XCOM 2
Light And Heavy Spark armors
 This topic has been pinned, so it's probably important
Nero 18 Sep, 2024 @ 10:13pm
Covert Infiltration Compatibility
For those who wants to run this mod with Covert Infiltration
In the Config folder, create an XComInfiltration.ini and XComStrategyTuning.ini file
In the XComInfiltration.ini, copy paste these

[CovertInfiltration.X2InfiltrationMod]

+InfilModifiers=(DataName="HeavySpark_MG", InfilHoursAdded=3, RiskReductionPercent=5, DLC="DLC_3")
+InfilModifiers=(DataName="HeavySpark_BM", InfilHoursAdded=3, RiskReductionPercent=8, DLC="DLC_3")

+InfilModifiers=(DataName="LightSpark_MG", InfilHoursAdded=-3, RiskReductionPercent=7, DLC="DLC_3")
+InfilModifiers=(DataName="LightSpark_BM", InfilHoursAdded=-3, RiskReductionPercent=10, DLC="DLC_3")

These adds infiltration hours and threat reduction

In the XComStrategyTuning.ini, copy paste these

[PrototypeArmoury.PATemplateMods]

; Make Single Build-------------------------
+arrMakeItemBuildable=(ItemName="HeavySpark_MG")
+arrMakeItemBuildable=(ItemName="HeavySpark_BM")

+arrMakeItemBuildable=(ItemName="LightSpark_MG")
+arrMakeItemBuildable=(ItemName="LightSpark_BM")

; Add Black Market resale values --------------
+arrTradingPostModifiers=(ItemName="HeavySpark_MG", NewValue=15)
+arrTradingPostModifiers=(ItemName="HeavySpark_BM", NewValue=30)

+arrTradingPostModifiers=(ItemName="LightSpark_MG", NewValue=15)
+arrTradingPostModifiers=(ItemName="LightSpark_BM", NewValue=30)

;Price and Tech requirement
[HeavySpark_MG X2SparkArmorTemplate_DLC_3]
Requirements=(RequiredTechs[0]="PlatedArmor", RequiredSoldierClass="Spark", RequiredEngineeringScore=10, bVisibleIfPersonnelGatesNotMet=true)
Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventMEC", Quantity=1))

[HeavySpark_BM X2SparkArmorTemplate_DLC_3]
Requirements=(RequiredTechs[0]="PoweredArmor", RequiredSoldierClass="Spark", RequiredEngineeringScore=20, bVisibleIfPersonnelGatesNotMet=true)
Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=50), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=8), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))

[LightSpark_MG X2SparkArmorTemplate_DLC_3]
Requirements=(RequiredTechs[0]="PlatedArmor", RequiredSoldierClass="Spark", RequiredEngineeringScore=10, bVisibleIfPersonnelGatesNotMet=true)
Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventMEC", Quantity=1))

[LightSpark_BM X2SparkArmorTemplate_DLC_3]
Requirements=(RequiredTechs[0]="PoweredArmor", RequiredSoldierClass="Spark", RequiredEngineeringScore=20, bVisibleIfPersonnelGatesNotMet=true)
Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=50), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=8), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=5))

These makes the armors single buildable, resellable in the black market and adds single build price
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Showing 1-3 of 3 comments
Vanilla Autismotron  [developer] 19 Sep, 2024 @ 12:19pm 
Very cool. Thank you for sharing this. I remember quite liking CI.

Is there a way for me to just give you permissions to add the two files into the mod? I'm not familiar enough with the steam workshop to even remember how to upload stuff at this point.

I don't know if I need X2 or the SDK installed to update this mod. And downloading 75GB of game seems like a waste if I'm just doing it to add two text files. I miss just being able to upload whatever to Nexus mods :steamsad:
Last edited by Vanilla Autismotron; 19 Sep, 2024 @ 12:20pm
Nero 20 Sep, 2024 @ 12:35am 
i tried modding xcom some time ago but just gave up :vsskull:
if anyone else wants to do it, go ahead, just don't forget to credit the original mod creator and the CI team
Nero 15 Mar @ 10:49am 
Alright finally made a mod for it
Here it is Strategy Overhaul: Light and Heavy Spark Armors
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Showing 1-3 of 3 comments
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