XCOM 2
Supersoldiers Restored
360 Comments
Dragonlord  [author] 21 hours ago 
Answered you in the other post Id1449
ld1449 7 Oct @ 3:53am 
What are the names for these in console commands? Cause I can't find them in the Ini file, Specifically looking for Doomslayer, Ninja and Inquisitor
Lanford 18 Sep @ 2:20am 
Looking through your mod, I see that your mod has the same mod ID as the original one, so that mean it can't use together as you said. Still, I see that the class template names are not the same as in original one. So it should be possible to co-exist with each other. Just need to change the "localization"(I never said changeing XComClassData.ini) file to make the class name not confuse with the original. However, the duplicate mod ID stop that thought anyway.

Oh well I don't think it appropriate just to ask you to change mod ID name. So thank for replying.
Dragonlord  [author] 17 Sep @ 4:29pm 
No sorry there is no way they coexist. Without getting into details but it's the same mod but with some stuff changed with the blessings of the original coder when he passed it to me. ANd it's not about the "names" as soon as someone levels up the game will look at 2 different trees for the same class, 2 different abilities, 2 different stories etc and it will implode. And you cannot just change the name in the class.ini and call it a day since then NOTHING will work for that class. Be it armors, abilities etc. Sorry
Lanford 16 Sep @ 1:42pm 
I mean the vanilla WotC. Maybe flexible is not a right word. But, flexible in how I want to build in any way when my mood suit me like Spartan, I can build Rifle/Sword or Sniper/Pistol depend on my need at that time. Sure, they may have the same unique tree while the other trees are just vanilla perk, I can still build each of them differently.

I have no problem with same class name as I always edit the localization file to differentiate the classes anyway. As I have like ~220 classes in my mod list so I have no problem with editing the duplicate class name.

And that bring me to the original question. Can I use it with original mod? As I found that your take on these super soldier look very interesting.
Dragonlord  [author] 16 Sep @ 8:48am 
Flexible perk selection? Are you talking about RPGO? Cause the original is made for RGPO if you are using RPGO no you cannot use it ofcourse as you cannot use anything not RPGO. Now if you are talking about the NON RPGO version (which i doubt cause they all have the same trees with only 1 unirue tree skill) Again no as it quite clear they use the same names classes etc and it's redundant since it these classes have 3 trees when that one only had 1 tree and then it had the same other 3 SEMI trees for all classes.
Lanford 16 Sep @ 8:43am 
Can I use this mod alongside the original SuperSoldiers Core by AmunRyu?

I like the old version of flexible perk selection from the original one but I also want to try your super soldier classes with finer design tree. However, I don't want to disable the original one as I like to have a lot of choices in soldier class.

So, can it co-exist with the original AmunRyu one?
Dragonlord  [author] 9 Sep @ 11:57am 
Oh you must mean when you click to install you get a pop up and then you sub through there? Yeah i don't know if somehow it is "bugged" or something in that case.
Dragonlord  [author] 9 Sep @ 11:56am 
It works fine when i try it by clicking on the list for me so i don't know what to say about that.
Majes 7 Sep @ 2:11pm 
"Section 8 Prejudice Arms LMG (SPARK)" mod throws error when accessed from your mod description. Prerequisites are working fine, but as someone who picks which classes I want with subscriptions, I couldn't get that mod. That's on me, I could specified this problem better :)
Dragonlord  [author] 7 Sep @ 7:50am 
@thryllth yes, @majes i don't know what you mean do you get a warning of something? It works fine when i tested it and as you can see in one the pictures the gun is there. I'll need more info and details to help you.
Majes 5 Sep @ 3:51pm 
"Section 8 Prejudice Arms LMG (SPARK)" seems to be unavaible, making cyborg weapon to be missing texture. Any chance of changing that weapon into something else?
thryllth 5 Sep @ 12:11pm 
Just to be sure, it is intentional that when running LWOTC they do not have an xcom or pistol tree?
Dragonlord  [author] 24 Aug @ 5:00pm 
People were complaining n7 biotic was just another biotic with nothing different about him. Also this is an extra ability he has on top of his already biotics skills. So after days of coding i managed to pull this off it was quite complicated to say the least but it looks cool and pays off getting hit while you let your biotic shield absorb the pain and then unleash it on the unsuspecting AI's Also don't i already cover all this in the description of the biotic to begin with? Been so long i don't remember but i definetely put EVERYTHING in descriptions so it should be obvious how it works.
ztech 23 Aug @ 4:00pm 
Interesting mechanic, because that's not how the original class worked, nor is that how biotics work in Mass Effect.
Dragonlord  [author] 23 Aug @ 3:46pm 
I guess you are really good? Biotics only get points when hit by kinetic energy. If you don't get hit no points. Also depending on what hits you get varying points explosions getting the highest modifier.
ztech 23 Aug @ 3:31pm 
My N7 Biotic never has any biotic points.
Dragonlord  [author] 11 Aug @ 1:15pm 
Never heard anything like that conbo9 definetely not the mod and i have used even mods that change the haven assault so you might want to look at another offending mod that does it.
conbo9 11 Aug @ 1:11pm 
Has anyone found an issue with trying to use a solider in a haven assault? Every time i try load into one with one in the squad it crashes
darknutter 2 Aug @ 7:49am 
Is there any reason the classes don't have a XCom skill row? There is less variability between soldiers without it, plus I prefer to use respec to throw tradecraft on everyone for my LWOTC runs.
Magnanimous Leonis 9 Jul @ 2:35am 
I don’t like the look lol. NM I got it taken care of.
Dragonlord  [author] 9 Jul @ 1:10am 
Remove the heavy weapon? You can't that is part of the armor. Why would you want to remove it?
Magnanimous Leonis 8 Jul @ 3:06am 
Where in the files do I remove the Slayer's heavy weapon/rocket slot?
JKingJ 29 Jun @ 8:26pm 
Okay. I just tried that and the doomguy parts are showing up for every other armor, but praetor is still invisible. It's strange. It's like it's ignoring all of my customization mods, even the ones set up to show up on all armors.
Dragonlord  [author] 29 Jun @ 3:43am 
You need to do what did for the other armor for the praetor one. Also you can change the lines for praetor to be able to be used for any armor but it tends to cramp up cosmetic options that way.
JKingJ 27 Jun @ 1:47pm 
I can't seem to get the Praetor Armor to work.

When my soldiers equip it, their entire lower body disappears and no customization options are available to select.

I've downloaded all the mods under Customization Mods Recommended and followed the instructions in Appearances.txt (and was able to get those customization options for the other armors).

But adding parts to the Praetor armor in XComContent doesn't seem to do anything.
Dragonlord  [author] 25 Jun @ 7:02am 
Magnaminous Leonis never happening. The original mod was made for RPGO so use that?
Magnanimous Leonis 16 Jun @ 5:28pm 
Any way for a RPGO plugin?
Dragonlord  [author] 10 Jun @ 11:20pm 
3d master read the description. If you don't use any of the above you won't have them.
3D Master 10 Jun @ 12:28pm 
Well, I don't want to see them; Viper's Proficiency Genji requires Super Soldiers (Core); but that mod requies Musashis RPG which removes vanilla clases; which I don't wnat because I want the vanilla classes. And I want Viper's Genji, because the base Genji is broken; his bladestorm doesn't work. But someone commented on one of the mods that your Super Soldiers Restored worked instead of the core; so here I am.
TITANMASTER25 10 Jun @ 9:09am 
Alright, thanks Dlord, i'll letcha know if that's what it is :steamthumbsup:
Dragonlord  [author] 10 Jun @ 3:58am 
3d master it's all in the description. It's a standalone mod. Titanmaster it could be just luck. Choose my class picks 3 classes by default from the class deck. If you have many class mods you might not see them.
3D Master 9 Jun @ 1:46am 
Since this is a replacement for the core, I'm right in assuming that none of the classes are here? I still have to install the classes separately, right? Or does this come with the classes?
TITANMASTER25 4 Jun @ 3:37pm 
Hey I got an odd question. So I subbed to this mod and super soldiers unlocked but my soldiers don't show up. I'm using the choose any class mod but I don't see them. I also tried getting them through random promotions by levelling up my entire starting barracks but I didn't get any of them.

However, I am able to console command them in, so this confirms the mods in my game, somethings just a little weird. I would appreciate any help you could give me to help these awesome dudes appear when I try to choose their soldiers promotions, thank you.
Majes 3 Jun @ 3:42pm 
I see. Thank you for the answer, cheers!
Dragonlord  [author] 3 Jun @ 11:42am 
Doomslayer is not unlocked even with the unlock mod it's as intended as I wanted him to be unique. If you really want him to be trainable just change setting in xcomclassdata.in but he is available through missions etc. it is just random and he is guaranteed to appear at some point as there are 13 classes as I recall
Majes 3 Jun @ 5:46am 
Hi, just a quick question - is the Doomslayer somehow disallowed to train? I've checked .ini files and it seems everything should be fine - he's not disabled, I have all the required dependencies mentioned in description and requirements (playing LWotC if that matters), and have supersoldiers unlocked to check if it's possible to train them. Sadly, I don't have this option, neither I've seen him in gray / black market, or haven't got any mission that allows me to recruit them. So, to test this even further, I've forced one of my soldiers with console command to make him doomslayer, and, which is suprising, it worked, despite having his body an empy decal, completly transparent.
Well, I've no idea what can cause it. I'd guess that might be something wrong with apperance settings, or screwed dependencies as it requires mod templates, but I have no idea. Nobody had this problem, so it might be just mod conflict of mine somewhere.
Dragonlord  [author] 26 May @ 12:13am 
Sadly no idea. But if i had to guess any mod that tinkers with psionics. As these are basic psionic powers from the game so maybe some mod is modifying the entire psionic system? I have only used Rusty's ex machina which i know it doesn't do that. But i don't know about the others. There are only a very few ones so it won't be hard to pinpoint it.
Rookie 25 May @ 11:23pm 
@Dragonlord, First of all it their psionic abilities are grayed (for example insanity and soulfire). When i press on them it says "insufficient focus". Do you maybe have an idea of what mod may be causing this issue?
Dragonlord  [author] 25 May @ 10:51am 
Require focus to do what they don't have focus system... I am going to guess some weird mod is causing this behavior since this would have been reported by other people or noticed in my 300 hours playthrough. Do you get a message or something? And when that happens?
Rookie 25 May @ 10:12am 
@Dragonlord the Inquisitor and the Ghost Operative, both say they require focus...
Dragonlord  [author] 24 May @ 7:03am 
You have to be specific. What class? The only "psionic" class that uses a "focus" system is the N7 Biotic and it's not tied to any skill. He just gathers "kinetic" energy which he can then expend. So if you are getting insufficient focus it's not a class of this mod.
Rookie 24 May @ 3:10am 
Hello, recently i started a campaign with this mod and almost everything works perfectlu, the only problem i have is that the psionic based classes won't let me use their skills, it says "insufficient focus", does anyone know how to fix this?
space is cool 14 May @ 12:02am 
ah alright thought so. well this is still a great mod regardless played with it for a bit
Dragonlord  [author] 13 May @ 11:50pm 
This was not built for RPGO. You should use the original rpgo classes. The original MOD was built for RPGO so you might as well use that. RPGO is a completely different system
space is cool 13 May @ 9:08am 
I use rpgo universal soldier and it doesn't seem to take in account these classes. unless I have to change the config somewhere, maybe the list is limited and it has to be extended in rpgo?
Dragonlord  [author] 10 May @ 7:01am 
@ADpowah. Install first the other mod in the description that activates all classes and then install choose my class mod. You can also increase the options for that mod. It's by default 3 but you can change that in the config file.
ADpowah 9 May @ 10:46pm 
Love the mod btw!. I was wondering how can I get this mod to select soldiers from my roster rather than always make new random soldiers?
Kei 6 May @ 6:27pm 
Actually, it’s not something that really bothers me, and if someone’s native language is English, they likely wouldn’t even notice it (and even if they did, it wouldn’t be worth mentioning). I’ve seen the same thing happen when using the Supersoldier core or non-RPGO Supersoldier mods as well, so I was just wondering if it might be possible to fix.

Have a great day!
Dragonlord  [author] 6 May @ 4:06pm 
So i found the lines and i am guessing you mean the flyover for the various weapon proficiency perks. About 4 of the classes have a perk that has a weapon proficiency. Like the spartan, cyborg, etc. And it exists to show the activation of the perk and not when it's killed per say. I have never even noticed it before and you are the 1st one to even mention it so i doubt it's invasive. I haven't played for months now but i really don't even recall ever seeing it. Weird i'll take a look at it when i get back.