XCOM 2
[WOTC] Militia Overhaul Plus (No Longer Supported)
289 Comments
philmakerguy 25 Apr, 2022 @ 10:31pm 
Having this installed makes me with I could build chimera androids and use them as soldiers.
Static 9 Mar, 2022 @ 12:58pm 
not at the same time
Static 9 Mar, 2022 @ 12:57pm 
ive tried using both i think it might be another mod thats causing the issue looking around the forums seeing some mods im using not working late game
Deadput  [author] 9 Mar, 2022 @ 7:01am 
Yeah using both at the same idea would be bad if that was indeed the case.
RustyDios  [author] 8 Mar, 2022 @ 6:55pm 
You added the updated version of this mod?.. So which version are you using?
This one or the ++ one?
Don't try to use both at the same time ...
Static 8 Mar, 2022 @ 5:38pm 
thats what i had figured but i havent had any conflicting mods only thing i added was the updated version of this mod but maybe its something else as you say. i have verify the game files and i have all the dlc
Deadput  [author] 8 Mar, 2022 @ 8:46am 
Well this version didn't get edited or anything when the new version came out, so that wouldn't suddenly make this version not work, if you have the DLC than the crashes are the result of something else.

Try verifying your game files or making sure your not using conflicting mods etc.

Since your crashing when trying to load any kind of mission I highly doubt it's the fault of this mod alone.
Static 6 Mar, 2022 @ 6:46pm 
my game is crashing everytime i try to load a retaliation mission or any other mission. i tried deleting the config files for the resistance warrior pack but still didn't work even though i know i have the resistance warrior pack dlc. any fixes to the mod i can do to help my save it only started doing this when the new mod version came out
Deadput  [author] 26 Jan, 2022 @ 5:57pm 
The Militia on those Lost mission types are from another mod and not the base game Militia, I believe it's because their loadouts use the base game Militia weapons which I do not edit in any way.

I believe the Laser Rifle and LMG is technically still in the new one since I left them in the code if anybody wanted to use em, the conventional LMG is replaced however code wise technically I consider the Assault Rifles to take their role now, hence why in tier 3 it uses the LMG.
Ty 26 Jan, 2022 @ 4:03am 
You do good work, I've still learned a lot from you guys by looking at how you guys code all of these things. Thanks for the cool mods
Also are the LMG's still coded into your new mod? I see you ditched the Heavy militia units for the Bullpup's. I'm just wondering if I could switch their loadout back to the LMG's if I installed the new mod. Another question I have is why do the militia on missions with the lost still use the base game militia? I'd still get the 4hp high aim ones.
Deadput  [author] 25 Jan, 2022 @ 7:57pm 
Good point, somehow with all the stuff I did do, that's something I somehow never implemented : /

Well that sucks but this version is pretty much no longer supported, but I'll apply an update to my new version in a few days.
Ty 25 Jan, 2022 @ 8:46am 
The Mec's don't seem to use the stats of the "PTGAdventBlueMECGUNM1" guns in this mod. They use the standard Mec rifles.
Alecthelm 28 Dec, 2021 @ 6:24am 
waves goood by!
e☆zy t@rget 28 Nov, 2021 @ 4:01pm 
I think you nailed it: I have Unrestricted Customization installed and the game itself rarely crashes during play, but 100% if I hover over these uniforms while customizing my troops. And the clothing is still present in Unrestricted Customization even after replacing the old config file. But I can live with that and just avoid hovering over these in the future. Thanks very much for your help and again for the mod!
Deadput  [author] 28 Nov, 2021 @ 3:52pm 
Well that's an issue with Unrestricted Customization I presume letting you use uniforms I never intended the player to wear.

If you replaced the old config file with the new one then the clothing shouldn't be part of the game anymore.
e☆zy t@rget 28 Nov, 2021 @ 1:49pm 
@Deadput: Thanks for your answer and your effort creating this cool mod, but the CTD in the clothig options is still there after unzipping and replacing the entire .ini file. Is deleting the config folder nedessary to remove the Resistance Warrior clothing options? I have no idea what else I can try to fix that CTD when hovering over the Resistance Warrior clothing options...
Deadput  [author] 28 Nov, 2021 @ 1:44pm 
Also thanks for answer @Dragon32 it flew over my head that they were having issues with the downloaded one and not the one that comes with the mod!
Deadput  [author] 28 Nov, 2021 @ 1:42pm 
Nope. just replace the file should be good.
e☆zy t@rget 28 Nov, 2021 @ 10:03am 
@Dragon32: I did not know this, thanks! Now I can open and read it, but I have one more question: If I don't own the Resistance Warrior Pack, do I just need to replace the original XComContent.ini with the downloaded one or is further editing within the original file needed?
Dragon32 28 Nov, 2021 @ 4:04am 
@e☆zy t@rget
If you didn't already know, the file you downloaded is a 7zip archive [www.7-zip.org].
Deadput  [author] 28 Nov, 2021 @ 12:10am 
Are you using a program such as Notepad++?

You would be looking for an ini file in the config folder.
e☆zy t@rget 27 Nov, 2021 @ 5:26pm 
@Deadput: Unfortunately the edited content configs (Removing content lines.7z) when opened with notepad just contains unreadable characters. Is there any chance, that you could check this out and provide another source of the text files, since I´m obviously not able to figure the editing out myself. Thanks so much in advance!
HaziTru 23 Nov, 2021 @ 8:39pm 
I mean it was only early game troopers that had 3 or 4 health that got recked. But oh okay gotcha so your saying they're 3 tiers of militia ? If so then maybe make a early tier mec that has 1 armor, 5 health and 2-5 dmg with poor aim like 55 aim or something lol and use the current mec as a mid game mec. As I said I definitely enjoy the mod because I'm playing a heavy modded campaign and the enemies are tough. The mecs are definitely needed force level 5+ for me.
Deadput  [author] 23 Nov, 2021 @ 6:24pm 
Militia pods don't really work the same way like enemies do, there are 3 groups/tiers of them which is about early/mid/late game.

So all I could really do is switch the groups around, but stay tuned I have been thinking of ways to further address balance of the mod.
HaziTru 23 Nov, 2021 @ 2:16pm 
I like the mecs but I think they should start around force level 5, early game they seem a little OP. I had a mec clear a advent pod by himself lol

They're perfect mid game though definitely helps alot.
RustyDios  [author] 14 Nov, 2021 @ 7:11am 
That would be possibly the Highlander DLC/Mod Cosmetics sliders
Deadput  [author] 14 Nov, 2021 @ 6:56am 
Huh that's strange, I don't recall adding sliders to the mod so not sure what it would be causing that.
Meiyo 13 Nov, 2021 @ 3:08pm 
Fixed the problem. Turns out, the setting that lets you decrease or increase the probability of a cosmetic from a mod was set to off for the cosmetics that are missing. I turn them back on and it seems everything is working now.
Deadput  [author] 11 Nov, 2021 @ 7:59am 
Yeah the Skirmishers aren't set up like soldier's with cosmetics but like enemy units where they are one whole mesh/model.

A conflict with a mod (whether it's stated to be cosmetic or not) is my only guess sorry.
Meiyo 11 Nov, 2021 @ 3:04am 
As far as I know, it's only the resistance members that it happens with. The skirmisher units seem to work fine, so maybe it's a cosmetic mod?
Deadput  [author] 11 Nov, 2021 @ 2:52am 
Well it's likely a mod conflict is about all I can say right now since it's worked fine on my end and this is the first I've heard of it.

Alternatively try resubbing to the mod to see if it was a corrupted download.
Meiyo 9 Nov, 2021 @ 11:12pm 
I have an issue where any soldier spawned in by this mod will spawn with invisible arms and a naked chest. Anything about how to solve this would help.
Deadput  [author] 9 Nov, 2021 @ 5:01am 
Was something I have considered, maybe whenever I have anything else I want to add to the mod.
Sinapus 8 Nov, 2021 @ 9:51pm 
I did have an idea for the Resistance MEC on Haven Assaults. You took away their micromissiles due to them using them indiscriminately. Maybe swap them out w/smoke grenades like the Better Advent Anti-Riot MEC? (Or another mod gives them flashbangs...)
Sinapus 20 Oct, 2021 @ 1:25pm 
Was about to ask about getting a Resistance MEC but saw that yes, it's a possible Double Agent this mod adds if that RO is active. *laughs evilly* Okay, Sparky. Time to play with ADVENT.
Dragon32 16 Oct, 2021 @ 4:26pm 
@Deadput:
Thanks for investigating, unexpected but appreciated.
Deadput  [author] 16 Oct, 2021 @ 2:33pm 
Ah yeah the abilities are tied to the weapons Dragon (crossbow and pistol) besides the claymore I think.

So if you changed the loadouts (and remove the character stat for them) then you should have a basic Volunteer army soldier but with a claymore.
Dragon32 16 Oct, 2021 @ 1:43pm 
@Deadput
OK, cool. Thanks for the reply.
Deadput  [author] 16 Oct, 2021 @ 1:38pm 
Nope that would be code based.

You could change the loadouts to be vanilla's.
Dragon32 16 Oct, 2021 @ 10:06am 
Hey Deadput, is it possible to disable this mod's changes to Volunteer Army troopers? Without hacking around with the SDK :) I can't see a way like how I've been able to disable the androids and skirmishers. Thanks in advance.
Deadput  [author] 9 Oct, 2021 @ 11:22pm 
Yup, hope the mod works well for you without issue now, thanks again for the feedback!
CornMacabre 9 Oct, 2021 @ 5:59pm 
Hahah -- I bet. I'm just impressed I sleuthed out the source issue in an ocean of 223 mods unfamilure mods. I do have to give you a shoutout -- the resistance carried me in that mission, they scored some beautiful important yellows. Made my xcom team look like the B-squad. Cheers for the fun mod!
Deadput  [author] 9 Oct, 2021 @ 2:16pm 
Man, if I had a dollar for every time I got a crash report due to the missing DLC, I'd probably could save for Xcom 3 lol.

But thank you for the in-depth comment, will be good for anyone who does show up here for the same reasons, and I apologize that Steam doesn't let users know their missing DLC because they really should.
CornMacabre 9 Oct, 2021 @ 1:15pm 
After a rather miserable period of debugging a persistent crash on start of the first Haven mission of a campaign (including a restart of the campaign to try and resolve) -- I've finally found the issue was related to this mod and it's requirement of the Resistance Fighters DLC.

Reading through the description and comments here now, I fully appreciate that the author of this mod makes it very clear this is a requirement. Ultimately though, I ran into this snafu using Christopher Odd's 2021 Curated pack. I (incorrectly) assumed I owned all Xcom 2 DLC, but turns out I indeed lacked this often forgotten specific cosmetic DLC. Just posting here for others searching for a related issue -- confirming this solved the crash!
TeDBear 5 Oct, 2021 @ 1:58pm 
Thanks!
Deadput  [author] 4 Oct, 2021 @ 5:55pm 
Yeah that's what Don't Pull the Trigger does.
TeDBear 3 Oct, 2021 @ 5:34pm 
Anyway to prevent the militia from attacking mind controlled units?
Deadput  [author] 1 Oct, 2021 @ 2:17pm 
Yeah, I was originally intending for them to have one but for the moment I'm ok that they don't have them.
Sinapus 1 Oct, 2021 @ 8:54am 
Though I did just check the Volunteer Army new loadouts in your config files. Is "SmokeScreen" supposed to be a smoke grenade?
Sinapus 1 Oct, 2021 @ 8:50am 
That might be it. The volunteer army soldier is pretty useful with the Lightning hands, crossbow and faceoff. Even if they miss a lot of shots, any hits are helpful. Had one detonate a Reaper's claymore w/lightning hands and fire his crossbow and since I'm using Stealth Overhaul, didn't reveal himself. So got to do more w/my ambush. It likely is a problem with Three Tier Claymores since there was a similar problem when it first came out that got fixed at some point. I might ask about it over on that mod's page later.