenix 4 Apr, 2023 @ 6:03am 
I'm sorry, I'm dumb. I was looking at the config file of a different mod. Thanks for helping me realize though.
Lex  [author] 4 Apr, 2023 @ 5:46am 
You would need to also disable them in the mod's config file.
Phoenix 4 Apr, 2023 @ 5:08am 
I've disabled certain cosmetics I don't like in the game's config files like the Advent Captain hat, but when I enable this mod they show up again. Is there any way to disable them?
zin 25 Mar, 2023 @ 4:23am 
@BottomScorer For the love of god, what do you think you’re achieving by spamming this everywhere?

Ah, it appears we have a brave Resistance soldier here, relentlessly spamming comments in an attempt to save us all from boredom. Unfortunately, their mission has gone awry, and they’ve ended up promoting the Alien Annoyance Agenda. Rookie mistake!
Lex  [author] 6 Jan, 2023 @ 4:08pm 
Steam doesn't let you change, add or remove tags easily. So it will probably stay that way.
BottomScorer 6 Jan, 2023 @ 5:35am 
One Steam tag should be sufficient!

War of the Chosen

NOT war of the chosen!
NOT WotC!
Single Lesbian 6 Mar, 2022 @ 1:12am 
very good mod. will use it in future playthroughs as well!
Nemo Jr. 11 Jul, 2021 @ 9:38am 
Understood, thank you very much.
Lex  [author] 11 Jul, 2021 @ 9:19am 
@Nemo
The alien stuff is usually something that I worked on but never got to a point where I was happy with the result.
Other stuff was commented out because they are part of a DLC but there were no changes made but I kept them in the file for an easier work flow. At least as far as I remember.

There shouldn't be any real harm in uncommenting them and check if there is something you are interested in. It would add some stuff twice and some would not work properly with major clipping or a missing texture. Keep a save before you change anything just in case.
Nemo Jr. 11 Jul, 2021 @ 2:31am 
Hi Lex.
About all the items that are commented out:
Do they simply not work, or did you exclude them because of clipping etc.?
Would there be any harm in just uncommenting them all?
(I have all DLC + Capnbubs Accessories)
AdamGoodtime 13 Dec, 2020 @ 6:03pm 
Good mod.
Dragon32 28 Mar, 2020 @ 3:12am 
@Magos Octavian
Click on the link to the base game version, there's some words and pictures there.
Durandal 27 Mar, 2020 @ 10:31pm 
'What it does:
Adds more customization options using vanilla assets

Like...?

I feel like this could be improved to have a few examples, but I digress
Punished Badger 13 May, 2019 @ 3:02pm 
I'm trying to make it so that the Skirmisher and Templar helmets can use the Lower Face Prop slot, but for whatever reason it's not working however I fiddle with the config. Can ya help me?
Lex  [author] 7 Mar, 2019 @ 4:45am 
There is an old base game only version on Nexus. But it's not supported anymore. Also, moving the mod from the workshop folder to the games own mod folder should work offline in theory.
Albertine_Crowley 7 Mar, 2019 @ 4:21am 
Hi !
Are you in Nexus ?
I love your mods, but actually i dont have internet connexion. Mods on Steam dont work without internet connexion. I'm so sad. :(
Thanks for all
SkySpirit 27 Feb, 2019 @ 1:19am 
Ok then, it's time to choose
Lex  [author] 26 Feb, 2019 @ 10:50am 
I would have to copy the mod into mine and that would be basically stealing someone else work. Or I would have to force everyone to use the other mod too if I only build in links to the files. It would also incease my mods size by 220 times its current size. Those are things I would rather not do.
SkySpirit 26 Feb, 2019 @ 1:50am 
Aaah, I'll guess you can't / don't want to make them compatible.
Lex  [author] 25 Feb, 2019 @ 4:18pm 
That goes beyond simple ini editing. You have to add my changes to the other mod or his changes to my mod by using the modding dev tool for XCOM2.
SkySpirit 25 Feb, 2019 @ 3:49pm 
How do one makes these mods compatible?
SkySpirit 25 Feb, 2019 @ 3:47pm 
I found a solution: your mod is not compatible with Helmet Glass Fix , which is making some config changes
Lex  [author] 24 Feb, 2019 @ 8:05pm 
That looks fine and should work. Probably another mod that overwrites it again. If you didn't already do it try resubbing to my mod. That helped most people that had problems. And don't forget that this will undo the tech change so back up the ini to save some work.
SkySpirit 24 Feb, 2019 @ 2:02pm 
Here ya go again [drive.google.com]
Lex  [author] 24 Feb, 2019 @ 1:57pm 
That'S not the content.ini from my mod but from the game. You have to make the changes to the ini from my mod as they overwrite the ones from the game.
SkySpirit 24 Feb, 2019 @ 1:36pm 
Here ya go [drive.google.com]
Lex  [author] 24 Feb, 2019 @ 1:16pm 
It sounds as if the veteran option was used for the higher tier helmets but that shouldn't be the case unless there is some other mod interfering. Could you upload your config.ini so I could take a look at it?
SkySpirit 24 Feb, 2019 @ 12:14pm 
Nope, all kevlar helmets
Lex  [author] 24 Feb, 2019 @ 12:06pm 
Do you also only have one vanilla kevlar helmet?
SkySpirit 24 Feb, 2019 @ 12:01pm 
Been there, done that. Only 2 Plated helmets showed up
Lex  [author] 24 Feb, 2019 @ 11:46am 
You have to edit the content.ini file. Search for Tech=PlatedArmor and Tech=PowerdArmor and delete this part of the line.
SkySpirit 24 Feb, 2019 @ 11:38am 
Is there a way to disable tech dependency for affected helmets in main mod and Capnbubs addon?
Lex  [author] 23 Jan, 2019 @ 5:19am 
@Mthis The ADVENT helmets should actually allow lower face props like cigs or jewelry already.
Mthis 23 Jan, 2019 @ 4:14am 
@Lex any chance you can make this work with the ADVENT helmets you can wear?
Greytega 9 Jan, 2019 @ 9:24am 
Thank you !
Albertine_Crowley 27 Nov, 2018 @ 4:01am 
Thanks ! I love your mods :)
Lex  [author] 10 Nov, 2018 @ 9:30pm 
Glad you could solve that.
A Very Kupo Guy 10 Nov, 2018 @ 9:26pm 
Hey, resubbing seems to have worked
Lex  [author] 10 Nov, 2018 @ 1:26pm 
Do you have a mod list so I can see if there's something conflicting? Also, just to be sure, resub to the mod. This helped some people.
A Very Kupo Guy 10 Nov, 2018 @ 11:06am 
@Lex WOTC. I have all of the DLCs installed, including TLP.
Lex  [author] 10 Nov, 2018 @ 7:23am 
Are you playing vanilla or wotc?
A Very Kupo Guy 10 Nov, 2018 @ 12:40am 
This mod is causing many helmets and face props to be entirely invisible when selected.
Macca 7 Nov, 2018 @ 12:32pm 
fair enough, thanks for the work you put in
Lex  [author] 7 Nov, 2018 @ 7:32am 
You are not wrong about this helmet looking cooler with a visor though.
https://steamhost.cn/steamcommunity_com/profiles/76561198006619832/screenshot/937206718580779568

You could change the gasmask to use the upper slot in the ini. That's faster and easier.

Anyway, allowing everything on anything is an idea I actually had and worked on. Some elements of that are still in the mod. Just take a look at the Shemagh Scarf. It allows lower face props but only one item is actually visible on the character. I just never continued because I personally don't need it yet and it's a ton of work to get right. There is a project I'm working on that would change that but for now I keep it as is until it's ready so people don't have to fiddle with clipping items on randomly generated rookies.
Macca 7 Nov, 2018 @ 3:26am 
with that helmet in the screenshot, i wanted to add a gasmask from a mod that used the lower face slot. adding the gasmask would add a sort of visor to the helmet, and sure it would clip a little bit, but i didnt mind, i just though a visor would make that helmet look much better.
Macca 7 Nov, 2018 @ 3:23am 
https://steamhost.cn/steamcommunity_com/profiles/76561198065820183/screenshot/960850827004590445

This for example. Some mods add upper and lower props that don't actually sit on the upper or lower side of the face. For example on of stenchfuries adds a small device that sits on the side of the head like a targeter or whatever. IMO it'd be best just to allow all props for all the helmets even if they are closed off and it makes no sense, because some mods use the upper and lower props differently, and it allows us to be more creative with character design. If someone doesnt want to have a part in lower/upper because it clips, well then they can just leave that slot empty, but i'd like the option to at least. Anyway it's not a big deal, sorry to bother you so much about it.
Lex  [author] 6 Nov, 2018 @ 3:05pm 
Could you give 1-2 examples where a beard or faceprop should be active?
Lex  [author] 6 Nov, 2018 @ 3:04pm 
@Macca depends on the helmet. Faceprops or beards on closed off helmets make no sense for example. I checked every headwear with every prop to see what actually works and if there was nothing that looked at least aceptable I left it out.
Dragon32 6 Nov, 2018 @ 11:42am 
@Macca:
Are you using one of the Glass Fix mods?