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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.
>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.
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.
thanks!
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.
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.