XCOM 2
Rookie Armor Mod
32 kommentarer
Dealer Mangan 25. jan. kl. 5:25 
Tested and it does indeed work in WOTC. No game-breaking bug encoutered. The only issue i came across is whenever i use "unequip barracks" button, it resets EVERY soldier into resistance armor, although this could be due to an interaction with some other mod i'm using, unsure. Aside from this minor thing, the mod works!
Mormad 14. juli 2020 kl. 13:04 
Could anyone confirm that it works with WOTC?
Hard Gridlock 6. aug. 2019 kl. 14:46 
Yes! Yes thank you for this mod -- I always had to manually change them when I started. No more!
Thyran 6. apr. 2016 kl. 5:15 
Having same issue as BHunter
[CPC] attila1987 17. mar. 2016 kl. 4:29 
Is there a way to make it that the rookies can't pick the tattered kevlar armor from XCOM 1?
I would like that only the two veterans of XCOM 1 get this armor.
BHunterSEAL 29. feb. 2016 kl. 1:36 
I think this mod isn't deactivating--even unsubscribed, my Rookies are only wearing the Resistance garb per XcomGameData.ini:
Loadouts=(LoadoutName="RookieSoldier", Items[0]=(Item="KevlarArmor_DLC_Day0"), Items[1]=(Item="AssaultRifle_CV"), Items[2]=(Item="FragGrenade"), Items[3]=(Item="FragGrenade"))

Can I assume changing the argument for Items[0] to "KevlarArmor" is all that's needed to revert?
Badger BrownCoat  [ophavsmand] 27. feb. 2016 kl. 18:27 
xyvr -
this was meant entirely as a cosmetic mod, for the resistance armor DLC -
( it does mention in the game, ' until now we've had to do with what Shen can throw together- but then gives you the old xcom style "kevlar" crazy armor & weapons )-
in spirit, I think you'd like my intermediate armor mod - if i can finsish it - xcom2 is.. resistant to change sin the default.
- as is, kevlar armor is factored into your ' hit points' ( which i find funny, because it's value against even some conventional weapons, much less, i assume, magnetic hyperkinetic weapons..)
NAyway, the rest of that i agree with overall, but should be it's own mod - as is, the game doesn't feel very 'guerilla' to me .
xyvr 27. feb. 2016 kl. 4:20 
hunting rifle with just one ammo.
xyvr 27. feb. 2016 kl. 4:18 
maybe the intial sniper rifle can be just a normal hunting rifle.
xyvr 27. feb. 2016 kl. 4:16 
lol maybe do the same for weapons everyone starts out with a pistols and submachinguns only. Rifles and other military equipment becoumes a random loot on the map like supply drops except your raiding old military supply depos and police stations or maybe its a drug cartells hidden weapon stash. or you can buy the weapons from the black market.
xyvr 27. feb. 2016 kl. 4:11 
maybe give the resistance armour a small benifit. like 1 armour and the kevlar 1 armour + 2 hitpoints or something like thal.
xyvr 27. feb. 2016 kl. 4:03 
and what ever excess of resistance armour units can be sold on the black market
xyvr 27. feb. 2016 kl. 3:58 
I like the concept but I would start even further Id start all the rookies off with civilian set.
and id make the resistance armour set to be manufacturable or maybe you can pick it up random units in random supply drops.
BOYCOTT S-T-E-A-M! 21. feb. 2016 kl. 9:57 
Glad to see this is up now. I'll have to give it a run on my next X-com romp.
Badger BrownCoat  [ophavsmand] 20. feb. 2016 kl. 22:04 
@Vulchor: thank you for the heads-up; the correct older should now be up.
happyfungi 19. feb. 2016 kl. 23:57 
Thanks that did the trick. Once i have my character pool where I want it I'll use the mod again. I really emjoyed using it other than the character pool issue.
Badger BrownCoat  [ophavsmand] 19. feb. 2016 kl. 22:52 
What other mods do you have enabled?
The only change in the mod is the default rookie loodout - I haven't seen the clipping issue, however-
The character pool rookies may revert to whatever default is ( for rookies), but that shouldn't be true once the mod is removed ( this points at another problem )
worst case scenario, restore the base config file, this can be found at
C:\Games\Steam\SteamApps\common\XCOM 2\XComGame\Config
the file you want is DefaultXcomGameData.ini
you'll copy that to the config files used by the game:
C:\Users\ ( your user name )\Documents\My Games\XCOM2\XComGame\Config
erase the perhaps corrupted file XcomGameData.ini
- rename the file you just copied by taking out the word Default - this will restore the file to default settings ( unless you have other mods active - even then when a mod is disabled, it should no longer affect the actual ini file.
Good hunting.
happyfungi 19. feb. 2016 kl. 20:36 
I am having issues similar to Spiffstar's. It would be nice to be able to edit in the character pool without the forced reversion to resistance armor. This problem has persisted even after removing the mod alltogether.
vulchor 19. feb. 2016 kl. 11:59 
@BadgerBrownCoat, you need to reupload at the nexus, you uploaded the wrong folder and its missing the .XComMod file.
Papagaio sem asa 18. feb. 2016 kl. 17:50 
good, doing it manually was tiresome. I change all Squaddies to recovered armor from previous X-com (they earned the right to use armor) and Corporals get to buy their own armor (kevlar+)
JOSHnYOU 18. feb. 2016 kl. 16:12 
When making a soldier in the character pool it initially loads the Kevlar but then, upon exiting and re-entering or editing the armor of the soldier it changes to Resistance. Which works fine. But sometimes when closing the game and opening it back up then returning to the pool to edit a character it has the clipping and overlapping issues which persist. You can obviously just edit them again in the Armory but, for instance, I had one of my pool characters join me on the first mission looking like he'd gone through a paper shredder.
Badger BrownCoat  [ophavsmand] 18. feb. 2016 kl. 12:12 
I hadn't noticed, and I'll have to look into that one - I thought resistance armor by default disabled the kevlar armors - you have any other mods running that might allow "any"?
i will double-check however!
JOSHnYOU 18. feb. 2016 kl. 12:00 
I love the mod but is there a way to allow for both the regular and the resistance in the character pool? I often find the problem where my soldiers wind up with the Resistance chest but the Kevlar arms & legs, frequently with clipping issues as they seem to overlap the regular armor.
Badger BrownCoat  [ophavsmand] 18. feb. 2016 kl. 10:13 
@lateboy, I looked into trying to sneak it in, not fo rmy mod, but for curiousity - the second part of this mod is to add " intermediate" (pre-plate) that uses the kevlar models - ( the current armor" mod" utilities)- so I wouldn't include it in my own mod.
It supports squaddie loadout, but that's not what you asked for.
i did try, I believe doing it correctly would require adding a template "corporalloadout" and then filling each class skill progression with the kevlar armor. If you're interested in making this happen, I'll be glad to share what I know - your very published first mod perhaps?
In the menatime people will just have to reward their soldiers individually! <O
Rooooooray 18. feb. 2016 kl. 6:31 
Are you able to edit it so they wear the armour until Corporal?
Badger BrownCoat  [ophavsmand] 17. feb. 2016 kl. 12:30 
@ vulchor - done
vulchor 17. feb. 2016 kl. 12:11 
I do this myself, all Rookies and Squaddies are forced to use Resistance armor. Would be nice to not have to keep doing it manually. Could you upload this to the Nexus (http://nexusmods.com/xcom2) so I can load it with Nexus Mod Manager?
Badger BrownCoat  [ophavsmand] 17. feb. 2016 kl. 12:04 
thanks, folks!
- FearfulSludgeBoy, any time you switch to Resistance armor it can deault props - never was sure why - but no more so than in Vanilla. In both cases, randoms as well as pool characters revert to their deault when changing back to "Professional Xcom" armor.
Juan Stamos 17. feb. 2016 kl. 12:03 
I've been waiting for exactly this. Thanks you.
Arkan 17. feb. 2016 kl. 11:31 
Very Nice! Thanks! :orb:
FearfulSludgeBoy 17. feb. 2016 kl. 11:25 
Does this override the choices set for the Character pool soldiers, or does this only apply to randomly generated rookies?
Evrys 17. feb. 2016 kl. 10:51 
I like the idea of this, Good Work! :D