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There are several possibilites. Even without mods you can allow every soldier class (base game classes or custom classes) to equip shields. In the XComClassData.ini (for base game in your documents folder, for mods in the Config folder of the mod) are entries like [Classname X2SoldierClassTemplate]. Below this line you should add:
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="shield").
Now this soldier class can equip all Shields from the Ballistic Shields mod or from this actual mod.
The shields should work properly, because in this mod the abilites are given to the item (shield) and not to the class.
But you can also use different mods to allow this weapon class to other units.
For example (i think this is what you mean) you can use the "Utility Sidearm Slot" to allow equipping shields in the utility slot. This can be done by configuration or via MCM (but last only work when one soldier class can equip this category).
For instance right now I have shields as a catagory and everyone can equip shields in a utility slot.
So therefore it makes no difference if these shields are fully working, equippable shields or only skins for other shields (ghost templates). You need to have the full graphic asset in both cases for their incredible nice look.
Only tintable uniforms/weapons, the hair color and the skin color seem to have exchangeable textures, but i am not sure with this.
@Xecutor / Wolf Renegade: With the mod XSkin you can use these shields everytime as a skin for all ballistic shields. It should also be possible with WSR (Weapon Skin Replacer), but maybe then you need some configuration entries. Then they have the stats (and behaviour/abilities) from the ballistic shield but the look/animations from this nice looking Star Wars Shields.