XCOM 2
[WOTC] MOCX Customizer+
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Update: 8 jun 2024 om 13:52

Tiny update to add even more expanded customization options.

Update: 31 mei 2024 om 8:38

Added support for mod-added special enemies to MOCX pods. Similar to how MECs can be added as a "bonus" unit, this will now allow other mods to define non-captureable units as add-ons to MOCX pods.

Update: 19 feb 2024 om 10:23

Fixed bug where using RPGO would not properly give units to XCOM

Update: 18 feb 2024 om 10:41

Fixed a bad default config: I missed a closing double quote. Oops.

Update: 9 feb 2024 om 1:35

New Feature:
- Supports disabling Dark Events that should be tied to MOCX HQ being active or destroyed

Fixes:
- Improved the way the code looks up MOCX nationality to reduce the number of times it scans through all loaded DLC
- Added a redundant event handler to bleed outs to help with mod<>mod conflicts that could stop the base MOCX from properly respecting changes to the bleedout threshold

Update: 16 dec 2023 om 18:09

Add customization support for invisible heads and helmets as heads in unique customization

Update: 25 mei 2023 om 20:16

Major update:
-> Added gender option to the config settings
-> Added native support for RPGO
-> Opened MOCX recruitment rank limits to config so that folks can make MOCX scarier in the late game
-> Added support for Proxian hero units (in the off-chance anyone makes a MOCX Proxian enemy mod)

Update: 19 feb 2023 om 13:29

Fix bug created by the previous update which broke backwards compatibility for uniform cosmetics. Now clones the ability to provide uniforms and will prioritize the expanded customization but fully supports the original uniform configs.

Update: 19 feb 2023 om 11:16

Expands the cosmetics array for uniforms and now supports tattoos, patterns, scars, and tinting of weapons, armor, and tattoos.

Update: 26 aug 2022 om 20:41

Added EXALT nationality which will swap automatically when using MOCX as EXALT. Also added configs to support MOCX Phantoms.