XCOM 2
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Mark Zero Augments
   
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1.341 MB
7 Feb, 2018 @ 8:53pm
17 Sep, 2022 @ 6:22pm
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Mark Zero Augments

In 1 collection by RealityMachina
RealityMachina's War of the Chosen Mods
97 items
Description
Because XCOM needs something more affordable in the early days.

Details
Provides 4 seperate "Mark Zero" augs available from the start (partially using the look of the EW prosthetics), buildable for 25 supplies in Engineering:

Augmented Eyes - provides +5 aim against flanked targets.

Augmented Torso - provides a free vest slot and +1 HP

Augmented Legs - provides +2 mobility

Augmented Arms - provides Augmented Strike only

Mark zero augments have a reduced penalty in exchange for the lesser rewards (-2 will and -2 psi). Having a full mark zero set will give them Never Asked For This, providing immunity to fire and poison for the soldier.

Early on, these augmentations can only be given to soldiers who are wounded. Researching Cybernetic proper will remove this restriction.

Also adds a new Second Wave option: Only A Flesh Wound. This nerfs Augmentations' severed body part mechanic to only have a 25% chance of kicking in every time a soldier gets gravely wounded. Use Better Second Wave Mod Support by -bg- to turn this on mid-campaign.


Credits
Thanks to NeIVIeSiS for providing the icon images.
Popular Discussions View All (1)
0
13 Jan, 2020 @ 6:23pm
Simplified Chinese Translation
廣東陳奕迅
78 Comments
Madzak 28 Feb @ 7:08am 
update: the soldiers are not actually available, just wound time is gone, they show as available, but they are in fact not.
Madzak 28 Feb @ 6:13am 
I don't know if this is my specific mod-setup's doing or by default, but I am able to put augmented eyes on all my soldiers which are wounded (which removes wound time entirely) and I am afterwards able to remove the augmented eyes. So by mistake, I removed wound time on my soldiers and they are now not augmented. I won't do it anymore ofc, since it felt really cheap. Just wanted to report it, if it's default behavior.
mummy napkin 15 Jul, 2023 @ 8:25pm 
@Speed_Killer_187 legend for posting this. thank you
Circle of Psi 13 Jul, 2023 @ 1:49am 
Got a small question to ask, is there a way for me to mess with the Config, so I'm only able to use these Augments and not the others that the mod requires?
Speed_Killer_187 27 Jun, 2023 @ 2:06pm 
Now I'm gonna say this I'm not a modder or really even a coder, I was just playing around with some stuff and this seemed to work for me. And I noticed someone saying they got it to work with Iridar's Vest and Plating Overhaul.

I'm pretty sure the that mod has a compatibility file somewhere that reiterates the above mention code but with the RIGHT identifier for the legs. Also idk why but DO NOT DELETE the other legs LINE OF CODE. Idk why but this seems to break every time I try to delete it after I add the new line. It wont break anything as that line of code doesn't seem to be working anwyays.

Anyhow hopefully the mod author fixes whatever the problem seems to be, idk if this was literally all that was wrong but hey if it was thats a pretty easy fix. Hope you have a great rest of your days :)
Speed_Killer_187 27 Jun, 2023 @ 2:05pm 
For those using Steam, First of all JUST DON'T USE STEAM IT ALMOST ALWAYS HAS ISSUES:

1. "C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1294744824\Config\XComGameData.ini"
( For those who have a C-drive that has all their stuff saved you should be able to copy path)

2. Locate the file called (XComGameData.ini)

3. You can edit the config file with notepad

4. Simply add (+BuildItemArmorCategories="augmentation_leg") below the last line of code.

Should look like this;
[XComGame.X2ItemTemplateManager]
+BuildItemArmorCategories="augmentation_head"
+BuildItemArmorCategories="augmentation_torso"
+BuildItemArmorCategories="augmentation_arms"
+BuildItemArmorCategories="augmentation_legs"
+BuildItemArmorCategories="augmentation_leg" <------ You just add this.

5. SAVE
Speed_Killer_187 27 Jun, 2023 @ 2:03pm 
Hello, Seems like everyone is having a similar issues. I believe I've found a fix im pretty sure the problem is just a incorrect name for in the code for the legs. So what you do is:

For those using ----->AML<----- follow the steps below.
1. First Locate Mark Zero Augments Mod

2. Go to the config tab after selecting the mod

3. Locate the file called (Config/XComGameData.ini)

4. Simply add (+BuildItemArmorCategories="augmentation_leg") below the last line of code.

Should look like this;
[XComGame.X2ItemTemplateManager]
+BuildItemArmorCategories="augmentation_head"
+BuildItemArmorCategories="augmentation_torso"
+BuildItemArmorCategories="augmentation_arms"
+BuildItemArmorCategories="augmentation_legs"
+BuildItemArmorCategories="augmentation_leg" <------ You just add this.

5.5. And MAKE SURE TO SAVE
____________________________________________________________________________
TwistedCricket42 18 Feb, 2023 @ 11:23am 
For those with the problem of not being able to build Augmented Legs, you can use the following console command to get them:
additem AugmentationLegs_MkZero 1 (Replace the number with how many you want).
Infinex_Infinity 1 Nov, 2022 @ 3:32pm 
Missing Mark Zero Leg Augments in my modded run--cannot build them at all. However, they were missing whenever I didn't run Iridar's Vest and Plating Overhaul, but when I do run the Overhaul the Mark Zero Leg Augments show up as buildable for me. As a note: I am running the Covert Infiltration mod, so I also was using the Strategy Overhaul Bridge: Vest and Plating Overhaul mod as well, which was, of course, also disabled in the attempts where I was missing the Leg augments. LW2 Utility Plating was also disabled when I had the Overhaul mods disabled and was enabled when the Overhaul mods were enabled, but in summary: with those three mods enabled, the Mark Zero Leg Augmentations showed up as buildable and with those three disabled the legs did not show up.
Dies Irae 19 Sep, 2022 @ 3:52am 
I also have no leg mark zero augmentationsin my mod build.