Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
That version of the frag grenade is from DerBK's A Better Barracks mod.
-- Now includes support for RPG Overhaul's Universal Soldier class, allowing the full arsenal including mod-added weapons to be utilized by the RPGO class at the Commander's behest. This mod will still work with or without RPGO.
-- Rookies may now equip Secondary Glaives from the latest Glaive mod update.
-- Rookies may now equip Saberstaffs from the Jedi Revised class.
I am a sucker for customization and character creation, so I have hundreds of mods dedicated to visual options. Fortunately it only takes a few mods to recreate what is seen here. Most of the torso equipment here is from the base game itself, like predator armor and Reaper outfits which I access through the mod Unrestricted Customization. For the other torsos, I use the mod Female Clothing Pack, and for some of the arms and legs I use EU/EW Customization Ports and Sneaksuit Customization.
Random starting equipment was something I really wanted to implement, but I don't think it is possible to do with how XCOM's inner workings are set up. If there is a way to have randomized start equipment, I would love to know and add it to this mod. I did however add pistol secondaries to the rookie starting equipment, so they do start with a little something new.