XCOM 2
[WOTC] MGR Customization Pack 2022 (v1.1)
18 Comments
Max  [author] 11 Sep, 2024 @ 3:18pm 
That's how his head came, unfortunately. Dunno how feasible it'd be to construct a new neck for him as i haven't worked on this in 2 1/2 years.
Dick Justice 11 Sep, 2024 @ 3:03pm 
The head is missing a neck, so it doesn't work well with the suit or other customization items.
Not_Naia 22 Sep, 2023 @ 10:19pm 
was curious about the female version if you plan to do anything with them
Dragonlord 12 Jan, 2023 @ 2:31am 
Just a note but you have both the magnetic and beam versions of the HF Blade as 0 tier. Was trying to understand why colored tier didn't picked them up. Just something to check.
Four 13 Sep, 2022 @ 4:48pm 
Based gedeonro for that lwotc help
Amber 4 Jul, 2022 @ 10:24pm 
being tracked by a starving beast
QueeniExMachina 10 May, 2022 @ 4:46pm 
Two thumbs up! Can you also add bare face version with no cybernetics on his jaw?
gedeonro 11 Jan, 2022 @ 3:43pm 
inside XComMGRBlade edit it to your liking
gedeonro 11 Jan, 2022 @ 3:42pm 
[LW_Overhaul.LWTemplateMods]

; New costs/requirements for blades.

+ItemTable=(ItemTemplateName="HFBlade_CV", Slots=0, Starting=true, Infinite=true, Buildable=false)
+ItemTable=(ItemTemplateName="HFBlade_MG", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AutopsyAdventStunLancer",RequiredTech2="", SupplyCost=20, AlloyCost=1, CrystalCost=1, CoreCost=0, SpecialItemTemplateName="CorpseAdventStunLancer", SpecialItemCost=1, TradingPostValue=8, RequiredEngineeringScore=20, Tier = 142, PointsToComplete=100)
+ItemTable=(ItemTemplateName="HFBlade_BM", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AutopsyArchon", RequiredTech2="", SupplyCost=35, AlloyCost=2, CrystalCost=3, CoreCost=1, SpecialItemTemplateName="CorpseArchon", SpecialItemCost=1, TradingPostValue=15, RequiredEngineeringScore=40, Tier = 144, PointsToComplete=200)
gedeonro 11 Jan, 2022 @ 3:39pm 
for compatibility lwotc ,, inside the config folder copy any file and delete all the text inside, then put XComLW_Overhaul to that deleted file and finally paste this inside.
mynameactually 7 Jan, 2022 @ 5:39pm 
This is what nature planned
GospelofBrowning 1 Jan, 2022 @ 10:24pm 
Is this just me, or isn't there supposed to be HF blades in the mod?
Alexandr 31 Dec, 2021 @ 2:40pm 
The tiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiime

has come to an eeeeeeeeeeeeeeeeeeeeeend
jonnyafrica 31 Dec, 2021 @ 12:33pm 
@ Californiadreaming The link is in the description. He has added the links will all his cooked mods packages.
Californiadreaming 31 Dec, 2021 @ 10:45am 
I really like the work you're putting out - keep it up. I would like to make a suggestion though; it would be cool if you could link back to the original mod in the description so we can have a look without having to search for it. Great work!
Edit:Ed 31 Dec, 2021 @ 3:45am 
Max you're a god - many thanks!
If it was just one or two, meh that happens whenever even the original mods update. But when it's near on 100 with XCOM's slow UI it's more daunting.
Rock on you legend.
Max  [author] 31 Dec, 2021 @ 2:49am 
I didn't alter any of the template names in the XComContent file, so your soldiers should be fine. The mod's internal DLC name is different, which'll give you a missing DLC warning if anything, but everything should still work fine.
Edit:Ed 31 Dec, 2021 @ 2:18am 
Hey Max,
Bit of a dumb question here, I know the actually content we see in game is the same between the mods, but are the "pointers" or however modders would phrase it the same?

i.e. - if I switch off the old MGR and enable this, will everyone who has the MGR cosmetics already on just connect up to these ones like nothing happened, or will they just strip down to kevlars and I have to re-cosmetic them all manually? The only little I know is the ModID isn't the same and I note the content.ini's read a little different - but I don't know if that means they won't automatically just slot in where the old ones were, and MGR cosmetics are on LOADS of my dudes so I'm scared to try for fear of having to manually fix.