XCOM 2
[WOTC] Armour Upgrades
299 kommentarer
RAAMPEAK 2. juli kl. 15:25 
with vest slot (yes it still appears for me) i can add basically 3 vest, two through the vest mod with LWOTC aka plating and one with this mod
hottt3 19. mar. kl. 10:51 
Sorry for a noob question, if I enable override and unsubscribe from "(WOTC) UI Mod for Defense/Mobility/Psi" mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1281427768 ), will I have the correct information about the soldier's stats? (The thing that mod does). Thanks!
Taiwansky 6. mar. kl. 4:33 
How to display changes in stats squad menu, after added module in vest?
wesley 1. mar. kl. 0:22 
is there a way to make this compatiable with vest and ammo slots? or is there a way to add ammo slots to this?
PudiPika 16. feb. kl. 3:09 
Very nice mod to have, but I have a question.
Is it possible have both the vest version and module version of an armor upgrade ?
If yes, which files do I need to edit for it to work ?
Want to have access to both for loadout flexibility.
AwoYion 2. feb. kl. 13:40 
Is there a way to make the smart module usable on weapons, I changed the config to make it add two extra slots and thought it would be a cool item that can make some stronger guns at a cost rather than changing a guns config to add extra slots to every gun made. Or if anyone knows of a mod that does this too would be very much appreciated.
lichen93 15. dec. 2024 kl. 19:47 
should i disable the vest slot mod?
Cause they seems to be conflict
fred101j 12. dec. 2024 kl. 10:30 
What are the exact steps to enable armor mods for sparks? also is there a way I can increase the chance of armor from lootboxes?
Mr.Nuke 13. nov. 2024 kl. 17:21 
@thechroniclerofchaos I was able to manage to get the supersoldier armors kitted with upgrade slots but cannot access my desktop at the moment. I modified the .ini of this mod with the armor templates of both supersoldiers and playable aliens. This mod refuses to work on my laptop with the same AML profile I copied from my desktop. I will upload the script change needed when I get back to my desktop.
oceansoul 5. nov. 2024 kl. 1:26 
@AlShegardy92 You can make a Smart Mod (50 supplies, 1 MEC corpse, 1 codex brain) which disables the mutually exclusive rule plus doesn't take a slot. Or you can edit the config files to add the same ability to various other upgrades.
AlShegardy92 31. okt. 2024 kl. 16:46 
in regards to the spark question. In the config you can just set the ballowspark to true and it will solve your issue.

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I have an issue myself is that i got some armours with 3 upgrade slots. but i cant equip more than 2 because the mod is making everything an exclusive equip. So equiping 1 upgrade disables all other upgrades. how can i change that
Epic Dovahkiin 16. okt. 2024 kl. 23:52 
this makes so much more sense than vests being in the utility slot or their own designated slot
rubyeye 12. okt. 2024 kl. 8:46 
FYI, just to clarify ... Plated Vest Companion Module has no application in LWotC because Plated Vests do not exist in that game mode.

If there was a way to make them work with " Tactical Vests ", that would be awesome.
rubyeye 13. sep. 2024 kl. 20:15 
I'm still learning how to adjust mods, but where and how exactly do we allow Sparks to use whatever upgrade is available?
teeray33 31. aug. 2024 kl. 13:59 
I'm having the same issue as neur0n23. I can't attach upgrades to armor. any ideas on how to fix this?
Nero 23. aug. 2024 kl. 1:37 
since if i do nothing to the loot table, they'd still drop their base reactive nanogel, so knowing would mean i can now start working on doing this to all of the mod added vests that hasn't been covered by this mod
Nero 23. aug. 2024 kl. 1:36 
and add

+LootTables = ( TableName = "AHWPraetorianOfficer_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseAHWPraetorian",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="TRArmorUpgrade_PreatorianReactiveArmor",RollGroup=2), Loots[2]=(Chance=20,MinCount=4,MaxCount=8,TemplateName="AlienAlloy",RollGroup=2), Loots[3]=(Chance=60,MinCount=1,MaxCount=4,TemplateName="AlienAlloy",RollGroup=2) )

like that?
Nero 23. aug. 2024 kl. 1:36 
heya tesla, when i convert mod added vests into modules, do i also need to replace their loot tables (if any) in armour upgrades's XComGameCore.ini?
for example, requiem praetorians drops reactive nanogel vest, do i need to do

-LootTables = ( TableName = "AHWPraetorianOfficer_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseAHWPraetorian",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="PreatorianReactiveArmor",RollGroup=2), Loots[2]=(Chance=20,MinCount=4,MaxCount=8,TemplateName="AlienAlloy",RollGroup=2), Loots[3]=(Chance=60,MinCount=1,MaxCount=4,TemplateName="AlienAlloy",RollGroup=2) )
thechroniclerofchaos 27. juli 2024 kl. 23:38 
right so have a dumb question on adding other mod armors to the list of armor upgrade slots. do I just copy paste the template but add in the name of the armor into the config files or is there more steps to it? playing the Super Soldier class mod with the Non-RPGO Version with it and obviously none of the armors have the slots for upgrades
wojteczek 23. juli 2024 kl. 6:54 
a problem I noticed: in CI, when you have a bunch of soldiers in squad select with these upgrades and click unequip squad and then click remove upgrades from unequipped weapons, it doesn't "combine" them even when they're in infinite supply, but rather they stay separate. Which means now I have 15 instances of standard kevlar, all of which in infinite ammount. And it keeps growing the more I keep playing the campaign. Any idea how to fix this?
Sane Boi Caligula 13. juli 2024 kl. 16:43 
@RustyDios
Thx, didnt think of that lol
RustyDios 12. juli 2024 kl. 19:51 
Put the mod BACK ON.. remove and sell all the Vest modules ... remove mod
Mildly Nuclear 12. juli 2024 kl. 16:30 
That sounds like a you problem, chief.
Sane Boi Caligula 12. juli 2024 kl. 15:39 
Hi,
I removed this mod mid playthrough (I know I'm not supposed to), and I now have several "Error! None has no FriendlyName!" with several "TRArmorUpgrade_MZBlastWeave"

"DEBUG: @Design: Missing TacticalText in 'TRArmorUpgrade_MZBlastWeave' template'"

I know this is not a bug, because I removed the mod, but is there any way to remove these items from the inventory?
neur0n23 17. maj 2024 kl. 9:25 
@BhOLa - you have to enter the UPGRADE WEAPON/EQUIPMENT section when equipping your soldier and select armor (just as if you were applying a mod to a weapon, but instead select armor. Here you see slots - select slot and if you have any upgrade items select and add it.

EDIT:

My issue is whenever I add an upgrade to armor (say Tactical Vest or an Ultra Light Vest_ - the effects are never applied. Not in equipment screen and not in tactical mode.

When I disable this mod and instead equip those items in regular utility slots - the effects are correctly applied.

Any idea what could be the issue here and where to start looking @TeslaRage ?

I run a lot of mods but I know noone has neither the time nor patience to comb through this for me, so all I am looking for is pointers on what may be interfering, to pinpoint the issue myself.
BhOLa 8. mar. 2024 kl. 13:17 
So, full disclosure -- I'm using a highly customized, self-curated list of 602 mods and am a few hours into the LWOTC campaign, but I'm not able to attach any upgrades to the armor. I have looted armor attachments like blastweave and others, but selecting the attachment basically does nothing, the attachments don't equip, and the slot stays blank.

I'm 1000% sure it's my own doing due to the custom mod list, but is there any way to figure out how to rectify it ? Is there a conflict between this and other mods ? Is it becuase of LWOTC, and I shouldn't have used certain mods with that ?

Any clues would be appreciated :D
Rtma Eros Paragon 21. feb. 2024 kl. 5:21 
Like to request that Stainless vest from Requiem Armoury needs to be converted into a module.
Frums McNoodles 25. jan. 2024 kl. 11:25 
How do you complete the Experimental Armor Modules project? It needs a Nanoscale vest but they are replaced by the upgrade items so you cant build one for it.
Gakaduo 21. dec. 2023 kl. 8:33 
@TeslaRage
Hi, may I ask, after I installed these modules, my soldier number has not changed at all?
R4nD0mI3z 16. nov. 2023 kl. 12:58 
Oh just noticed in game it says that 2 ablative are granted when upgrade slots are not used xD Can it be modified in some way so there will be both ablative + bonus from slot?
R4nD0mI3z 16. nov. 2023 kl. 12:24 
Hi,
Not sure if I understand correctly interaction between mods but here is how it looks in my game:
- Standard kevlar armor has 2 ablative since the beginning (I guess this is from LW2 ablative plating + this mod?) - total of 5 + 2 for example
- Once I slot the basic nanoscale vest the ablative is removed and soldier has 6 hp (5 + 1 from vest)
Above situation kind of makes it useless when it is converted like this - is this expected or I have some mod conflict?
It would be logical to have 5 + 1 (vest) + 2 (ablative)
Bethrezen 8. nov. 2023 kl. 2:06 
@teslaRage seems utility modules are not working at all. working only grab hook, spectre, that`s all. Staff like psi-shiled, shield-generator and other not working.
I use vest slots, iridar overhall armor & plating, LW2 plating, plating in vest slot
RustyDios 11. okt. 2023 kl. 10:21 
Iridars Overhaul still has some benefits iirc.
The vest slot is pointless though, as (nearly) all 'vest' items are turned into modules
Diego 11. okt. 2023 kl. 10:12 
As I understand it with this mod you no longer need Iridars “Vest and Plating overhaul” nor Musashi’s “Vest Slot”……I am I correct ?
FailingWasp 6. sep. 2023 kl. 0:28 
@p6kocka @moikka434 @fallenscion

I've created a discussion on how I added it for LWOTC, which I have tested as working.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/2644686699/3825299737967799043/
fallenscion 5. sep. 2023 kl. 19:55 
@chantzofdeth - thirding that LWOTC compat guide request
moikka434 31. aug. 2023 kl. 5:33 
@chantzofdeth
I would also like to see a step by step guide what changes you made for LWOTC compability.
Sepherix 11. juli 2023 kl. 9:47 
I love this mod. Makes me use items i never did before as it took much precious utility slots.
And whoah i love vests now. They're awesome.
Maybe takes a few bodies too many for some lesser ones but this is mostly a me problem of too much variety.
Thanks for this a lot.
p6kocka 20. juni 2023 kl. 13:09 
@chantzofdeth
Can you tell us how did you get it work in lwotc exactly?
chantzofdeth 29. maj 2023 kl. 4:16 
Got this to work for LWOTC, however the innate ceramic plating effect (gaining the effect when no upgrade is slotted) is completely broken. To work around it I just enabled turning ceramic plating into a upgrade module in this mods ini and then altering the LWOTC overhaul ini to allow ceramic plating to be built so I could build the ceramic upgrade modules myself. Ill make a discussion post about it soon for others to trouble shoot.
chantzofdeth 27. maj 2023 kl. 3:33 
if I got the DLC right the following should fix it??? ; LW2 Platings
+arrVestsToConvert = (VestTemplateName = "AlloyPlating", GrantingTechs = ("AlloyPlatingProject"), bAllowOnSpark = true, DLC = "LWUtilities")
+arrVestsToConvert = (VestTemplateName = "ChitinPlating", GrantingTechs = ("ChitinPlatingProject"), bAllowOnSpark = true, DLC = "LWUtilities")
+arrVestsToConvert = (VestTemplateName = "CarapacePlating", GrantingTechs = ("CarapacePlatingProject"), bAllowOnSpark = true, DLC = "LWUtilities")

+arrVestsToConvert = (VestTemplateName = "CeramicPlating")
chantzofdeth 27. maj 2023 kl. 3:15 
I think I found the issue. I believe it might be how the two modes reference the items / research. Does anyone know what changes I should make? I think changing this code here would fix the issue with plating. for example for the alloy plating In longwar2 overhaul

+ItemTable=(ItemTemplateName="AlloyPlating", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AlloyPlatingProject".....

in armor upgrades
; LW2 Platings
+arrVestsToConvert = (VestTemplateName = "LW2WOTC_AlloyPlating", GrantingTechs = ("LW2WOTC_AlloyPlating_Foundry"), bAllowOnSpark = true, DLC = "WOTC_LW2_Plating")

I think how they reference the items are the issue.
chantzofdeth 27. maj 2023 kl. 0:00 
I am trying to add these modules to the Lab+Workshop buildable list would I add +ExtraTechTemplatesNames=TRArmorUpgrade_NanofiberVest
to this list? or am I getting the item name wrong
Marcus Aquila 24. maj 2023 kl. 12:05 
So I have to remove Iridar's mod?
RustyDios 24. maj 2023 kl. 12:02 
yes, so, the platings won't become armour-modules with this mod.. as they should be converted to projects for ablative from Iridars mod
Marcus Aquila 24. maj 2023 kl. 12:00 
But they both are compatible with this mod...
RustyDios 24. maj 2023 kl. 11:57 
So there is possibly some overlap here... as Iridars mod turns them into projects that increase ablative shielding
Marcus Aquila 24. maj 2023 kl. 11:33 
I'm using LW2 Utility Plating with Iridar's Vest and Plating Overhaul.
RustyDios 24. maj 2023 kl. 11:13 
Are you using standalone LW Platings mod.. or LWotC ?