XCOM 2
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[WOTC] [FINAL] Unrestricted Customization Redux
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28 Mar, 2021 @ 5:55am
11 Jun, 2024 @ 7:27am
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[WOTC] [FINAL] Unrestricted Customization Redux

Description
FINAL !?
YES, you did read that correctly. As of 21st August 2024 this mod is now final.
I will not be making any more major updates, nor attempting to fix any bugs.
The latest uploaded version of this is working fine and will be the last uploaded version.
I just can't focus and continue work on this.

The reason for this is I would like to move to using Project Doll House . It was a much better project, but the last upload has some issues to iron out ...

PDH has 95% of the features of this mod integrated AND MORE (Player-set Blacklisting/Part Filter association, One Million Colours by default, individual material overrides, better integration with Iridars Appearance Manager, Unit scaling, EyeExtender and "Emissive eyes" support)

The 5% features not currently implemented are this mods Outfit Randomisation and Copy/Paste/Load options.
The PDH mod has it's own form of Load from Pool and Outfit Randomisation.

It's been a fun time, everyone. Thank you all for the support over the years!!




What is this ?
This is a copy of ToxicFrog's miraculous Original Unrestricted Customisation Mod .
Made with permission from ToxicFrog.

This version is 90% the same as the original, except I added some code by Jeb from the originals comments section. This extra piece of code allows multiple body parts with the same archetype name to exist. This code aims to cut out the original mods over-zealous "duplicate part" filter, which for some cosmetic mods would result in less options!

I also added some new MCM options to control how appearances are copied, support for some helmets/head cosmetics and SPARKS ... oh! and a text search filter :)

Features
  • Allows to set any voice for any soldier.
  • Allows to use any body parts for any gender/armour/tech-level/character-type.
  • Allows to use civilian body parts and some previously unavailable vanilla content.
  • Allows to use thighs/shins/torso deco's on any soldier.
  • Allows to use any Helmet on any armour for any tech level.
  • Outfit Randomisation with optional filter limits
  • Outfit Importation from Character Pool
  • Outfit copy/paste
  • Body Part filtering by category
  • Search/Filter by matching text
  • UI Adjusted, all options are visible at once, no more scroll to get Thighs/Shins
  • Menu re-organised to group options together for left/right arms
  • SPARK support, moved Spark Head options to be in the main body options
  • Head cosmetics support
  • MCM option to always show the 'full body' whilst customising
  • MCM option to load into the text search/filter, may stutter a little
  • MCM option to auto-set filters based on current worn armour
  • Auto copy current appearance to new armour (Global Appearance)

Explain the Appearance Settings Please
Global Appearance OFF: Progressive Update OFF:
Vanilla behaviour, each new armour is randomised on first equip, but thereafter retains armour-specific appearance

Global Appearance ON: Progressive Update OFF: (Default Setup)
Normal UC behaviour, each new armour copies the appearance of the previous armour on first equip, but thereafter retains armour-specific appearance

Global Appearance ON: Progressive Update ON:
Kexx's Desired behaviour, each new armour copies the appearance of the previous armour, always, armour-specific appearance is always updated to the current appearance

FAQ
  • How to import full character appearance from character pool ?
    This mod imports outfit appearance only (clothes + accessories + patterns + colours).
    Try a Uniform Manager mod to import whole appearances.
  • How to un-hide hidden/removed parts ?
    In the mod's MCM settings, check ShowBlacklistedOnly,
    Then find the part in the customisation menus and click Edit,
    Then un-check Hide/Remove within the part category filter menu.
  • How to change filter settings?
    In the customisation menu click Edit, and toggle the boxes.
    The parts will show up only when these filter boxes are checked.
    Having NO filters selected is the same as having ALL filters selected.
  • Where are the MCM settings ?
    In game Options menu, click on Mod Settings button then UnrestrictedCustomization
  • Can I switch from the original?
    You should be safe to switch without issues.

Known Issues
  • The first time a soldier generated from the Character Pool appears, their outfit may differ from what it was in the character pool -- re-importing should fix the issue.
  • Not to be used alongside the Original Mod. AML should class these as duplicate mods. Not really an issue, but worth mentioning.
  • Incompatible with Clean Soldier Generation, this mod prevents that one from filtering the soldier random appearance.
  • Incompatible with Clean Full Body Armours this mod makes that one cause the arms/legs to get removed when you switch armours.
  • Incompatible with Uniformity, causes issues with random armour swapping appearance.
  • Will break Appearance Store functionality of Appearance Manager, but otherwise usable together.

Mod Removal
This mod makes some rather extensive and intrusive changes to characters, appearances and cosmetics. It needs to do these things to work correctly, but, this also means that any characters created or edited whilst using the mod will only work with UCR setup!!

IF for whatever reason you want to remove this mod, your character pool will end up broken.
All units will have missing cosmetic items and in most cases units will "self-implode" if you try to edit them.
However the Character Pool Restoration Mod by E3245 can be used to return your broken Pool units to default cosmetics - thus letting you keep and restore them. Especially useful if you have a Pool full of custom backstories and named people etc.

I also highly advise a full user config reset after mod removal, see the XCom2 Wiki for details on how to do this.

Credits and Thanks
Screenshots contain a number of mod cosmetics, too many to name, but thankyou to all the cosmetics modders out there!
ToxicFrog for the original mod and permission to upload this version.
Jeb for the code in the original versions steam comments that led to me doing this version.
Iridar and Xymanek for tips and pointers on the search bar and UI.
Russian Translation provided by Aks, many thanks!
Simplified Chinese Translation provided by The Greater Good, many thanks!

The XCOM2 Modders discord and the MEME Modders discord for continued support.

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
Popular Discussions View All (6)
2
28 Apr, 2023 @ 5:39pm
PINNED: Creating Unrestricted Customization Friendly Mods
RustyDios
0
1 Jul, 2023 @ 1:47pm
Updt Russian Localization
Aks
749 Comments
BantaMan 17 Jul @ 6:41am 
Aaaah. No wonder it crashes, okay, my bad. Thank you!
RustyDios  [author] 16 Jul @ 11:49pm 
As per the "Required DLC" section on the right side bar, yes.

This is because it makes changes to the SPARK script packages to allow them to also have the same unrestricted customisation features.
BantaMan 16 Jul @ 6:38pm 
Is Shen's last gift a *must* requirement to use this mod? I think I might've borked myself after downloading this cause it crashes just before the main menu
RustyDios  [author] 6 Jul @ 11:21am 
If you want the current appearance to copy to a new armour you want Global Appearance ON.
The new armour will copy the previous one, but from then on both will remember any changes independently.

If you want a previous armour to remember changes made to newer armours then you also want Progressive ON.

Equip Kevlar. Design Kevlar.

Equip Predator (new never before worn armour)
--> Global ON = Copy Kevlar.
--> Global OFF = Generate new Predator random appearance.

Design changes made with Predator on.
Equip Kevlar. (previously worn armour)
--> Progressive ON = Copy Current Predator style
--> Progressive OFF = Revert to previously 'stored' Kevlar style
Daddy Takeda 6 Jul @ 10:29am 
Gotcha. Well I'll stick with your mod then. Been using it since it came on the workshop and was using its predecessor as well. Seems to be the wiser choice.

Now, I've re-read your mod description and English is obviously not my first language, so I'm confused as to how those two statements differ : "retains armour-specific appearance" & "always updated to the current appearance". Both seem to state the same thing, in my mind, so I'm obviously not understanding what they mean. "Retains" and "current" (current as in, what my soldier is currently wearing) suggest, to me, that the armours appearance don't change when you buy an armour upgrade. Presently, in my game, when I buy a new armour, all my soldier's armour appearance are getting changed which bothers me a little, since I have to change them back all.
RustyDios  [author] 6 Jul @ 9:49am 
And if you've had UCR and designed unit's with it, they'll implode without it, because their appearance store has been so ungraciously ripped apart by UCR.

That is basically what the "post-ucr fix/restoration mod" does, by reinstalling the appearance store (and basic cosmetic options) to those units.

Sorry to say, but for that one functionality of the store its either have the store (including mods that utilise it, like Iridars Appearance Manger) or not have it (UCR). There is no midway point. :(
RustyDios  [author] 6 Jul @ 9:39am 
No mod should ever *need* UCR to work.. if it does have it listed as required, it basically means the cosmetic author couldn't be bothered to type out the config lines "correctly for all 5k+ variations of units".. I don't blame them tbh. But it shouldn't be *needed*, it's just a tool to help fast-track that config line work.

You can't have both UCR and the appearance store together. Well, not in the conventional way the store is used. UCR quit literally rips out the store (which is what ties cosmetics to armour pieces), so that the cosmetic can be used on any armour piece instead.
Daddy Takeda 6 Jul @ 9:29am 
So if one really, really wanted the feature of stored appearance, what should one do without outright unsubscribing from UCR? I have 645 mods and I'm fearful of parting away of UCR, don't know what it will do to other mods (I'm guessing a lot of them depends on UC to properly work?). Would obviously need to start a new campaign, that goes without saying.
RustyDios  [author] 6 Jul @ 9:19am 
They already have as much compatibility as they're ever going to have. Iridar and I worked together on that and the best we managed was making it so the two mods together don't outright crash the game...

But if you're asking for "the mod that obliterates the appearance store for unrestricted clothing options" to work fully at the same time as "the mod that expands the appearance store in a multitude of ways" to have both functions together .... it's just not going to happen anymore than it already does. It's two conflicting states of the same thing.
Daddy Takeda 6 Jul @ 9:01am 
Is it possible to have a UCR and Appearance Manager compatibility fix? UC has proved itself to be essential, but Appearance Manager has also become one of these essential mod to have. It would be good to make them both coexist together.