XCOM 2
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Augmentations
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86.300 MB
6 Feb, 2018 @ 3:24pm
25 May, 2019 @ 8:57am
25 Change Notes ( view )
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Augmentations

In 1 collection by Musashi
Musashis WotC Mods
29 items
Description
You never asked for this.

This mods lets you research and apply augmentations to your soldiers.

After you research Hybrid Materials a new category called 'Cybernetics' will be unlocked.

Once researched you can build Cybernetic upgrades in the proving ground.

Higher tier parts also require higher armor research like plated armor or power armor.

As soon as you have built a part you can augment a soldier by clicking on the new "Augmentations" menu item in the soldier menu.

When augmenting a body part it gets replaced by the new cosmetics this mod provided (this behavior can be disabled in the ini).

The cosmetics are fully tintable and patterns can be applied. The color of emissive parts like eyes can be changed via the eye color menu.

Its safe to add this mod mid-campaign

Details of the augmentations so far (more to come in the future)

Google Sheet[docs.google.com]

New wound mechanic

Augmenting soldiers will reduce their healing time when they are wounded.

However when your soldier gets gravely wounded he gets assigned a body part randomly
which needs to be augmented in order to heal again at all.
E.g his legs are critically wounded beyond repair and need to be replaced.

How can I see if a soldier needs an Augmentation?

First, they will be listed as wounded, but don't have a number of days to heal
Second, when viewing them in the armory, the "Augments" button will have a yellow exclamation point.
Clicking it will open the Augments screen with a "Needs augmentation" text.

Looking for early augmenations to get your gravely wounded soldiers out there on the field again?
Checkout RealityMachina's excellent Mark Zero Augments mod.

Why the vest slot dependency?

Cybernetic torsos provide a free vest slot to your soldiers. Normal soldiers do *not* get a free vest slot with this mod active.

Disabling the automatic cosmetic changing
open the ini file with a text editor.

Its located here:
%Steam%\SteamApps\workshop\content\268500\1293725945\Config\XComAugmentations.ini

and change

bAddCosmeticOnAugmentation=true
to
bAddCosmeticOnAugmentation=false

FAQ

Can this be used in the Character Pool?
Yes the visual cosmetics are just that: cosmetics. They can be used in the CP as well as normal cosmetics on soldiers that aren't augmented.
The augmentation items can only be applied in game after researching cybernetic and building them in the foundry.

Is this mod compatible with mod XY?
This mod is not compatible with MINT and other mods that add a soldier menu item in a non compatible way.

Is there a way to disable the mandatory upgrades on Grave Wounds?
yes, set
bUseGravelyWoundedMechanic = false

Can you do a LW2 or Vanilla version?
No i can't. I don't have both modding tools installed because they take up heaps of hd space and its too much effort to maintain multiple versions of a mod.

Credits
Musashi - Gameplay design and coding
Robojumper - Custom Slot support in the Highlander (without this mod would not exist)
and real invisible head code.
ObelixDK - Claws Weapon animation, Rigging and Weight painting
Nekoworkshop - Textures
ShinyDiver - Localization
InternetExploder - Tech Images
Chris The Thin Mint - Concept work on the augmentations
Popular Discussions View All (23)
24
23 Apr, 2024 @ 6:35am
Unable to see augmentation menu
Entr0py
9
15 May, 2024 @ 6:54pm
No Actual Augmentations showing up
olsongc
18
17 Jan, 2021 @ 10:39am
Full Augmentation Perks & Stats Here
Circle of Psi
826 Comments
fred101j 20 Oct @ 8:41pm 
jep there's an additional tier of equipment and new equipment needs to be manufactured one by one, but old cybernetics are still really good most of the time.
jep 14 Oct @ 7:11pm 
I apologize if this was already answered in the other 82 pages of the thread, but I'm wondering about how the cybernetics work when you move from plated armor to power armor. Is there a squad upgrade or something like there is when you jump up on things like weapons and armor? Or do the old cybernetics becomes outdated and you need to build and equip whole new ones? I assume you can swap out e.g. Walker Servos with Elite Walker Servos if you build them later.
Vorpal Spoon 20 Sep @ 9:32am 
@Lanko-I have had that Modfix one installed since a while ago.
I thought it best to avoid this one since I have a mod that allows for equipping all class items and his conflicts sections seem to indicate that might be a problem.
Lanko 20 Sep @ 8:19am 
@Vorpal Spoon there's a mod called Musashi's Mod Fixes.
Vorpal Spoon 1 Sep @ 8:18pm 
Since Musashi no longer is around to fix his mods, does this mod still function as intended for WotcC, non-LWOTC, non AML campaigns?
Superior Flash 31 Jul @ 3:07pm 
Peak mod.
balmung 7 Jul @ 5:26am 
@Gunghoo there's a .ini file in the mod's folder. Find it and you can tweak % to your liking. I don't remember the name of mod's folder so sorry but that's all i can help you with.
Gunghoo 7 Jul @ 1:56am 
awesome mod , but is there any way to make Augmentations apear more often, many of my soldiers gets gravley wounded but only a few ned augmentations, later in game it stops apearing compleatly:steamhappy:
balmung 5 Jul @ 12:37pm 
It's odd, but after installing Requiem equipment and Aliens, all of proving ground schematics are gone now.
Puro 4 Jul @ 1:03pm 
None of the cybernetics are showing up at all in the proving grounds, and yes i did check, i have all the dependancies