RealityMachina’s XComGameState_Unit Override

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Author: RealityMachina

Last revision: 1 Jun, 2017 at 04:07 UTC

File size: 289.79 KB

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Description:
Latest Update

Fixed the function that fires on units with invisible torsos from not working on specific units like Krogan or Turians.

Notice

New game is effectively required for the override to take full effect as already existing units will use the vanilla class instead of the override.

Also, this will cause issues in your game if you need to uninstall it. Please be prepared for that.

Changes how the game handles cosmetics when equipping to new armour by adding config variables (in XComCosmeticOverrides.ini) to handle inclusion of other characters, so soldiers are less likely to get armour that they can’t wear (and thus break their customization) when using mods like species mods for Allies Unknown.

Specifically:

Soldiers that use normal human cosmetics will now default to the base vanilla cosmetics of the armour they’re equipped with, so they don’t get their customization options broken.

Soldiers that have a defined forced appearance (think the Tracer Investigation Mission mod) should now have that appearance applied consistently no matter what armour.

Soldiers that need character-based filtering (like Krogans or Turians) will get appropriate cosmetics only, instead of getting human-based ones most of the time.

Also alters other functions, like showing the psi-stat on more than the psi-operative class, letting certain AU species roll for special classes, etc.

However, this all comes with a cost: the game handles cosmetic transitions from equipping armour in XComGameState_Unit, and thus this mod overrides it.

XComGameState_Unit is called by pretty much anything that needs to do something related to a unit, whether on the Geoscape or in tactical battles.

So this will almost certainly break when the game gets patched, when the game gets an expansion pack, when you install a mod that needs to make major changes to it, etc. So please be aware of this when you install it and inevitably get crashes in the future.

That said, don’t uninstall it immediately when that happens because the game removes all gamestates from a mod when that mod is uninstalled. So pretty much all of your units would disappear in that scenario.

(Well unless you’re planning to start a new campaign.)

Also overrides XGCharacterGenerator to make sure soldiers generated in the early game don’t get afflicted with an unusuable armour.

Known Issues

Mod doesn’t seem to be loaded in?
If you’re experiencing an odd issue where even in new games the mod doesn’t seem to be working, that seems to be a sign that you’ll need to validate XCOM 2, as sometimes XCOM can break and be unable to load mod class overrides properly.

This will also overwrite any .ini changes to mods you’ve made, so I’d suggest keeping notes of what you changed before validating.