XCOM 2
Augments: Codex Begone
17 kommentarer
Jess 9 apr, 2020 @ 4:41 
It has support for the other mod, so that mod being present will make this mod behave the same way.
Daddy Takeda 8 apr, 2020 @ 19:04 
When you wrote 'Built in functionality for Augments: Cross-Tier' does that mean that the mod 'Augments: Cross-Tier' is included in this one? Sorry I'm not native speaker so sometime it gets confusing.
Jess 11 sep, 2018 @ 10:50 
It couldn't delete the assets, so simply stop.
Weebos 11 sep, 2018 @ 10:44 
Does this delete the assets from the other mod and free up space? Or does it simply stop them from showing up?
Deadput 16 apr, 2018 @ 2:15 
Is it enabled?
Omega13 15 apr, 2018 @ 23:52 
Tried this out. One of my starting soldiers in the very first mission had codex legs.
Aegelweard 12 feb, 2018 @ 0:02 
Maybe you could release Augmentations: Redux with only normal augmentations in it? Installing 200Mb mod that has 3 types of augmentations and then installing one or two mini-mods to disable some of them seems... unreasonable.
"Hard Tack" Tom 9 feb, 2018 @ 20:14 
thank you, i love the normal prosthetics but the holo/codex look trashy as ****
Jess 6 feb, 2018 @ 14:08 
Tell me about it, it's why it's simply an idea.
Spart117MC  [skapare] 6 feb, 2018 @ 14:05 
@The Trashman Or Something
There's quite a bit to do actually. As for the grenade launcher idea, that'd require a whole hell of a lot of animating and that just isn't my forte.
Jess 6 feb, 2018 @ 13:36 
I also wish the user held the grip, I actually had an idea for Grenadiers that made it so rather than a rotating-magazine Grenade Launcher, Grenadiers could use an underbarrel Grenade Launcher, perhaps it could have a longer range than the Grenade Launcher or something.
Jess 6 feb, 2018 @ 13:34 
Ah, right.
I'd probably copy another mod that adds weapons, then apply your own stuff over it.
I'm not an expert with this stuff, so I'm not sure if this is how it works, but I think that it should be comparable to that.
Spart117MC  [skapare] 6 feb, 2018 @ 12:08 
@The Trashman Or Something
As soon as I can figure out what exactly I have to change (code-wise) to make them work with WotC.
Jess 6 feb, 2018 @ 10:56 
It's nice to know I don't have to edit the configs to get rid of these, thanks.
Also, if you don't mind me asking, think we'll see some of the custom weapons return and work for WotC? I like them for weapon variety.
Spart117MC  [skapare] 5 feb, 2018 @ 16:16 
They already work with WotC
Zorbakaq 5 feb, 2018 @ 16:02 
so any chance that these mods will get ported to WOTC
Deadput 4 feb, 2018 @ 21:25 
Thanks, I really liked the look of the Codex and Holo augments but they were a little too lore breaking in my game and they caused temporary freezing in WOTC.