XCOM 2
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A Better Barracks: TLE
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1.140 GB
13 Oct, 2018 @ 2:42am
17 Nov, 2019 @ 11:46am
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A Better Barracks: TLE

In 2 collections by DerBK
A Better Everything
13 items
Remember the Ayylmao
81 items
Description
-- A Better Barracks --
-- Class and Item Overhaul --
-- Mod by DerBK --
-- 2D art by .vhs --
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Requires XCOM2 version: War of the Chosen
Requires DLC: Tactical Legacy Pack
Requires other mods: X2CommunityHighlander, New Promotion Screen By Default, Missing Packages Fix
____________________

FAQ, General Info and Troubleshooting for my mods can be found here:

A Better FAQ
____________________

A Better Barracks is an overhaul for classes and items in XCOM2: War of the Chosen, aiming to change the tactical gameplay to the better by providing new and more diverse options for soldier layout and customization.

PREREQUISITES

You need the Community Highlander and the FX fix because of the secondary weapons from LW. If you are not using A Better ADVENT, you will also need the Rifle Suppression fix by bountygiver.

Prerequisite is also the will to drop most other mods, as ABB is not exactly compatibiliy-friendly.
I will put this in simple terms: Do not use other class or item mods with ABB or you will likely mess up your game and are on your own.

** What is new compared to the old version of the mod? **

The release of TLE made it so some adjustments to ABB were required to deal with the new weapons. I took this opportunity to re-release ABB, which allowed me to remove the not very well loved psi system from the mod.

Changes to previous version in bullet points:
- No more psi changes, ABB will keep Psi vanilla. You can use other modder's psi overhauls in addition to ABB. Or wait until i release my own psi mod (which will be a seperate mod)
- The armors that are unlocked from the Legacy Campaign will pick up the changes to armor stats, just like the standard Kevlar/Predator/Warden armor.
- The weapons that are unlocked from the Legacy Campaign will no longer be added to player's inventory in standard campaign play. Basically, that unlock does nothing anymore. I have different plans for those models, like the following which are already in the mod:
- The tier 2 laser tech now uses TLE laser models
- The tier 2 coil tech is now called prototype plasma and will use TLE plasma models
- Tier 3 laser uses LW2 Laser models
- Tier 3 Coil tech uses LW2 Coil models

A word of caution: Do not have this mod active when you want to play the Legacy Campaign (Blast from the Past etc) or the Skirmish mode. ABB will not work with those properly and will cause bugs. Use it only for play with the standard campaign.

Note that you can NOT switch from old ABB to ABB:TLE mid-campaign. You can finish your old campaign without issues, though. Just ignore the TLE weapons/armors that get unlocked from the Legacy Campaign and there are no issues at all.

** What is A Better Barracks? **

A Better Barracks changes the classes, perks, weapons and items in the game and adds new ones. It’s meant as a companion mod for A Better ADVENT(ABA), but can be used without it. ABB is an overhaul that touches on a lot of different things and is meant as a core mod to build your other mods around. The stated goal of the changes in ABB is increasing the depth of decision that the player has. This is done primarily by offering more options during character building and extending these options to the equipment as well. It’s not necessarily about nerfing or buffing XCOM, it’s about making multiple different playstyles viable and providing more diverse tools to the player for crafting the experience that he wants to get from XCOM2.

Highlights:
– 8 Classes, each one defined by a secondary weapon that only that class can use.
– Semi-Randomized perk trees that are built from a large pool of both class specific and general perks.
– Redesign of the primary weapons, and all classes get to pick one of two weapon types instead of being stuck to one.
– All weapons play very different due to unique firing and reloading mechanics
– Integration of the Long War secondary weapons (Holotargeter, Sawed Off, Arc Thrower, Combat Knife)
– New weapons, new items, new armors, etc etc.
– Overhauled upgrade system with weapon fragments and upgrade components
– Integration of TLE weapons into the main campaign as their own tech

** Details **

Please find detailed information in these threads:
- Classes and perks: http://steamproxy.net/workshop/filedetails/discussion/1156798529/1520386297704465807/
- Weapons: http://steamproxy.net/workshop/filedetails/discussion/1156798529/1520386297704521717/
- Items: http://steamproxy.net/workshop/filedetails/discussion/1156798529/1520386297704543288/
- Attachments: http://steamproxy.net/workshop/filedetails/discussion/1156798529/1520386297704562786/

** Credits and Acknowledgements **

This mod uses a lot (A LOT!) of code from other mods, most importantly:
- XModBase by xylthyxlm
- Long War 2 by Pavonis Interactive
- LW Secondary Weapons by shiremct
- Extended Perk Pack by Favid
- Richards Classes by Richard
- Spectrum Green by Yzaxtol
- Collateral Demolition by Divine Lucubration

The roulette idea was inspired by the "MINT" Classless Overhaul by Ziodyne.

** Permissions **

Any modder is allowed to pilfer, re-use or re-upload any of ABBs assets, scripts, doodads and thingamajigs in any way or form that he wants to. I don't care.
Popular Discussions View All (5)
2
1
11 Oct, 2024 @ 7:38am
Russian Translation of ABB - TLE
/I\uCTuK
0
22 Sep @ 11:13pm
Korean Translation of ABB: TLE
멈무는멈무야
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10 Jul, 2019 @ 3:27pm
A compatible version of the LW2 SMG Mod
Veehementia
989 Comments
[L]❖[U][M][I][N][O][S] 8 Oct @ 3:10am 
Nevermind. Found this here.
Additem tier2upgradecomponents X
Additem tier3upgradecomponents X
Additem techfragments X
Additem sidearmfragments X
Additem lightweaponfragments X
Additem heavyweaponfragments X

X=amount of stuff you want to get. Keep in mind that the black market also offers those if you don't want to use codes. You can also turn advent weapons into components and fragments.
[L]❖[U][M][I][N][O][S] 8 Oct @ 12:35am 
Hey how do I get heavy/light weapon fragments etc(Console Command)
DerBK  [author] 26 Sep @ 5:40am 
Those changes are in the code and not exposed to ini. The weapon changes are a core part of ABB that can't just be removed (unless you take the SDK and make a meta-mod for the purpose, i guess)
Dr. Bones 26 Sep @ 12:09am 
Hi there,

I was hoping to revert the shotgun and cannon changes as part of this mod - it's just my preference.

Would you be able to point me in the direction of which files I should change in order to achieve this? I am comfortable editing my own files, but I'm not too sure where I look.

Thanks in advance!
Exiled Tension 22 Sep @ 3:52pm 
Fair. I appreciate it.
DerBK  [author] 22 Sep @ 2:59pm 
You want my classes to use weapons from other mods? You can set which weapon types they can use in the XComClassData.ini of their class (Ctrl+F in the file for "AllowedWeapons").

But they are really closely designed around the weapons meant for them, so i don't suggest that.
If you just want to swap cosmetics around, i suggest sticking with XSkin, that's what it's there for.
Exiled Tension 22 Sep @ 2:50pm 
Is there a way to make weapon usage unrestricted? I am currently doing a runthrough with Mass Effect mods. The weapon mods are not directly compatible, but if I could make the weapons unrestricted with the 8 ABB classes I could make the proper adjustments without having to continue to use the XSkin mod
Sniffy 15 Aug @ 2:47pm 
Dang. Thanks for the reply though.
DerBK  [author] 15 Aug @ 2:17am 
Kinda sorta.

They don't overly conflict in a technical way (there are some minor overlaps). But the way that ABB uses new resources to craft upgrades and techs gets thrown massively out of whack by CI.

They can probably made to work together with a lot of work and rebalancing of loot tables, but I wouldn't recommend them together out of the box.
Sniffy 14 Aug @ 5:41pm 
I feel like this is a dumb question that I just looked over / couldn't find the answer to, but is this compatible with Covert Infiltration?