XCOM 2
Mod Jam for LWOTC (OLD, UNSUPPORTED)
Kiruka  [developer] 19 Jan, 2021 @ 12:24am
Changes to EU Psi Armor
- Entirely new templates have been set up for the armor and its accompanying research. The original item and research have been disabled. I did this in order to avoid a bug some people have encountered regarding the Will of a soldier being permanently reduced when unequipping Psi Armor, not to mention it guarantees my stat changes will stick. The new item template is CX_PsiArmor_LW and the new tech template is PsiArmorTech_LW.

- On that note, the Psi Armor's stats have changed quite a bit: it no longer offers Will or Mobility increases, and bonus Health has been lowered to 4 (from 5). It grants 10 Defense, 1 Armor and 20 Psi Offense as well.

- The Psi Armor now includes the Unmovable Sovereign ability (a new ability which costs 2 standard action points and gives you 3 non-movement action points, and is usable every other turn), and the Psi Strike ability (the Psi bayonet from the Bayonets mod, which you need to have to get this ability). These are added via WSR, so you can disable them or swap them with different abilities.

- The Psi Armor's Will bonus is completely gone, as is the associated config options. The other stats (Health, Mobility, Psi Offense, Defense, Armor) are still configurable in XComPsiArmorLW.ini.

- The Psi Armor's tech is now done in the lab rather than the Proving Grounds. To unlock this research, you need Powered Armor Research, Psionics Research, and the Advent Sorcerer Autopsy (Advent Warlock mod). The cost of the research is 120 Supplies, 3 Alien Alloy, 8 Elerium Dust, 3 Elerium Cores and 1 Advent Sorcerer Corpse. You also need 8 Scientists on staff. You get one Psi Armor after the research finishes.

- After completing the Psi Armor Research, you can build additional Psi Armors in Engineering. They cost 100 Supplies, 4 Alien Alloys, 10 Elerium Dust, 2 Elerium Cores and 1 Advent Sorcerer Corpse each. You also need 7 Engineers on staff.
Last edited by Kiruka; 22 Mar, 2021 @ 5:32am
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Showing 1-10 of 10 comments
Wet Dog Squad 22 Mar, 2021 @ 3:15pm 
>Psi Strike
Ooooooooo
Bob the Tomato 1 Apr, 2021 @ 6:02pm 
Great. Now I can't construct psi armor because I don't have Advent Sorcerors in my game.
Kiruka  [developer] 1 Apr, 2021 @ 7:39pm 
Originally posted by Bob The 2mato:
Great. Now I can't construct psi armor because I don't have Advent Sorcerors in my game.

Then go into the XComLW_Overhaul.ini and change it.
Jess 9 Sep, 2021 @ 10:44pm 
What mod are Advent Sorcerors from?
Kiruka  [developer] 10 Sep, 2021 @ 7:29pm 
Originally posted by Jess:
What mod are Advent Sorcerors from?

Advent Warlock. I changed their name to avoid confusion when mentioning them, since the Chosen Warlock is a thing.
Jess 10 Sep, 2021 @ 7:42pm 
Isnt it strange that a mostly cosmetic mod relies on something like this? Isnt the whole point of modjam that you just subscribe to modjam itself and whichever other mods you would like without having a bunch of mods that require each other?
Kiruka  [developer] 10 Sep, 2021 @ 7:48pm 
Originally posted by Jess:
Isnt it strange that a mostly cosmetic mod relies on something like this? Isnt the whole point of modjam that you just subscribe to modjam itself and whichever other mods you would like without having a bunch of mods that require each other?

Re-read the description of Mod Jam and study the Psi Armor a little more closely. Otherwise, there are a lot of folks in #lwotc-modding on the Long War of the Chosen Discord who can explain it to you.
Jess 10 Sep, 2021 @ 9:01pm 
I think this is the correct place to ask the question so please don't condescend. Please enlighten me and what i should study up on for this armor mod. You have added requirements to a mod that doesn't need them, if the original had required Advent Warlock to function then it would be a different story. Why are you adding additional requirements to a mod such as this?
4rrakis 11 Sep, 2021 @ 4:11am 
First of all, the psi armor is not meant as a purely cosmetic alternative. It has its own stats, perks and intended use, as stated in the description in the first post of this discussion thread. And as for the point of Mod Jam: It is not only a bridge mod to make stuff compatible with LWotC, it also makes mods compatible with each other to create one coherent experience where different parts influence each other. And in this case that means that you need the sorcerer corpse to build this armor.
Last edited by 4rrakis; 11 Sep, 2021 @ 4:20am
Kiruka  [developer] 11 Sep, 2021 @ 5:35am 
Originally posted by Jess:
I think this is the correct place to ask the question so please don't condescend. Please enlighten me and what i should study up on for this armor mod. You have added requirements to a mod that doesn't need them, if the original had required Advent Warlock to function then it would be a different story. Why are you adding additional requirements to a mod such as this?

4rrakis did a good job explaining Mod Jam's design philosophy. While I have made many changes over the months to various economy aspects of Mod Jam, I've done so for the sake of balance following well thought-out feedback. "The original mod didn't do this" isn't a pitch that will ever work on me. That would be the same as telling the LWOTC devs that the Burning effect in LWOTC shouldn't disable shooting because it doesn't in unmodded WOTC, or that Sharpshooters should have Kubikiri because they had it in LW2.

All of that aside, almost every single aspect of Mod Jam is open to config, including Psi Armor's build requirements. If you want to remove the Sorcerer Corpse requirement (or change it to a different corpse) or change anything else economy-wise about Psi Armor, look for XComLW_Overhaul.ini in Mod Jam's Config folder, in the EU Psi Armor sub-folder. You would need to edit the first +TechTable line and the first +ItemTable line with your preferred values. The ReqItemTemplateName1 and SpecialItemTemplateName fields can be left blank if you don't want to have any corpse cost at all.
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