XCOM 2
MEC Troopers for LWOTC Redux
52 Comments
Tedster  [author] 4 Jul @ 10:18pm 
Good catch, I've just added it to the requirements.

@Narlindir, the X sounds like you are using Augmentations? I am not familiar with how well it works with LWOTC.
Stormdrake 4 Jul @ 3:40pm 
*Disregard* I Figured it out, it's the Meld i'm missing.
Stormdrake 4 Jul @ 3:24pm 
What are the material costs for making a MEC Troop? I Have all the correct research and the Foundry done. When i try to create a trooper i just get the screen saying that i don't have enough resources, however for the life of me i can't find anywhere that tells me what exactly i'm missing.
Narlindir 9 Jun @ 11:33am 
okay for posterios sake
I can confirm it works with tedJam+
wounded soldier was succesfully cut up
annoying it doesnt show the time
Narlindir 8 Jun @ 8:10am 
this is supposed to work on gravely wounded people too right?
so i can cut em up into a mech faster then they would heal naturally

is it for sure compatible with the R&D facility from your TedJam pack?
on my soldiers in the barracks time remaining simply says "X"

is there a way to verify its working?
Big Brother Max 6 Jun @ 3:16pm 
So if I am doing the new Long WOTC mod I should use yours and not bunnies.
Tedster  [author] 6 Jun @ 1:01pm 
FTB's version is not originally for LWOTC, mine is and is designed for the TJ+ environment/collection. Both of us shared code/enhancements over the original mec troopers mods.
Big Brother Max 6 Jun @ 11:13am 
curious for that one which redux do I use I see both you and bunnies idk which one is just for base or if this is meant specifically with jam
... 3 Mar @ 3:13pm 
There's already an lwotc version of this mod, what's the purpose of this mod? just to work with mod jam?
Tedster  [author] 24 Feb @ 10:14am 
You can use the updated True Primary Secondaries. Also, LW does not include the full Ballistic Shields, just ones for Templar that use the assets, so you'll want it. Stormrider class is used for some of the perks such as Guard that are included with it. This was orignially intended to be used with Mod Jam or Ted Jam collections which do include updated versions of the Stormrider class for the environment.
James Stone 24 Feb @ 9:28am 
There's a few mods in here that are incompatible with dependencies of LWOTC. What happens if you don't have Stormrider Class and Ballistic Shield, for example? (LWOTC already has a Ballistic shield and the BS mod depends on Primary Secondaries while LWOTC uses True Primary Secondaries)
The UltimateZapZap 5 Feb @ 4:34pm 
Any way to make this compatible with project dollhouse?
Bilge-Soup Head 3 Feb @ 4:21pm 
My MEC Heavy has been T-posing for weeks now. I'm scared, 10/10.
redsky14 22 Dec, 2024 @ 4:02pm 
forsen you saved me! I had same problem, i just couldnt put 2nd engineer. Ty!!
forsen 22 Dec, 2024 @ 2:48am 
For anyone having the same problem.

First, I found out that I made a mistake installing "MEC Troopers for LWOTC", which is not need if you are using this mod. Deleting this mod didn't solve the issue.

The solution that worked was to destroy the Proving Grounds facility, and summon it back using console command "givefacility [facility id] [avenger/map index]" (for me it was "GiveFacility ProvingGround 8").

After that, Proving Ground was in it's correct state with 2 slots for engineers and 2 slots for soldiers. :chuchelcrazy:
forsen 22 Dec, 2024 @ 1:48am 
Little correction: it's 4/6 buttons visible.
Since the whole button row is centered, 1 engineer slot on the left and 1 soldier slot on the right are not visible because they don't fit in the screen length.
forsen 21 Dec, 2024 @ 3:26pm 
UI bug makes it impossible to set two engineers working in the proving grounds:
only 4/5 buttons for engineer/soldier assignment fit in the screen.

Assuming that just reducing button length for proving grounds building would fix it, in what config file can I do that?
HOHOL 9 Nov, 2024 @ 8:51pm 
Hello. I jast replace old vers. on redux. Do i need to start new game?
AWOL 24 Oct, 2024 @ 2:00am 
The Marauder perk is bugged when used with Artillery Cannons. The first shot of the mission refunded 2 action points but all subsequent shots throughout the mission ended the turn. Happened when using the Laser Artillery Cannon if that matters.
uachakra 6 Oct, 2024 @ 10:18am 
now i have same issue i make 1 mec and now can't make them anymore , it says u dont have resources.
Shiro 1 Oct, 2024 @ 1:56pm 
ty yeah seems i just didnt have the supplies needed
uachakra 1 Oct, 2024 @ 7:46am 
u need 70 supplies and 1 core , in addition to foundry research and upgrade.
Shiro 30 Sep, 2024 @ 11:41pm 
what exactly is needed to make the mec troopers? i have the research and the foundry upgrade but it just says "not enough resources for augmentation" and doesn't list any soldiers, even have a squaddie soldier in case they needed to be a first rank troop
Tedster  [author] 24 Sep, 2024 @ 4:35pm 
If you are using them with Ted Jam, yes, you can ignore the Mod Jam dependency.
Latis 24 Sep, 2024 @ 2:08pm 
Mod jam is still needed now you relased tedjam?
Tedster  [author] 13 Sep, 2024 @ 8:59pm 
Beta Strike should be fixed with latest update.
WipVanRinkle 13 Sep, 2024 @ 8:41pm 
i managed to make the psionic mec mod work with this the class is a bit wonky but i believe it should make a decent add on for this mod
Latis 11 Sep, 2024 @ 3:42pm 
Mod jam is still needed now you relased tedjam?
Shady Suspicious Smiling Man 25 Aug, 2024 @ 4:35am 
MEC Hp does not scale with Beta Strike's double HP for some reason, they still have 12 HP on beta strike, which is around the higher range for flesh and blood soldiers. in comparison SPARKS start with 24 hp.
VII 15 Aug, 2024 @ 4:07am 
@coltman45 i know im late to the party but if yo tested it yourself on RPGO/LWOTC any feed back? did it work
Tedster  [author] 17 Jul, 2024 @ 3:13pm 
I've got no idea on that one, I don't use RPGO or that patch.
Bane 16 Jul, 2024 @ 7:20pm 
Is this compatible with the RPGO/LWOTC Compatability Patch?
Tedster  [author] 8 Jul, 2024 @ 11:51am 
This ability is part of the 1.2 version of LWoTC, so will be present soon.
mix 8 Jul, 2024 @ 4:45am 
MEC sniper, blank/missing perk on CAPTAIN level of ARCHER row.

I search your config file, the ability which names "EMPRocket_LW" cannot be found. Maybe one dependent perks mod isn't included?

The config parts fo file XComClassData.ini on line 408:
; captain
+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Anatomy")), \\
(AbilityType=(AbilityName="Implacable")), \\
(AbilityType=(AbilityName="EMPRocket_LW", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), \\
(RandomDeckName="Tier2XComAbilities")), \\
aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0)))
Tedster  [author] 15 Jun, 2024 @ 3:24pm 
Also, this mod is intended to be used with the Mod Jam collection, and it's actually missing some dependencies for the free grenade perks I added, such as Assault Troopers, Custodians, and Advent Warlock, all of these requirements are also part of Mod Jam.
Tedster  [author] 15 Jun, 2024 @ 3:22pm 
I'd have to go through them individually, there's 9 classes here, each with something like 70 perks each between the tree and their xcom decks, it's a lot of perks.
Primeval Revenant 15 Jun, 2024 @ 2:58pm 
Then is there any which is strictly necessary? Just to make sure I don't remove a mod and break the MECs.
Tedster  [author] 13 Jun, 2024 @ 9:03pm 
You don't necessarily need the sub dependencies, the vast majority of these dependencies are for perks that they use. This was designed to be used in the Mod Jam environment, which includes stuff like Shadow Ops classes for LWOTC.
Primeval Revenant 13 Jun, 2024 @ 4:03am 
On a second pass through, I'd love to know why a ton of these dependencies are at all necessary. They seem to implement things that are not necessary at all for the mod, such as Iridar's Stormrider Class.
Primeval Revenant 10 Jun, 2024 @ 1:51pm 
So, using the dependency, Shadow Ops Perk Pack and then its own dependencies causes problems as LWOTC complains that NewPromotionScreensbyDefault, LW2 Secondary Weapons and LW2 Perks and Classes are incompatible.
Tedster  [author] 25 May, 2024 @ 7:11pm 
weird pose issue, you'll need to set their attitude to "normal"
Leokosta 23 May, 2024 @ 5:29am 
Hello. I was trying to solve the problem of the weird pose of 2 of my MECs, but I am not the brightest of person. I would assume I need to use the console command RebuildSelectedSoldiersClass, can someone give me or point to more specific directions ? Sorry for the bad english, and thank you.
Tedster  [author] 19 May, 2024 @ 10:12pm 
@xf100t - I wound up redoing this anyways so now it's tied to LWoTC experimental build functionality.
Tedster  [author] 18 May, 2024 @ 8:11pm 
Yes, Psionics Overhaul V3 is to allow the Mec Templar to get the psi amp slot via the Gift. if you don't care about those, it works fine without Psi Overhaul V3
xf100t 17 May, 2024 @ 9:18am 
I don't like the psionics overhaul that much compared with vanilla, or I'd like to use Foxcom's psionics. If I run this without psionics overhaul will all the classes besides templar work?
AKA Illogical 1 May, 2024 @ 7:45pm 
@headdy - Yes. Updates come in the form of refinements. Project is not abandoned.
headdy 30 Apr, 2024 @ 11:47pm 
Is Mod Jam even still viable with current LWOTC? Its gotten plenty of updates since kiruka stopped updating it.
SuperDigga 27 Apr, 2024 @ 9:24am 
Waiting for issues to be resolved but i also have a question; can i uninstall the old Kiruka version and install this with no problems?
PreConceptor 25 Apr, 2024 @ 4:32pm 
All good, hadn't started yet
Tedster  [author] 25 Apr, 2024 @ 9:16am 
Fixed a bug last night with class selection not working, for any bugged units you'll need to use the Additional Soldier Console Commands mod RebuildSelectedSoldiersClass command