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Regards
this is the part of the description that explains it
Many clones are class specific. Classes have been provided in the mod items. Features only Phase II clones. Clones that only had a Phase I variation have been adapted to Phase II.
look at the second FAQ question
ill quote it just incase
Q. Are the class mods optional?
A: Yes. The class mods are completely optional but are highly recommended. If not added, the classes of certain clones will change in the character pool.
That was not what your initial comment said, but that makes sense. Thank you.
now if you ask are the class mods required to use them in the game the answer is no but you asked why are they req which is exactly what i said
understand your question
For Example: CT XXXX, 212th, Airbourne
Something like this would help me pinpoint the chars I want and need. Could be a simple .txt in the mod folder.
Great work, tho. I was in the progress of updating my own pool to the new armor, and it's a hassle.
All character pool names are present and I can select all of the armour in customization, BUT none of it is loading by default. When I enter the pool or launch a new game they are all in the standard XCOM gear. No clone armour is appearing unless I equip it myself.
Any help or suggestions is very appreciated! Thank you.
Second one that can be argued about is Echo. Even though you set his ID as 1409 which technically isn't wrong, Echo got the big disadvantage that even Disney ain't sure what is actual ID is. In the early episodes where we saw him still as a cadet his ID was CT-21-0408 but later on in the "Lost Episodes" his ID was told to be 1409, just like you used it for your pool. therefore Echo is.....fine.
Nevertheless i came to realize that a lot of Clones, mainly the fan-based ones, got a three digit ID, which happened sometimes, but most clones, at least those who are original characters, got four digit ID's, but that not that bad and therefore can be ignored i guess.