XCOM 2
SuperSoldiers Redux
56 kommentarer
Dęąth Viper 23. jan. kl. 18:15 
Calm down? CALM DOWN? NEVERRRRR!!
Dragonlord  [ophavsmand] 6. jan. kl. 15:04 
EVERYBODY calm down we are live. This mod is now obselete and will receive no further updates. Pls calmy proceed to this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3401836848
Dragonlord  [ophavsmand] 6. jan. kl. 12:21 
I am building the image and description as we speak. I finished the nanosuit i even TWEAKED some of his abilities. Yes me the monkey code. It will probably need balance checks but it is cooked and ready. Just finalizing some stuff and will start work on cyborg. Which will be the most difficult because of his implants i guess.
Wallflower 6. jan. kl. 12:12 
I can't wait...
Dragonhero 6. jan. kl. 11:59 
Amazing! Just stumbled unto it and I was always reluctant to get the SuperSoldiers mod because of the RPGO overhaul requirement. Definitely will give this one a try on my next playthrough.
Dragonlord  [ophavsmand] 6. jan. kl. 6:32 
Now that we have access to the original code Any recommendations for changing or nerfing abilities is welcome (if by moving the ability on tree won't help) like with the devastator ability of n7 which i will nerf cause i outright broken as is.
Dragonlord  [ophavsmand] 6. jan. kl. 4:55 
Integration of the old mod is done. So we will be leaving this and moving to a new mod that we will have access to all code since we recombiled the old one. Skill trees are done for cyborg and nanosuit but now we have finally access to the code we can nerf problematic abilities. I expect today to publish the new mod that will no longer require the old one. Just took me 3 full days with no sleep no biggie (someone with coding knowledge would probably do it in a few hours)
Zarkrai 5. jan. kl. 12:59 
@Dragonlord Oh! Sorry. I must've overlooked it somehow.
Dragonlord  [ophavsmand] 5. jan. kl. 12:50 
Are we seeing different descriptions?
It's the first line of the description.
Zarkrai 5. jan. kl. 12:19 
@Dragonlord Oh and I think you should also put a list in the description on what classes are currently in the current version of the mod.
Zarkrai 5. jan. kl. 12:18 
@Dragonlord Since it kind of sounds like you might not remake the Ninja and Ghost Operative classes, what are you planning on replacing them with?
Dragonlord  [ophavsmand] 5. jan. kl. 9:15 
@Valewin Check the last picture above. This is without unrestricted customization. By following the instructions. The best i can do at this point (because i am code blind) is to put alot of entries supporting different mods and you remove the comments out what you use. Otherwise you will be getting invisible parts. Will look at it once i am done with the chaos that is nanosuit and cyborg.
Dragonlord  [ophavsmand] 5. jan. kl. 8:25 
Oh that is a biggie i get where are you coming through. Yeah i'll definetely look into that cause everytime i wanted to customize them i needed to install it and it messes up the appearance manager. Also to anyone that doesn't know you can look in the Supersoldiers Core mod and you will see a appearance text. It has details how to setup your armor to look like the corresponding ones if you have the mods. Check it out
Valewin 5. jan. kl. 8:00 
Awesome mod, thank you but one request if its possible can you make the armors customizable ? I really dont wanna install unrestricted customization that was my 1 problem with the OG mod
Dragonlord  [ophavsmand] 4. jan. kl. 10:46 
Thank god yeah it seems the mod doesn't update as intended. Even i need to unsubscribe and resubscribe for it to work. But it's better to do it from the AML cause it's faster and instant in my experience. Oh don't remind me i am in "coding" hell.
Wallflower 4. jan. kl. 10:33 
Can confirm I see the armors as intended after resubscribe updating again, took the launcher a bit to deploy. Love the work, can't wait for the nanosuit
Nero 3. jan. kl. 15:15 
keep cooking dude, love your work
Dragonlord  [ophavsmand] 3. jan. kl. 14:28 
Also apparently the stat progression was broken in the original NON - RPGO version and no one had noticed. Thank god zelfana showed me a tool in discord mod to check your files for errors and i got them. Cooking the nanosuit. It will take some time 2 of the skills are tied to stealth overhaul so they are gone. But he will still be able to silent kill people via other skills. His power level could be higher than the others since his suit is so amazing. Will see how we can nerf him. But he will be a stealth killer and hacker mostly.
Dragonlord  [ophavsmand] 3. jan. kl. 12:53 
Check in the mod folder of my mod by left clicking on AML show on explorer and make sure there is an XComLW_Overhaul.ini inside the Config folder. All of the armors are tied with predator armors. Meaning when you research them they should appear.
Wallflower 3. jan. kl. 11:23 
I am checking. I still don't see. So to get it straight, I know using a mod not explicitly for LWOTC will have the item function on the base game-ish upgrade system. For example, the spec ops combat knives upgrade in the normal engineering department and then every spec ops combat knife is upgraded forever. Is that how the armor should be functioning? I'm going to keep trying and make sure it's not hidden behind something.

(Also, you are, in fact, awesome)
Dragonlord  [ophavsmand] 3. jan. kl. 4:41 
@wallflower because i am amazing (enter irony)
as soon i woke up i coded (just ini entries of monkey see monkey do)
thousands of lines (dozens)
to make the armor appear correctly as updates. Plz check and tell me everything is okay.
Dragonlord  [ophavsmand] 2. jan. kl. 23:55 
@troopercon ninja is definitely not being remade. It is also the only class that needs true primaries a 1gb mod that increases load times by 3 times. as I said I try to keep my mods as simple an non invasive as I can.
Dragonlord  [ophavsmand] 2. jan. kl. 23:46 
Oh yeah you need a bridge for lwotc and armors. I don't even remember how to do that will update the description.
Wallflower 2. jan. kl. 21:53 
Main LWOTC thing I don't know is unlocking higher tiers of armor
Nero 2. jan. kl. 20:10 
also i wonder how this mod would work without that mod since the ninja class needs the kunai from the specops combat knife that needs the stealth overhaul
Nero 2. jan. kl. 20:06 
yeah i really don't see what people mean when they said stealth overhaul doesn't work, i've never had any issues with it
Dragonlord  [ophavsmand] 2. jan. kl. 15:25 
I might make a seperate mod. Eventually cause i don't want to force people to use something that will probably break their game? I never had problems but as i said as i am done with the current plans i will probably address it by making a complementary mod that adds them. It much easier that way.
Zarkrai 2. jan. kl. 15:10 
@Dragonlord I noticed that Ghost Operative and the Ninja Gaiden weren't included. Are they not going to be included in this mod because it won't rely on Stealth Overhaul Mod? And are there any plans to make a version of this compatible with Stealth Overhaul along with whatever fixes that people have been talking about? Idk what these issues are they're mentioning but I actually like the some of the Stealth aspect of some mods like the Predator and Ghost Operative. Especially since that mod adds "Silent Takedown" which cloaks and can actually possibly perform a silent kill.
Dragonlord  [ophavsmand] 2. jan. kl. 14:35 
Huge UPDATE we are removing the WIP status as the mod is almost Complete just missing 2 classes and yes as i said i will add more later as zarkrai suggested. But the original road map is pretty much almost done. Anyone using the spartan might want to rebuild the class (if he wants) as apparently he was not receiving the stat progression. Pls notify for ANY errors or abilities you see not working correctly and i will fix them immediately.
Thanks and have fun. Tomorrow i will work on the 2 final classes (for now).
Dragonlord  [ophavsmand] 2. jan. kl. 14:25 
Thanks Zarkrai All good suggestions as soon i am done with my current roadmap i definitely looking into it. My problem is i don't want to overpopulate the list so supersoldiers flood your campaign but i guess it depends on how often you get them. Hopefully by that time i will have figured out how to introduce them properly.
Zarkrai 2. jan. kl. 14:16 
I can also see a Captain America/Winter Soldier class being applicable in this mod. I just don't know if it would be possible to throw a shield and have it come back with the Ballistic Shield mod.

Wolverine could be a class to get added to your mod too. He is a Super Soldier to a degree and I can also see it being set as a Berserker Class. You would probably have to make it function like the Templar's playstyle with some changes to the animations and using the Shardwielder mod as a reference to figure out a way on how to equip a Ripjack in both the Primary and Secondary slot.

I can probably see a Spider-Man and Venom class being possible with Spider-Man using Grapple and Viper's pull mechanic and Venom doing the same with either their tongues or arms. (Would probably have wait for someone to put Symbiotes into Allies Unknown to have the proper model for Venom). A Symbiote Spider-Man could be somewhat possible mixing both of their skills.
Zarkrai 2. jan. kl. 14:09 
@Dragonlord Do you think you can somehow incorporate the Predator Class mod into your mod? I like the Predator class along with the both Predator Outfit and Stealth Overhaul mod for obvious reasons but the Predator outfit mod hasn't been updated since 2016 and I feel like the Predator class should be separated based on different types of Predators. For example:

Wolf Predator: Scout class with mines and a Plasma Shotgun

Jungle Hunter: Ranger class that specializes in using a Bolt Caster (with Predator Crossbow skin)

Concrete Jungle Predator: All-Rounder Brute Tank class

AVP: Melee oriented Predator who specialize in Traps, Combisticks and Smart Discs skills

Black Blade Clan: Elite Predator class that might as well be similar to a Super Soldier from the Yautja's perspective that focuses on mix of melee and ranged prowess while also being able to deal big damage from Stealth. (I would make this class only selectable to Predators that reaches the highest rank in XCOM 2 wotc)
Dragonlord  [ophavsmand] 2. jan. kl. 12:57 
To answer @leyshade it is a redux since the NON RPGO version was "terrible" these classes were made for RPGO so they only have 1 tree. And in that mod they all had the same generic perks copied over it was just a way of the modder to make them available outside of rpgo. Outside from balancing etc you get them as uniques and i with 3 full trees instead of 1. I would consider that pretty extensive overhaul. Also this will be actively maintained (I guess?) compared to a "dead" great mod. Not to mention i will skip as i said stuff like stealth overhaul etc. so more people can enjoy it and i could help them with anything i can help.
JMich 2. jan. kl. 10:43 
Unsure if it is actually helpful about keeping the soldiers unique, but do take a look at "Recruit Multiple Heroes from All" by RealityMachina
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126788564
By default, you can only have one hero from each non starting faction, and two from the starting faction, and that mod modified those checks.
Dragonlord  [ophavsmand] 2. jan. kl. 9:04 
Not needed yeah as always i try to make my mods as clean and efficient as possible. Cooking the other n7 classes right now. I expect to finish them today. And then will move on to cyborg and nanosuit as they need more work. I will probably be removing their stealth abilities to be sure that we don't need stealth overhaul since so many people had problems with it (i never had any but it's better to be safe and they won't lose power at all). Also the n7 infiltrator will probably won't make the cut for the same reason. But i will take a look at the code to see if i maybe can keep him by also cutting some stealth mechanics.
Nero 2. jan. kl. 8:53 
"Minor fixes balances, Incorporating Support for CI" so we no longer need the Strategy Overhaul Supersoldiers Bridge with this mod?
Dragonlord  [ophavsmand] 2. jan. kl. 6:37 
n7 soldier update dropped updated screenshots
Dragonlord  [ophavsmand] 2. jan. kl. 5:40 
Finished n7 soldier, boy that took some time i am going to get on the 2 more n7 classes and probably finish them today. Thank you everyone for feedback comments and support.
reddsbaron 2. jan. kl. 5:14 
i def look forward to your mod as the supers are one of my fav classes in my 1100+ modded campaign. Hopefully when I am finished with this campaign you'll be complete :)
LeyShade 2. jan. kl. 2:24 
@tastiger841 - It seems Dragonlord's intent is to replace the original mod you've mentioned (the one that doesn't use the RPGO, and this is aiming to redux) with this one.
Dragonlord  [ophavsmand] 2. jan. kl. 1:44 
@tastiger841 No? This is a NON-RPGO version in effect so no?
Dragonlord  [ophavsmand] 2. jan. kl. 1:37 
@Soul i took a look at his mods and thank you for the recommendation. The problem lies in his approach. If you play with ALOT of classes you might never see it. If you play with amalgamation YOU WILL definetely never see them. So as a rule of thumb i want my mods to be as friendly as possible to modlists. I am waiting for Lordazizi to update his mod. If he takes too long i might eventually throw some money on iridar and make him something like the bounty hunter code he uses.
Nero 2. jan. kl. 1:24 
awesome mod dude
Dragonlord  [ophavsmand] 2. jan. kl. 0:58 
@dio brando i will update the description since this is asked alot. But in short yes it should work but you will have ofcourse not use the LW2 Classes perk Pack
LeyShade 2. jan. kl. 0:43 
The AML O+E works around Stealth Overhaul through a combination of Iridar's Work , Zelfana's Brilliance , and it's own long edits to add most every melee ability it can find to the configuration, while stacking the load order (don't ask how) to ensure it excutes with precision.
Dio Brando 2. jan. kl. 0:40 
Will this mod work with Long war of the Chosen?
LeyShade 2. jan. kl. 0:39 
Stealth Overhaul for LWOTC Fix - Can't verify if works, not a LWOTC oriented curator.

Outside of that, user 'Penril' says: "After several hours i finally fixed it (for my game). Badaia's fix works... but only for the abilities he specified (SwordSlice, Slash_LW, SwordSlice_LW). And not every class that uses a sword necessarily also uses one of those abilities. (EDIT: Goes on to include expanded fix)"

And user 'Deacon Ivory' says: "Musashi retired from XCOM 2 modding in 2021. This mod hasn't been updated since 2019. This mod will not get fixed or updated by Musashi. Therefore it is not compatible with a lot of newer mods, and is essentially broken in most circumstances. If you are experienced with X2 modding might be able to get it working, but there are no guarantees. It's best to leave this mod (and all the mods dependent on it) alone."
Dragonlord  [ophavsmand] 2. jan. kl. 0:33 
I used stealth overhaul for years for no problems. So I was wondering what problems people had? Haven't experienced a single glitch with it. I also saw people mention on it on the mod thread but no specifics
RambelZambel 2. jan. kl. 0:30 
i use these classes for allies unknown, so if i get krogan,i promote him to spartan, and turian is my nanosoldier, the n7classes id di fit together , mostly the engineer one for salarian and the ninja i made a Alien Predator Class, cause the Cloakskill is awesome and has no dependencies(wish conceal would be like this), mostly with skirmisher skills
MalteseFalchion 2. jan. kl. 0:05 
I wonder which classes this mod will be able to remake. Some of the required mods (for both the SuperSoldiers mod itself and its own required mods) appear to have become glitchy over the years, such as the Stealth Overhaul mod.

I've been looking forward to someone remaking the SuperSoldiers mod, and I wonder if this can accomplish that. Balance tweaking is nice, but the mod itself functioning is better.