XCOM 2
XCom Energy Shields
100 Comments
Moisesjns 31 Mar @ 9:54am 
this worked back in 2023 but now it crashes on launch.
d4n13lus 12 Aug, 2022 @ 5:08am 
fail at launch :(
Xx_yaoitron9000xX 5 May, 2020 @ 8:25am 
@Shavy how about you try deleting it from the files
Sir Jia Xing 27 May, 2019 @ 10:42pm 
@shavy Last update was in 2016 and a few people commented about WOTC in 2017 but never got any response... What made you think to try this mod in 2019?
Shavy 27 May, 2019 @ 4:42pm 
this mod makes wotc crash on start even if not enabled plz fix.
Albertine_Crowley 22 Nov, 2018 @ 3:38pm 
Working withLW2. Thanks:)
T-VIRUS 28 Dec, 2017 @ 10:22pm 
is there a way to make it like the shields from halo where it recharges 1HP per turn and does not expire?

otherwise il probably just stick to adding shields with the armor stat customiser mod
taylormadetactics 13 Oct, 2017 @ 3:25am 
this needs to reduced to have 1 ability point cost so it doesn't end your turn when activated, so you can shield then shoot. which is not possible right now - sorry
Daddy Kaneki 13 Sep, 2017 @ 11:05pm 
Does using the Group Shield Generator (heavy weapon mod) play the same animation as the Shieldbearer's energy shield generator? Because if it does play the same animation that they use, I will have to instadownload this mod.
xthetannermanx 1 Sep, 2017 @ 10:00pm 
does this work with LW2 ?
Loso3svk 31 Aug, 2017 @ 1:14am 
causing crash in WOTC
Reduviid 30 Aug, 2017 @ 9:51pm 
will this be updated for WOTC?
reinhartalvaro 8 Jul, 2017 @ 9:08am 
Is this LW 2 Compatible?
T'erissk 24 Jun, 2017 @ 1:47am 
This mod sound great, but does it have the same animation as the shieldbearers?
darktoto 25 Apr, 2017 @ 2:48am 
LW2 compatible ? if yes please add "LW2" in tags
Die By My Sword666 14 Mar, 2017 @ 3:29pm 
Are the animations fixed?
Celeritas 20 Feb, 2017 @ 6:14pm 
Is this Long War compatible?
Conefed 14 Nov, 2016 @ 8:21pm 
Group Shield Generator was perfect! Not OP; perfect radius, amount, and duration.
UEGHunter631 26 Sep, 2016 @ 7:36pm 
Is it possible for them to last forever once activated and have multiple charges?
Zigg Price 22 Jun, 2016 @ 10:29pm 
If I change the charges on these items to 0, will it make it unusable, or will it just be infinite?
SharpEdge 15 May, 2016 @ 9:25pm 
Have you looked into a shield generator armor?

Starts with the shield active, regenerates a part of it each turn. Less health bonus, but you get the shield as damage buffer.

I keep digging around for something that would be perfect for Halo/Mass Effect and other Sci-fi armors and I'm surprised I haven't found something like it.

So far this is the closest thing but it's not quite that "sci-fi FPS shooter" feeling, if that makes sense.
Jasina 24 Mar, 2016 @ 8:11am 
Any chance we're going to see the animations any time soon?
/!!!!!!!!!!!!!!! 23 Mar, 2016 @ 10:38am 
Outstanding Mod! Thanks!!
Lizard 21 Mar, 2016 @ 8:02pm 
Is it possible to create a proving grounds project to increase the HP provided by the shields? The equipment quickly looses efficacy in the face of late game units. Additionally, the ADVENT shieldbearers give more health late game than when you first engage them, so it is you evolving parrallel to the ADVENT.
test447  [author] 13 Mar, 2016 @ 4:19pm 
Small patch should ensure compatibility.
test447  [author] 13 Mar, 2016 @ 4:15pm 
I'm testing the mod right now to confirm that it works properly with the new patch.
Xavier L. Wulf 13 Mar, 2016 @ 12:23pm 
Any Chance you can make the shield grenade not cause your soldiers to be revealed?
ObelixDk 12 Mar, 2016 @ 8:03am 
Is this mod working with the new patch?
Adam d0ggg 7 Mar, 2016 @ 7:21pm 
I like the mod alot.There really isn't enough good defense oriented uitility items in the game and this was really needed. It made me think of an idea for an armor mod in a utility slot. What if you had a mindshield that gave your character instant half cover wherever he is, even in the open.It only lasts one turn and you only get one charge per mission. You could deploy it for the turn( it doesnt taker an action point). flank an enemy, and take a cheap shot without the certainty of getting owned by his friends, its risky but not suicidal. Or deploy it and have the soldier run out in the open and act like a human mimic beacon for a turn. Do you think you could make something like that? I don't know how to mod.
XONEGAMER 7 Mar, 2016 @ 12:31pm 
Amazing idea. Yesterday I finished one of my failed IronMan and was wondering why this is not in vanilla game.
Rootin' 27 Feb, 2016 @ 4:23pm 
aw. i was hopin for some CoD style XCOM. just hide long enough to regen health.


though...
maybe i could get someone to make weaker versions of most armors but healed you over time...
maybe just take out a hitpoint and a gear slot.
Viemärirotta 24 Feb, 2016 @ 7:19am 
Should it technically be limited to PSI Ops (with buffing due to the restriction), since like it uses Psionic energy-
test447  [author] 23 Feb, 2016 @ 5:20pm 
I appreciate the kind words and the balance feedback!
yappy118 22 Feb, 2016 @ 9:21pm 
I am very grateful for your mod. Thank your for your work in producing it and your generosity in sharing it.:steamhappy:
MrT 22 Feb, 2016 @ 7:00pm 
Awesome mod. I think it's odd the grenades unlock first but the "group shiled" does less for near the same range and takes a good bit longer to unlock....

Would like to see personal shileds go in armour suit slots maybe bump it up to 5 like late shileds bearers do... maybe higher since it's personal... bump the cost or time to produce?

Anyway. enjoying having this mod. adds a nice mid to late support option better then smoke and flash.. I find.

CWJacksonville 21 Feb, 2016 @ 5:13pm 
@Someone the shield ability in the W.A.R suit always disappears whenever I load a game
Kwahn 21 Feb, 2016 @ 2:34pm 
For a fun challenge, try linking the ability's shield amount and duration to the ini configuration settings, much how grenades and weapons have their stats linked. I think it'll be a nice learning experience! :D
GBN 20 Feb, 2016 @ 12:38pm 
you know what you should do, make the W.A.R suit give a shield for everyone instead of that useless ability.
Ardjuhh 18 Feb, 2016 @ 9:48am 
Great mod! How are the animations doing?
Pluvia 17 Feb, 2016 @ 12:07pm 
The grenade seems a bit too powerful doesn't it?
Skelebone 16 Feb, 2016 @ 9:25pm 
Really nice mod, however I suggest you do change how this works. I agree with akahige about the duration, although I personally think you should do something like 5-7 shield per dude for maybe two or three turns, but that's just me.
Daddy 16 Feb, 2016 @ 8:27am 
Im not bothered by the amount of shield, but the duration. 6 turns is often half the mission. I just want more decision making into when to use it. :P
test447  [author] 16 Feb, 2016 @ 7:57am 
To each their own - that's what I'd say. It's everyone's choice how hard/easy they want their game to be. XD.
Aklyon 16 Feb, 2016 @ 7:45am 
Its only 2 damage, dude. By the time you fight shieldbearers you are going to get hit with stronger attacks than two damage, and thus will take damage anyway. The stronger shield is limited to one person and would need armor as well to guarentee no injury damage. I'm not sure how you could call this OP.
test447  [author] 16 Feb, 2016 @ 7:38am 
@Akahige: Definitely, you can change all of the mod settings in the config: XComEnergyShield.ini. It won't update the text files, but changes will properly change the shield amount and duration. This should be the path that takes you to your mods if you were looking for the configs: Steam\steamapps\workshop\content\268500
Daddy 16 Feb, 2016 @ 6:47am 
This seems great, but seems quite overpowered since getting hit in the shield does not cause injuries. Would it be possible to have it scale with difficulty or have a weaker version, with much less duration like 2 turns and/or have 1 charge?
test447  [author] 15 Feb, 2016 @ 8:53pm 
Glad to hear you're liking it!
Jarl44 15 Feb, 2016 @ 8:49pm 
@Davis (Somebody), AH! Thank you! My apologies, it was my mistake but thanks for the quick replies. It's a great mod and I'd love to see what else you come up with
test447  [author] 15 Feb, 2016 @ 6:43pm 
@Jarl44, I just checked my build of the mod and I think what you're encoutering isn't a bug. Since my last update, the group shield generator has been changed to be a heavy weapon (i.e. equipable on the WAR suit with things like rocket launchers). I changed its equip slot as a balance change. If you think the equip slot change deserves some buffs to its shield generating capabilities you can always change the values in the config XComEnergyShield.ini.
test447  [author] 15 Feb, 2016 @ 6:35pm 
I want to make sure all the bugs in it are gone.