XCOM 2
WA'sCustomGear
147 Comments
Mizuki 水城 泰士 2 Sep, 2020 @ 3:56pm 
Thanks for this! just what I needed for my Ghost Operataive, looks great with Power Armor!
Conefed 11 May, 2019 @ 10:19pm 
The helmets are cool. I wish there were less fancy ones because I like to level up the looks of my characters and currently these would all be high ranking options. Looking for half-helms basically.
[UA]Dron z Furi #12 2 Aug, 2018 @ 1:40am 
I got problem, old (anarchy)version at least in barracks don't have textures. Means I got white-purple not ended helm/armor. But shiny version works well.
Brakkey Gurdy I 3 Oct, 2017 @ 6:11am 
Whoops, wrong area.
WastedAlmond  [author] 3 Oct, 2017 @ 1:01am 
The neckpart should be a part of the torso, as the vanilla powered helmets disable lower faceprops, and I have made a lower faceprop neck cover. I'm in the process of creating a full set armor with a covered neck.

Since War of the chosen has launched I will update this version a little less frequently, focusing on the newer pack (WotC version). This is mainly due to a very busy RL schedule, I wont be abandoning this version though. So as a result the lower face prop I've been working on, on the side isn't up yet as I'm implementing some suggested improvements.
Brakkey Gurdy I 2 Oct, 2017 @ 7:16pm 
You've been working on a neck parts thing for this - If you finally made one that fitted onto the powered helmets, you'd earn immortality in the community.
Jmf blw.tf 23 Sep, 2017 @ 8:37am 
oh boy exactly what the doctor recommend!!!
WastedAlmond  [author] 4 Sep, 2017 @ 6:58am 
I am, just kinda slowly. Working on a full set of T3 armor at the moment (Helmet might be released earlier), but it's still a ways off, due to studies and my university game project taking up most of my time.

Also doing job applications and stuff so I'm really busy, but this mod is important to me so I will keep it updated as well as I can.
Drenamow 4 Sep, 2017 @ 6:05am 
You should keep making addons. This is sick!
WastedAlmond  [author] 31 Aug, 2017 @ 12:50pm 
Released the WotC version link on the top
Swords 31 Aug, 2017 @ 8:04am 
Good to hear, love this mod!
Reduviid 30 Aug, 2017 @ 9:51pm 
looking forward to the update :) I love this mod!
José 30 Aug, 2017 @ 3:40am 
Noticed the update. All the armor that's close to vanilla textures work now. The armor that has the worn, Anarchy's Children textures are still not displaying them.
WastedAlmond  [author] 30 Aug, 2017 @ 2:18am 
I little update. I'm currently downloading the SDK assets for WotC, so I can see what exactly they've changed up in the asset department. I tried hacking together a small fix by eliminating vanilla dependencies, but seems like they changed up the assets enough to still cause issues with my stuff.

Having to branch things off is starting to seem like a likely outcome.
José 29 Aug, 2017 @ 1:29pm 
Oof. Fortunately, the models are still around, if the textures aren't. Might want to look into Claus' WGear. None of this happened to any of his textures, and it seems that he was the only modder that wasn't hit by WotC. Stenchfury's models were hit pretty hard, as well as most of Capnbub's stuff. I suspect that this affects models with in-game textures, as the Too Fancy mod was mostly intact, as it was mostly custom models, but I can't tell for sure.
WastedAlmond  [author] 29 Aug, 2017 @ 1:22pm 
I'll have to figure out a compatibility patch in the near future. Might even have to split it off into a separate mod, honestly don't know yet. I'll update once I figure it out.
José 29 Aug, 2017 @ 12:35pm 
It's not compatible with WotC. The models are there, but no textures are being read.
Shadow of Epsilon 29 Aug, 2017 @ 9:02am 
Anyone know if this works with WotC yet? I'm still downloading it and can't tell.
José 16 Aug, 2017 @ 8:41pm 
Another suggestion I have is to make the Psi Armor parts as options for helmet, upper, and lower face parts, and let the players deal with clipping with the armor that they use. While not as cool, it is a lot easier than figuring out how the gauntlet works as being a seperate part of the suit other than a decoration... tho' I think that this has to do as thinking of the armor as an item rather than deco. I'll get back to you on that.
José 16 Aug, 2017 @ 8:37pm 
I see what you mean. It's a huge pain to figure things out, and I'm getting a headache just trying to imagine it. I'm thinking that the secret to figuring out something like that could end up being in Long War 2's Tactical. As for avoiding clipping... at least for the arm portion, I could suggest mirroring a tier 2/3 gauntlet and kitbashing it with a psi amp. Instead, of a barrel to shoot rockets, it would have a psi amp tip. The work had already been done on that.
WastedAlmond  [author] 16 Aug, 2017 @ 7:57am 
I am not sure about how they execute the WAR suit gauntlet thing, it isn't a part of the "armor" as you stated already. But utilizing a similar technique could work, but do remember that the gauntlet is way simpler than both what you just suggested and to what I had in mind. I'd imagine loads of work going into working around clipping issues and whatnot.

My idea was highly similar to yours with add on cabling and whatnot, but it would be custom fitted to the warden, instead of a "armor" that would be placed on any cosmetic armor available.
José 14 Aug, 2017 @ 11:44am 
Don't fret about the meshes. Your stuff looks significantly better than vanilla.
José 14 Aug, 2017 @ 11:42am 
Actually, I have a more elegant solution for Psi Armor. Instead of making an entire armor set, it would be much, much easier to simply make parts of it. For example, the W.A.R. suit is always a W.A.R. suit due to the gauntlet that remains, regardless of the customization, this would make the mod compatible with other customizations but not only that, make things easier to have tier 1 and 2 variants.

I suggest that the true armor consists of 2-3 parts. One piece of armor on the right arm, one on he back, and/or one on the head. In the arm, we have what appears to be smaller end portions of the Psi amp running down the forearm to the hand, ending with a full-sized one at the back of the hand, held like a katar. Particle effects only come on if a Psi Amp is used, or remain on if the unit is otherwise psi inclined. The back portion is a simple battery pack underneath or replacing the unit's nationality flag, and the head portion could be some sort of circlet-looking item.
WastedAlmond  [author] 14 Aug, 2017 @ 11:32am 
Yeah sure, I'll prolly release the simple psi armor mod of mine (warden with "Psi addon bits") once I get the meshes done (honestly not sure if it'll look good or not).

If I get around to making an actual fully custom psi armor, then sure I'd be open to giving permission to have it in a separate psi armor mod.
José 14 Aug, 2017 @ 11:05am 
I think it's best to wait for the custom meshes. Lol. Let's see what we could do. I kinda wanna build something cool. Gonna ask around, so if something does come of it, would it be fine to have some of your designs as the default presets?
WastedAlmond  [author] 14 Aug, 2017 @ 2:03am 
It is nothing elaborate, in function it would be the XCOM EU psi armor, with a few augments. If I remember correctly (Been too busy to play around with that mod much as I'd like :/) it boosted will, psi offence and gave the mindshield perk. It had less HP and required a ready built mindshield as well to balance off the buffs.

I would have liked to study how I could make the armor give a sort of psionic detonation punch attack using the skulljack start animation (the uppercut), but again time restraints. And I don't think it would even be a matter of time sort of issue for my skillset :P

I could try to release the psi armor without the custom meshes, in which case it would be Warden with purple emissives.
José 13 Aug, 2017 @ 3:32pm 
What do you mean by the stats? Are you adding in the Psi Armor type, just like the Wraith and the W.A.R.? A friend and I were fiddling around with the idea, but since I can't code for crap, and he's lazy, we gave up. Plus War of the Chosen is coming out, so for me, who prefers psionics from the Enemy Within/Unknown, I would have to wait for the Templars' animation set for the psi blades to have that as a replacer for the Amp... in other words, stuff I have no idea how to do.

Actually, that gives me an idea: if you're creating an altogether new armor type, could you make its abilities/use compatible with soldiers using Reality Machina's Partially Gifted? You could use the idea I wanted to use, if you're also waiting for WotC. I hope it doesn't sound like I'm telling you to do anything, it's just that I'm excited with the idea.
WastedAlmond  [author] 13 Aug, 2017 @ 3:10pm 
Aaactually, I've been cooking up a psi armor thingie as a mod scripting experiment. Though the idea with that was to make it Warden with added psi amp bits, the meshes are super WIP but the stats and whatnot are "done". It would be a separate mod though, once finished.

A clearly different looking psi armor cosmetic would be cool, but that would have to wait until I'm done with what I got in the pipes now. I remember people requesting tier 1 body cosmetics as well, so I'll have to see what I end up picking up after this.
José 13 Aug, 2017 @ 2:16pm 
Yeah, it was me, waaaaaayyyyy back when you released the first helmet for compatibility for Jsleezy's neck protector and that muffler thing from Capnbub's mod. Glad you're still supporting your mod; I really love your armor design. Two things, tho': first, are you familliar with Claus' Warden Gear (WGear) mod? It adds tactiCOOL rigging to the tier 3 armor that would go really well with your designs. I think you should take some assets (with their permission) for your next armor design, or parts of it as right/left shoulder deco, a la Anarchy's Children. Speaking of which, two, how about some psionically inspired armor? I miss Aurora/Vortex Psi armor, and the Psi Operative doesn't get any love...

Anywho, good luck on your coursework. Hang in there 'til graduation!
WastedAlmond  [author] 30 Jul, 2017 @ 9:39am 
Yeah, it is possible. I remember somebody suggesting enabling it before, actually, even though it would lead to clipping in some cases. I'll do my best to remember to put that in for the next version, along with the "Part Names" mod compatibility.

As for the next version, it will take a bit of time as I am currently busy dealing with some courses.
wolff_laarcen 28 Jul, 2017 @ 3:46am 
Any way to allow lower face props to show with these awesome helmets?
Shepard 9 Jul, 2017 @ 7:25am 
Those are really good looking !
The only things I can suggest right now are neck covers, laser designators/headlamps and high-tech HUD writings in the glass visors of the helmets that have one. Everything else in pretty sweet
Cornelian 17 Jun, 2017 @ 10:56am 
Excellent, thank you for this!
johann.berjot 26 Feb, 2017 @ 3:37pm 
You made a must have !
K1ngPring1e 1 Feb, 2017 @ 2:11pm 
dude nice job on this mod
Bantichai 24 Jan, 2017 @ 6:45am 
I think it should be fine, I normally use his Balaclava which is in the lower props and that's skin tight.
WastedAlmond  [author] 24 Jan, 2017 @ 6:43am 
Hmm, I'll think about adding neck covers. The problem I see with adding them as options for existing helmets is clutter, I don't want to create a mass of variants that don't really change things up a lot.

That being said, I'd say that it's a safe bet that I'll think of some sort of neck cover for my next helmet. I'll also check and see if I can enable lower face props for some helmets, just gotta make sure that theres no massive clipping happening (With the capn's props).
Bantichai 24 Jan, 2017 @ 1:20am 
Or perhaps allow lower face props to show, that way the neck covers from Capnbubs would work :)
Elentári 20 Jan, 2017 @ 7:20pm 
Maybe a version for the helmets including a neck cover?
So you don't see bare skin between helmet and heavy armor?
I thought of something like a tac mask or a bacalava.
PRPE7UAL 20 Jan, 2017 @ 3:21pm 
IMHO this is by far the best cosmetic mod for xcom 2, keep up the great work mate!
Bantichai 19 Jan, 2017 @ 4:01pm 
Keep up the great work!
TeK DeLorean 16 Dec, 2016 @ 9:43am 
awesome work!
Reduviid 14 Dec, 2016 @ 4:12pm 
:OOOOOOOOO looks awesome!!!
Dragon32 14 Dec, 2016 @ 2:33pm 
Wow. I know who's going to be gettng that in my current campaign. Looks like a great design, can't wait to check it out in game.
WastedAlmond  [author] 14 Dec, 2016 @ 1:44pm 
Everything should be up now.
WastedAlmond  [author] 14 Dec, 2016 @ 12:49pm 
Uuh sorry, I hit some RL stuff while updating the mod, so the page contents didn't get updated as the update went live. Doing it now =P
Dragon32 14 Dec, 2016 @ 12:37pm 
An update to one of my favourite customisation mods? Woo-hoo!

Any chance on letting us know what the update is? Doesn't look like any new shinies from the modified files...
Boshty 29 Aug, 2016 @ 7:27pm 
i want to hug you for this :)
Reduviid 27 Aug, 2016 @ 1:05am 
All this new content ... amazing stuff! Keep up the great work!!!
Imperator 26 Aug, 2016 @ 8:06pm 
Looks very nice! Excellent job! :steamhappy::vahlen: