XCOM 2
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[WOTC] Militia Overhaul Plus (No Longer Supported)
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30 Jun, 2019 @ 8:26am
18 Sep, 2021 @ 11:53am
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[WOTC] Militia Overhaul Plus (No Longer Supported)

Description
DLC requirements:
All the DLC I listed is a requirement, if not using the Resistance Warrior pack there will be crashes due to the game trying to load a uniform that comes from that mod.

The outfit can be commented out of the mod via the content.ini file in the mod's folder.

Here is a link to edited content configs without those uniforms (but still TLP ones) if you want to use the mod without the Warrior dlc, you will miss out on some of the outfits though, this mod's folder should be in

Steam\steamapps\workshop\content\268500\1786735881

https://drive.google.com/file/d/1seNOrKNPyXfewdgFb6K9nbtv1CeRvQr-/view?usp=sharing

2021 Update plus new credits:
Not much screenshots for now but I've updated this mod with several new changes:
Slightly rebalanced some of the pods in how much they can spawn, so you should only get one pod with Resistance Mec's in the early game for example.

M3/M4 Militia now use Blue colored versions of the TLP armor who's texture was made by Max, wanted to bring back the Blueshirt experience.

M1/M2 Militia also have a couple new outfits, a Pilot suit from TLP for males and a "Redshirt" TLP Kevlar armor which was also made by Max.

I've tuned down the brightness of the Militia Skirmisher armor lights.

Resistance Mec's have been split into two units: The M1 for Haven Assaults which now no longer have shoulder missiles, the Double Agent template is replaced with a brand new buffed up Mec that retains the missiles.

Both them and the Militia Skirmishers now use Advent weapons with blue projectiles via Puma

And finally something I wanted to do for awhile: Changes to the Volunteer Army sitrep character, they have a new loadout and abilities to make them hopefully more useful in the game.

They use Crossbows (via Xenesthis with permission), a pistol using cut autopistol assets from the game, basic claymore with no upgrades and smoke grenades. The later game versions of them gain Blood trail, lightning hands and faceoff.

Introduced the Militia Androids, using the models from Chimera Squad, they much like the Skirmishers are just cosmetic alternatives to normal AR Militia besides not being afraid of fire as well as having standard robotic immunities.

Added compatibility with "Don't Pull the Trigger" so that it plays nice with it but the mod is not required, huge thanks to RustyDios for this since they set up the work for it after my disaster update of making the mod a dependency.

Mod Information:
Well this mod continues a sort of trend for militia overhauls, DerBK's A better Militia improved upon what was in vanilla, Alpha115's Militia Overhaul improved upon that mod, and now this mod here improves upon what was in that mod.

Frankly to say this mod is not compatible with either of DerBK's or Alpha's militia mods

So here's the run down:

Resistance Mec's:
Let's start with the obvious yes there are LW2 Resistance Mec's the blue shirts of robots, they are the only new unit for right now but they are the reason I wanted to make this mod, in the original Long War 2 these guys were playable units on Haven missions which you could gain by capturing Mec's on the battlefield and they were also managed by LW2's Resistance manager.

In this mod they are just like any other WOTC Militia unit, their friendly AI units who will take shots at enemies after an enemy turn, their stats are balanced in between a Tier 1 Mec and a Tier 2 Heavy Mec, so one could argue that they might be strong at the early game but the trade off is that these Mec's will never get any stronger then they already are.

They use the regular tier 1 Advent Mec gun so any mods you use that effect that weapon will effect the Resistance Mec's damage output as well. (So that's 4-6 damage, which is all they will be able to do the entire campaign.)

They also use their own shoulder launchers which are their own weapons so if one wanted to you could edit their damage output in the ini's, by default they do 4 damage.

They do scamper like enemies though upon them activating when an enemy comes upon them

As a bonus you have a chance to get these Mec's with the the Double Agent card.


Enough about them how about the rest of the Resistance?

Resistance Skirmishers:

"The Skirmisher faction has graciously sent their lesser trained members alongside their rebuilt Mec's to provide security to many Resistance Haven's in efforts to build trust, wearing freshly crafted but weaker Armor made from left over materials and using low powered recycled mag weapons, what these Advent Defectors lack in experience and fire power they make up for in numbers and determination."

Gameplay wise these Militia Skirmishers are only cosmetic alternatives to the standard human units sharing the same stats as the AR using ones.

The M1 Militia Skirmisher uses the same load out as the M1 Militia but their main weapon cosmetically looks like an Advent Mag rifle but uses The Advent Priest's fast firing projectile.
The M2 Militia Skirmisher uses the same load out as the M3 Militia

Resistance Militia standard units:

Well for now we have the same 4 units from Alpha's mod
M1: They use Flashbangs and their own versions of the TLP Ballistic Assault rifle
M2: They use Frags and their own versions of the TLP Ballistic LMG
M3: They use Frags and their own versions of the TLP Laser Assault rifle
M4: They use Alien Grenades and their own versions of the TLP Laser LMG

Differences between them in this mod and the other is some slight AI fixes/adjustments to make them better at doing what was intended from them. (This doesn't mean their stronger or anything.)

One change between the mods is that now there is even more cosmetic variation then before.

M1 and M2's get a fourth look now derived from the Preorder Resistance DLC.

M3's now visually use TLP Sharpshooter, TLP Specialist/Psi op and the Old Xcom armor from the Preorder dlc.

M4's now visually use TLP Heavy, TLP Ranger and the Old Xcom armor from the Preorder dlc.

Issues/Bugs:
Due to the nature of the spawns, these variants of Militia will not always show up together, you can get Haven missions without Androids, Mec's, LMG's or Lasers, it's all RNG.

If any issues and bugs arise, let me know via the comments below and I'll attempt to address them as best as I can.

Credits:

I'd like to give big shout outs to MrShadow who has been a major help in this mod, he was the one who found the AI issues and was able to give the fixes the mod needed, basically I just tested the mod and set up the Mec's and made minor adjustments here and there where needed.

Big thanks to Wilko who provided the mesh for the Militia Skirmishers

Also would like to thank Alpha115 for giving permissions to use his mod as a base for the mod as a whole and for in general being a pretty cool dude, as well as DerBK for starting the trend of Militia improvement mods.

Link to the original Overhaul: https://steamproxy.net/sharedfiles/filedetails/?id=1555611129

Finally I would like to give credit to Pavonis studio for Long War 2 and how much of an influence they have been for the Xcom 2 Modding community, specifically I would like to thank James Karlson who made the model for the LW2 Resistance Mec's, an absolutely amazing skin that is simply breathtaking and inspiring.


Permissions:

I label here that if anyone wants to use anything from this mod to create a "better" version or anything like that, permission granted as long as proper credit is given to myself and anybody else listed in the credits section.

Same goes to any other mods of mine.
Popular Discussions View All (3)
4
19 Nov, 2019 @ 6:44pm
Mod Bug Report
아몰라묻지마
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6 Mar, 2022 @ 6:48pm
mod crashing
Static
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25 Jun, 2020 @ 9:11am
Traditional Chinese Localization (正體中文翻譯)
Mogwai
289 Comments
philmakerguy 25 Apr, 2022 @ 10:31pm 
Having this installed makes me with I could build chimera androids and use them as soldiers.
Static 9 Mar, 2022 @ 12:58pm 
not at the same time
Static 9 Mar, 2022 @ 12:57pm 
ive tried using both i think it might be another mod thats causing the issue looking around the forums seeing some mods im using not working late game
Deadput  [author] 9 Mar, 2022 @ 7:01am 
Yeah using both at the same idea would be bad if that was indeed the case.
RustyDios  [author] 8 Mar, 2022 @ 6:55pm 
You added the updated version of this mod?.. So which version are you using?
This one or the ++ one?
Don't try to use both at the same time ...
Static 8 Mar, 2022 @ 5:38pm 
thats what i had figured but i havent had any conflicting mods only thing i added was the updated version of this mod but maybe its something else as you say. i have verify the game files and i have all the dlc
Deadput  [author] 8 Mar, 2022 @ 8:46am 
Well this version didn't get edited or anything when the new version came out, so that wouldn't suddenly make this version not work, if you have the DLC than the crashes are the result of something else.

Try verifying your game files or making sure your not using conflicting mods etc.

Since your crashing when trying to load any kind of mission I highly doubt it's the fault of this mod alone.
Static 6 Mar, 2022 @ 6:46pm 
my game is crashing everytime i try to load a retaliation mission or any other mission. i tried deleting the config files for the resistance warrior pack but still didn't work even though i know i have the resistance warrior pack dlc. any fixes to the mod i can do to help my save it only started doing this when the new mod version came out
Deadput  [author] 26 Jan, 2022 @ 5:57pm 
The Militia on those Lost mission types are from another mod and not the base game Militia, I believe it's because their loadouts use the base game Militia weapons which I do not edit in any way.

I believe the Laser Rifle and LMG is technically still in the new one since I left them in the code if anybody wanted to use em, the conventional LMG is replaced however code wise technically I consider the Assault Rifles to take their role now, hence why in tier 3 it uses the LMG.
Ty 26 Jan, 2022 @ 4:03am 
You do good work, I've still learned a lot from you guys by looking at how you guys code all of these things. Thanks for the cool mods
Also are the LMG's still coded into your new mod? I see you ditched the Heavy militia units for the Bullpup's. I'm just wondering if I could switch their loadout back to the LMG's if I installed the new mod. Another question I have is why do the militia on missions with the lost still use the base game militia? I'd still get the 4hp high aim ones.