XCOM 2
63 ratings
Resistance Warrior Variants
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
101.475 KB
24 Mar, 2016 @ 6:49pm
4 Apr, 2016 @ 8:34pm
4 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Resistance Warrior Variants

Description
Requires Resistance Warrior cosmetic DLC.

[Update 4APR16: Made the frequency slider in the gameplay menu show "ResistanceWarrior".]

I've put the DLC's Torso options into the Kevlar armor menus like a standard cosmetic mod. I can't include the meshes or cropped versions of them, so there WILL be clipping when used with other armor pieces (especially arms). Usually this makes the gear look ragged but not glitchy.

The 5 outfits (per gender) are in the following prop menus: Torso, Legs, Arms, Left Arm, and Right Arm.

To use a single outfit, equip it as your Torso, Arms, and Legs or just use the separate armor.

There can be massive clipping between this and Anarchy's Children content. It's not a common occurrence with recruits but a player can easily cause it.

I'll have a go at fixing clipping if a good solution pops up. I will NOT include empty props for invisible gear. If you use an 'unlock for all tiers' mod, please give me opinions on what options don't clip too painfully with higher-tier gear and what slot I should attach it to. I'd like occurrences of these props at higher tiers to overlap with vanilla armor without obvious clipping.

Credit for the armor goes to Firaxis. These armors were primarily done by freelance artist Marie M. Pepin.

This file is also available via Nexus Mods.
34 Comments
Gnefitisis一三 6 Oct, 2019 @ 11:25pm 
Any news on when I can use these armors modularly?
Experiments  [author] 9 Feb, 2019 @ 3:10pm 
You can do that by modifying the content.ini in this mod (or any active mod) and comparing to an all-tiers mod's content.ini. Easier yet, use Unrestricted Customization for legacy or WOTC.
RainingMetal 9 Feb, 2019 @ 9:41am 
Any way to incorporate the cosmetics into higher armor tiers? Currently it seems to only be available for Tier 1.
Experiments  [author] 14 Mar, 2018 @ 2:15pm 
(1/3) Yay collaboration! I'll list what is related to your stuff and should be my priorities by difficulty level anyhow.

Props: >”’Civilian Clothes’ (starting item, unprotective, agile).”
Civvies, Resistance, and AC raiders are often T0 to me for a later LWOTC inclusion. T1 Civvies needs a malus v. its bonus. The non-MGS Covert Ops Armor mod used horridly-balanced costs.

T2 Civvies should describe its carbon weave underlay from ADVENT troopers like Predator Armor’s ADVENT plates and EXO’s repurposed MEC frame. T2 AC is definitely T1/raider-level. AC WAR suits are more T1.5, ideally with weaker heavy weapons in workshop or a preset powered weapon.

I can basic 3d model now: expect a harness prop immediately to hide disgusting outfit seams. Mostly I have EU/EW/Bureau stuff half-ported because it has issues and is time-consuming. I’ll send my version of Exalt T0/T2 Plated clothes sometime because they’re dapper.
Experiments  [author] 14 Mar, 2018 @ 2:13pm 
(2/3 )Gadgets:

>I'm making Kevlar a non starting item (buildable, extraprotection). […] Spider-Kevlar and HeavyWeapon-Kevlar”
I think grapple and arm-rockets are best as utility items. LW1/2 style armor may be up your alley though.

It may effect balance that I’ll eventually finish singleton weapons/armor as cost reduction of their infinites, reducing drudgery. Higher Tiers bring down costs more.

Experiments  [author] 14 Mar, 2018 @ 2:12pm 
(3/3) Similar Additions:
Tier 0 primary weapons using the H&K lookalikes from EW. At least for NPCs. EXALT lasers are a delicious kitbash on top of the H&Ks. Secondary Tier 0/1 equivalents can include EU rocket launchers even modified into an RPG, though I’d miss its animation.

So yeah, I've got a lot of assets mostly needing textures if you want more Tier 0 stuff. It's far less intimidating if I can pass off final scripting to someone else.
krumiro 14 Mar, 2018 @ 10:14am 
I'm making Kevlar a non starting item (buildable, extraprotection). I would also like make a Spider-Kevlar and HeavyWeapon-Kevlar (cheaper than the Alloy version) when I succeed in visually add to the Grapple and Arm-Missle Launcher bodyparts to Kevlar body and legs... (i can easily add the abilities and use them... someday I will succeed in also show the gadgets on the arms... ;) )

thanks!
krumiro 14 Mar, 2018 @ 10:09am 
Anarchy's Children visuals are already separated in bodyparts so I can use them already... Resistance Warrior visuals are cool, and I would have almost used them as full set like they are now in the DLC... but I really would like to "separate" the parts that visually show a protective equipment from the parts that have dangerously non-protective looks (shorts, shirts, shirtless...) so that I could recombine all the visual parts (from all DLCs and XCom2 code, including Resistance Warrior) and organize them in new Armor groups based on "protectiveness" and assign the "unprotective looking body parts"to my new Armor Equipment called something like "Civilian Clothes" (starting item, unprotective, agile), assign the ones that are "protective looking but kind of home made" to a new armor look called something like "Low-Cost Kevlar" (building item)...
krumiro 14 Mar, 2018 @ 10:09am 
Thanks! you are so cool!!! ;) You are the best!

Unfortunately I don't have anything done on this "visual" subject to give you because I'm still a total ignorant about it (I don't even know how/where to load the 3D models to edit them)... my experience is unfortunately limited to only use Modbuddy to edit code and change variables here and there... for now for my upcoming Minimod I'm only able to (try to) make the code for the armor tiers and make them available to soldiers but still all with the identical kevlar look... I will soon start to assign to each different armor tier already existing visuals that are already separated in body parts and easily accessible from XCom2 default code or from cool mods' code like yours.
Experiments  [author] 14 Mar, 2018 @ 9:11am 
Fair enough, didn't see the comment before my last. I'm not a 'Progressive Tiers' person for most parts but I can ;comment_out what you need. I'm getting back into modding so the warm-up will fortuitously help my confidence to actually release, haha. Thanks I guess.

If you have a decent head start it would really help and I'll send it back to you for additions and posting.

I'd better look up what the WOTC port texture issue was.