XCOM 2
[WOTC] Raider Uniform Manager
119 Comments
Sandboxhead 4 May @ 3:48am 
Okay thanks. I still got 18 variations out of designing the Bandits (grunts, gunners, riflemen... male and female... 3 tier each)!
It feels great to finally put all the Borderlands junk from the Anarchy DLC to some use!
RustyDios  [author] 3 May @ 10:52pm 
3 is more reasonable as an assumption that would happen. As I said, the mod wasn't setup for multiple varied appearances, it just uses the first match it finds.
Sandboxhead 3 May @ 4:48pm 
Hi RustyDios:

(1) Using the pool option... What happens when the game will definitely spawn several BanditGrunt_M1 in a pod? Will it just use the first variant it can find repeatedly, to fill the pod? Or will it use the first several variants it can find, going down the list?

(2) So what you're saying is, if I want to make sure I have variants of BanditGrunt_M1 , I should use the config option so that the game will randomise from the options I input?

(3) I was just looking through the example files in the config. It looks like I cannot create actual variants for randomization. What will be randomized are colors for eyes, hair, tattoos, etc. But actual helmets, armor, etc will still be one for each tier. Is my understanding correct?

The mod is great in any case. I just want to make sure I understand it.
RustyDios  [author] 3 May @ 5:26am 
yes possibly, although the mod wasn't really setup for multiple varied appearances, it just uses the first appearance it can find matching the nickname
Sandboxhead 3 May @ 2:58am 
Hi RustyDios:

I am using the "from pool" option. So if I want to customize for example BanditGrunt_M1 (all male, no female) but I want several versions of this enemy, in the character pool I would just create several variants with different names, but the same nickname BanditGrunt_M1 , correct?

I'm asking to make sure I'm not stuck with only 1 variant of BanditGrunt_M1 if I use the "from pool" method.
Circle of Psi 20 Aug, 2023 @ 12:27pm 
Thank you
RustyDios  [author] 20 Aug, 2023 @ 11:16am 
RNG assortment if no pre-set default look was defined in the original mod
This mod fixes them to be a standard uniform set in the config or the character pool ... although, honestly its been ~2years since I even opened the mod code ..
Circle of Psi 20 Aug, 2023 @ 7:04am 
Say got a question

If I don't have this mod installed, will the Phantoms (as Exp) just go with the default look of what they come out the box, or will they have a mush of my cosmetic options mods I have installed as I know before they could spawn with random odd pieces, I assume this mod "fixes" that
RustyDios  [author] 20 Jan, 2023 @ 7:43pm 
Well.. it's not technically an -error- , the example file is just that, an example setup .. in this case for the setup that Nemesis was aiming for during his specific game. Included for people to have a guide for making their own. Possibly in conjunction with reading through WSR's documentation.

Sorry it has had lasting consequences in your game, you will likely need to start a new campaign after getting the correct WSR setup that you want.
Cato 20 Jan, 2023 @ 6:58pm 
Sadly this fix will not recover the items on a save where they have been hidden already.
Cato 20 Jan, 2023 @ 6:35pm 
There is an error with the examples provided in: XComWeaponSkinReplacer_Nemesis.ini

All the lines provided have: HIDE_DONOR_TEMPLATE=True

This disables those templates for player use. I discovered this when Iridar Molotovs vanished from all classes after using the example.

To correct this, all 30+ instances of +WEAPON_REPLACEMENT need to have HIDE_DONOR_TEMPLATE=False.
RustyDios  [author] 30 Aug, 2022 @ 4:52am 
There should be settings in that mods configs to make it always take from the Pool Dark VIP list until it is exhausted, then start to create randoms

Also note for MOCX/Exalt there is a difference between a 'unit' and a 'rookie' .. the 'rookies' are just generic cannon fodder enemies and will never be a Pool Unit
Darkeng 30 Aug, 2022 @ 3:34am 
@RustyDios
Yes, but it not 100% takes from character pool, there's still fair amount of randomness.
RustyDios  [author] 30 Aug, 2022 @ 3:09am 
@DarKeng
Have you tried the MOCX Customiser+ ?

Otherwise it is possible your Pool Units nickname did not match the MOCX Units TemplateName
Darkeng 29 Aug, 2022 @ 9:59pm 
Welp, I tried and either I do something wrong or it doesnt work for MOCX/EXALT
RustyDios  [author] 29 Aug, 2022 @ 3:06pm 
Very possibly .. I never used it for that.. but it's quite simple ..
If the unit is not on xcom team
If the nickname matches
If it just spawned in
.. it attempts to copy the appearance
Darkeng 29 Aug, 2022 @ 2:26pm 
Question: Can I with this mode customize MOCX/EXALT units via Character pool?
Mak 21 Jun, 2022 @ 7:29am 
So If I understood correctly. The config option would allow me to, for example, make it so the Raider Bandits are still randomised somewhat but only use Anarchy's children items for their outfits so long as I can find the names of those items?
Zaku II (Alias WatcherZigzagoon) 8 Jun, 2022 @ 4:40pm 
ugh, as useful as this mod sounds, I am too confused as to how to config the files! :SadOtus:
0inArrow 3 Mar, 2022 @ 1:13pm 
Is there a video I can watch or something on the discord the explains how to customize raider appearance via the config?
Andante 30 Dec, 2021 @ 10:09pm 
Ah, unfortunate. Being able to do it through the UI would be much better than digging around for item names.
RustyDios  [author] 30 Dec, 2021 @ 8:34pm 
Technically yes.. but in reality, likely not.
MOCX have an entire config based setup for uniforms, and their very own DarkVIP setup for soldiers.
Andante 30 Dec, 2021 @ 7:17pm 
Can this mod also set uniforms for MOCX agents?
Assassin (Bully Hunter) 29 Dec, 2021 @ 4:26pm 
Thank you very much!
RustyDios  [author] 29 Dec, 2021 @ 6:35am 
Yes. You need a Uniform Manager style mod. There are plenty, but the one I would suggest currently as the best one is "Iridars Appearance Manager"
Assassin (Bully Hunter) 29 Dec, 2021 @ 6:28am 
Is there a mod that allows you to have one same uniform and voice for your troops?
RustyDios  [author] 13 Dec, 2021 @ 10:23pm 
one mod or the other will "win" to set the cosmetics for MOCX
0inArrow 13 Dec, 2021 @ 9:15pm 
I do, so I should disable the mod then?
RustyDios  [author] 13 Dec, 2021 @ 9:13pm 
It shouldn't do, unless you have set-up cosmetics for MOCX in this
0inArrow 13 Dec, 2021 @ 9:09pm 
Do you think this would clash with the new Mocx to Exalt mod?
Rei 24 Oct, 2021 @ 10:12pm 
I just tried it and it didn't work but thank you for this, this is very useful for a campaign with Star Wars or Halo mods
RustyDios  [author] 24 Oct, 2021 @ 4:56pm 
Possibly.. I have not tested such a case ... but the militia do have the right pawn type ..
Feel free to try it out and report back :)
Rei 24 Oct, 2021 @ 1:56pm 
Will it work for Haven retaliation Resistance Soldier? like the one from Militia Overhaul Plus?
RustyDios  [author] 21 Jul, 2021 @ 2:09pm 
The mod cleverly finds any DarKVIP in the characterpool whose nickname matches the units TemplateName and just copies the set appearance .. so it doesn't really care what class the character pool soldier is. This is also why it only really works for the 'raider faction' units as they share the same 'bones and spine' as xcom soldiers ..

So the DarkVIP tag is being used just so it can easily eliminate 95% of the pool as 'characters to ignore'
dial 21 Jul, 2021 @ 2:00pm 
ok thanks
RustyDios  [author] 21 Jul, 2021 @ 1:59pm 
It shouldn't matter, but personally I tested with everyone as "Soldier", "Rookie" (and using Unrestricted Customization to get the look I wanted).

It does have matter that they NEED to be to be ticked as 'DarkVIP'.
dial 21 Jul, 2021 @ 1:40pm 
Does it matter what class you put them or does their default class overides the one you put by character pool
Example i put a guardian of the marauder mod as a skirmisher bout by defauld they are psionic with machineguns do they as skirmishers or psions
dial 21 Jul, 2021 @ 1:04pm 
thanks
RustyDios  [author] 21 Jul, 2021 @ 12:56pm 
Its the same template names for dropping units into combat, a handy guide covering most of the workshop is here

alternatively you can read more about how to find template names here
dial 21 Jul, 2021 @ 12:37pm 
how do you get the names you have to put into the character pool?
RustyDios  [author] 24 Feb, 2021 @ 11:46am 
Well, yes... IF this mod is somehow affecting a box that it is -not setup to affect- .

And 42 characters in length is almost 3x the default (16 characters) of the first/last/nick/weapon name boxes.

And this mods will only set that length on -any of the above four boxes- , if the length is already less than 42.
In short... this mod should not be capping your photo-booth input dialogue.
Icon 24 Feb, 2021 @ 10:55am 
so i gotta find the config file and edit the length?
thanks for the help, i'll see if it works
RustyDios  [author] 22 Feb, 2021 @ 6:21pm 
Okay, so I checked on this mods screen listener for "UI Input Dialogue" ... it should only care for First Name, Last Name, Nickname and Weapon Name.... secondly it does have a backup method to adjust the input box if it is less than the config of this mod.

Also to mention, this change is config editable for the length, default set at 42 characters ... so if it is affecting your photobooth this will be the length. If you enable logging for this mod it will print messages to the log for when it changes an input box, what the boxes title was and the size set.

@Azia.do ~ I hope this helps you find if the issue is this mod or some other conflict. I'll make some notes to check up on this in my next round of investigations/testing/bugfixes ;)
RustyDios  [author] 22 Feb, 2021 @ 5:25pm 
That is odd, but this mod does extend the nickname input box to 42 characters. Maybe for whatever reason it also somehow affecting the photobooth input box. Good catch! I will investigate ;)
Icon 22 Feb, 2021 @ 4:39pm 
hey so apparently there's this strange thing, might be a bug, that's apparently caused by this mod
i'm not sure if it's a result of a conflict with another mod that i have installed but enabling this decreases the textbox size in the photobooth mode, as in it limits to a small number of words and letters instead of the near infinite number of characters that can be written in text
Do you know if that's some accidental issue with the mod of if it's simply a conflict?
RustyDios  [author] 1 Feb, 2021 @ 8:48am 
MOCX has a whole setup for itself that you should use. Read the MOCX mod description and MOCX threads for information on how to do it.
Spritenix (スプライト) 1 Feb, 2021 @ 8:09am 
So, if I want to use this mod to costumize my Mocx soldiers, I need to create characters (pool) and nickname them after the Mocx templates, right?
dan´00 20 Jan, 2021 @ 4:05am 
yeah, i thought as much. Thanks anyway!
RustyDios  [author] 19 Jan, 2021 @ 7:49pm 
Unfortunately ADVENT units are 1 singular pawn/model and are not as easily changed as 'standard' modular unit pawns.
dan´00 19 Jan, 2021 @ 7:16pm 
amazing mod, really. I have a question though. How impossible would it be, to make this work for advent too. Like design my own ´Advent trooper´ preset - shit like that?