XCOM 2
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Scalable Blast Padding [WotC Compatible]
   
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1. apr. 2016 kl. 15:08
18. sep. 2017 kl. 18:12
4 ændringsbemærkninger ( vis )

Abonner for at downloade
Scalable Blast Padding [WotC Compatible]

I 2 samlinger af RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
65 genstande
RealityMachina's War of the Chosen Mods
97 genstande
Beskrivelse
This mod uses OnPostTemplatesCreated() to have Blast Padding (or Formidable, if you're using LWS' Perk Pack) scale with tech of the armour, ala how Shredder scales with the tech of weapons.

By default wearing plated armour gives you an additional armour point, while wearing powered armour gives you two additional armour points, in addition to the one armour point blast padding gives in vanilla.

Those values can be adjusted at (wherever XCOM 2 is installed)\steamapps\workshop\content\268500\657441902\Config\XComScalablePadding.ini

The mod works via adding a new effect to the blast padding ability, so this mod should only conflict with mods that override the Grenadier's ability set.

Will almost certainly be OP if used on its own in an otherwise unmodded game, I recommend looking into some of the difficulty mods out there that will make being able to turn a soldier into a walking tank not feel like such an unfair advantage for you.
45 kommentarer
KharaaHunter 3. maj 2023 kl. 18:35 
Ok, so I tried this mod and in the armory, when i check the soldier's stats, it still only shows 1 armor with Blast Padding. However, when I loaded into a mission, I do see the extra point of armor. Is there any way to fix this? For an hour I thought the mod wasn't working, until i finally just decided to launch a mission to check the armor points there.
Vaultwulf 14. aug. 2021 kl. 9:31 
ganjou241 14. aug. 2021 kl. 5:15 
Will this work with ablative padding mod?
Lampros 17. maj 2020 kl. 3:47 
Hmm, so it conflicts with another mod perhaps in my case? But the alternative mod launcher doesn't show such a conflict :(
Lampros 11. maj 2020 kl. 16:32 
By the way, does the armor bonus apply to SPARKs, too?
Lampros 9. maj 2020 kl. 13:37 
Ah, ok. I thought changing stats on a perk would not be so invasive. But I guess I was wrong. Thanks as usual!
Dragon32 9. maj 2020 kl. 13:22 
@Lampros:
I avoid adding gameplay altering mods mid-campaign, as their changes are more extensive and so, IMO, more likely to mess up. So I'd install something which added a single enemy (Celatid), but not something which changed enemy mechanics, like the Hive. I'd add cosmetic armour mods, but not mods which affect how armours are built in Engineering or the Proving Grounds. I'd add voice packs for soldiers but not new soldier classes; new map plots and parcels but not new mission types. Etc. etc. etc.
Lampros 9. maj 2020 kl. 11:18 
I see. What kind of mods then are not good to add mid-campaign, and why?
Dragon32 9. maj 2020 kl. 9:55 
@lampros
I add mods mid-campaign, just not this one. Similarly I wouldn't add e.g. class mods.
Lampros 9. maj 2020 kl. 9:15 
Dragon32,

Is it recommended for people not to add mods mid-campaign? If yes, how can one know whether certain mods will work or not? I mean, I don't want to wait till June (in game time) to find out that my mods don't work :( You can't test certain mods when you start a new game, because the stuff they modify won't open up until mid-game.