XCOM 2
Shield Vest (not WotC compatible)
80 Comments
Alex Nares 30 Apr, 2020 @ 7:49pm 
VS-lockon 16 Oct, 2019 @ 5:36pm 
can make a wtoc one
superman81906 19 Oct, 2018 @ 3:39pm 
Jesus man, another mod that does not include all the files for tweaking.... VERY IMPORTANT
ПΛПО Dragoon 11 Jul, 2018 @ 6:01pm 
Please do update this when you get the chance. I love this mod becauseit's simple srtight forward shield no weird crazniess or op crap.
N7Ghost84 20 Nov, 2017 @ 11:06pm 
Please update the mod for Wotc.
Scrooge McDuck 5 Sep, 2017 @ 5:32am 
This is a great mod, shame it should be abandoned.
Chrizzly Bear 4 Sep, 2017 @ 4:23pm 
Any plans for updating this for WOTC? This mod is great!
Arckange 4 Sep, 2017 @ 4:25am 
Will you updat this mod for wotc ?
Qurila 31 Aug, 2017 @ 8:04am 
If i try to start the Game with the Mod it crash. If i deativate the Mod its start normaly.
Maybe its fight with another mod from me, the Ammo+Vest Mod?
Kenshin  [author] 31 Aug, 2017 @ 7:38am 
@Qurila probably! It only adds the item. I'll be testing that myself soon, just got WotC.
Qurila 31 Aug, 2017 @ 7:15am 
Is it Wotc compatible?
Kenshin  [author] 30 Aug, 2017 @ 9:52pm 
@danman5550 I *believe* that the vest adds shields. I should hope I'd have programmed it that way rather than setting it to 3 shields! I suspect I did since it also adds 1 HP while equipped.
LoneDigger 3 Aug, 2017 @ 12:00am 
So I see that this is abandoned, but might as well try. Does this shield stack with other shield abilities? I have a modded class (Juggernaut) that spawns with a damage shield just like this one, and I want to know if they stack before I send my Juggernauts out with smaller shields than I expect!
hygorct 1 Apr, 2017 @ 8:33am 
@Kenshin
Thanks for the answer, and good luck in your future projects
Nasarog 30 Mar, 2017 @ 6:33pm 
Thanks for the answer, and good luck in your future projects.
Kenshin  [author] 30 Mar, 2017 @ 6:19pm 
Hey folks, I'm sorry I've basically abandoned this, but I don't have the SDK installed anymore and have moved on to non-Steam projects.
@boisegangpc Those might be left over from when I'd intended to put an activatable ability onto the vest, or they might be part of recharging. Try changing the values and seeing what happens.
@hygorct & @Nasarog I honestly don't know, but I'm guessing that it will. You'll notice from the description that I kept it pretty simple: as soon as you are able to to Experimental Armor research this should come up as a possible result (i.e. there are no other pre-requisites set). That should also answer @Ethereal's question, as to why I'd rather not add a requirement in this case.
hygorct 29 Mar, 2017 @ 10:51pm 
compatible with LW2?
Boisegangpc 11 Feb, 2017 @ 9:17pm 
What do these lines of code do? I *think* it's supposed to be a "recharge shield" ability, but who knows.

SHIELD_VEST_ABILITY_COOLDOWN=3
SHIELD_VEST_ABILITY_CHARGES=1
Nasarog 30 Jan, 2017 @ 7:47am 
Is thi smod LW 2 compatible?
Ethereal 22 Aug, 2016 @ 12:05pm 
how about adding shieldbearer autopsy requierement?
Bladesuun 19 Jun, 2016 @ 7:53am 
I'm with gabi. It would be cool if the shield recharged by 1 every turn. Similar to Stasis Vest.
Izu 19 Apr, 2016 @ 2:53pm 
Would be great if it recharges after 4 turns (after you take damage)
Nieros 10 Apr, 2016 @ 9:01pm 
does it recharge like halo style
KunJo 3 Apr, 2016 @ 5:08am 
It works for me with both the Mod you said ( Walker servos is Human Creativity Mod I guess).
If it conflicts with a Mod, It's probably one of those : 'Infinite proving gounds' 'Experimental Items Unlock" or " Ultimate Workshop".
mediumvillain 3 Apr, 2016 @ 3:40am 
I was never able to get this to appear in-game, even if I cycled through all the vest projects. Armory Extension & Walker Servos mods work fine, however.
ganjou241 1 Apr, 2016 @ 7:15pm 
Make the sheilds recharge after 2 or 3 turns of being depleted.
Lizard 19 Mar, 2016 @ 8:48pm 
This could use an proving grounds to increase the shields from 3 HP to 5, it's easily disregared in late game.
Felix Fictus 13 Mar, 2016 @ 7:53pm 
broken by the latest patch.
game crashes
Rootin' 13 Mar, 2016 @ 11:14am 
someone needs to make a savescum mod so i can do it
mortis 3 Mar, 2016 @ 7:07am 
It would be neat if you gave this an effect of some kind. The Fortress effect from Psi-Ops would work well as an "energy shield," I think.
IceMaverick 2 Mar, 2016 @ 12:16pm 
Hey. I'm posting for broadcasting volume to mod authors I'm subbed to, in case this applies to you and you haven't yet fixed the Memory issues inherent to many mods due to a ModBuddy error: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
Vaivoor 27 Feb, 2016 @ 12:03pm 
I think renewability (I bet this word doesn't exist) could be balanced out. Maybe the vest would provide only 2 shield and replenish 1 every other turn (no HP bonus). Depending on how much the guy is being put in danger this could be in line with other suits.
With the length of missions, 2SH 1/2 regen would make armored soldiers only slightly more durable (far inferior to stasis), but would improve survivability for more fragile guys, by about 3-6 HP per mission, heavily depending on mission length and when he gets hurt. It would expand their HP so they won't get one shot, but gives them SOME sustain so it doesn't become meh after the first hit.
(could add a "charge capacitor" ability to restore the shield points, like reloading)
Of course, this is only a quick mess of ideas I made up in ~10 mins. I already am in love with the fact that someone made shields for us too, makes the game feel more diverse. Keep up the good work! (oh, and curse the 1k char limit, I had to cut so much off)
Kenshin  [author] 25 Feb, 2016 @ 11:23am 
@jessenoland I will do that once I have time to work on more modding, I've been busy with other responsibilities for the past week.
Crazy Boris 25 Feb, 2016 @ 7:01am 
I'm expecting Spartan-IIs and S-IIIs from Halo to show up pretty soon with Mjolnir armor and this mod added.
jessen21 24 Feb, 2016 @ 10:13pm 
It really would be good to put this up on the Xcom 2 nexus, get more people looking at it.
jessen21 21 Feb, 2016 @ 10:02pm 
maybe you can put this and future mods on the Xcom 2 Nexus?
Brain 21 Feb, 2016 @ 5:36pm 
Great idea.
jackoftrades222 21 Feb, 2016 @ 3:09am 
Actually never reloaded it. Just kept using all my cores to get it. I console commanded it and got one. What is the loot table chance?
Romulator 20 Feb, 2016 @ 9:36am 
how can i change the cost of items? What ini file has the information?
Hero_Weasel 20 Feb, 2016 @ 8:23am 
I noticed some comments wanting a recharge, personaly I feel its balanced as is. I consider the zero damage from environmental harards of the harzard ves, the health regen of the stasis vest, and the damage reducion of the armored vest, this seems in line. A recharge would make it far supperior to the stasis vest and armored vest.
Kenshin  [author] 20 Feb, 2016 @ 7:35am 
@jackoftrades222 Are you saving/reloading to do it? That might be the problem--XCOM2 by default saves your random seed, so taking the exact same actions (such as researching the same thing) will have the same result after reloading.
jackoftrades222 20 Feb, 2016 @ 3:40am 
I now only have the shield vest and that is it. Over 200 armors made now and nothing. Not sure what is wrong, maybe I'm unlike, I'm about to do 500 tries and we will see what happens.
UraniumOverdose 19 Feb, 2016 @ 11:23am 
I don't think it is even that. The more crap people add, the less chances they will get the vest that they want. Dude is probably just getting very unlucky. That said I like the mod, please do not add a recharge function, it is a good and balanced vest as is.
Kenshin  [author] 18 Feb, 2016 @ 3:07pm 
I'm unfortunately as baffled as you folks are. It may very well be a mod conflict, but I'm not sure with where. I'm not running those mods, but I am running a number of other mods (mostly cosmetic, but also the Long War devs mods that launched with the game).

Have any other folks had this appear in their campaign like I have?
jackoftrades222 18 Feb, 2016 @ 11:11am 
Agree with the comment from Razgriz. I've researched armor over a 100 times and nothing has ever come up. Just the base armors. I assume the mods just don't work since I've never seen them.
BE02-Raziel 18 Feb, 2016 @ 4:24am 
While I'd like to use something like this, I haven't gotten a single shield vest. Even when I spammed insta-experimental armor projects with 12 cores. Saved with the mod deactivated, reactivated, saved and tried again. I doubt it's down to luck and I'm assuming it's more of a mod conflict.

If I recall correctly, here are the mods that affect Engineering in some way or another:
- Crafting Elerium Cores
- Crafting Personal/Group Shield Generators
- Plated Vests (Comes up along with Statis and Hazmat vests)
- Tech Vests (These never come up, however...)
- Armory Extensions
- Experimental Items Unlocked (for fabrication after a project that unlocks it)
- And this mod.

It's either a conflict or I must start a new campaign. Any ideas?
Omega13 18 Feb, 2016 @ 2:35am 
I'll keep trying then. It looks like a great idea for an item, looking forward to getting one.
Kenshin  [author] 17 Feb, 2016 @ 5:58pm 
@Omega13 unfortunately it's just RNG. I had it pop up on my campaign after I added it to my existing save. I'm sorry you haven't been able to get it!
Omega13 17 Feb, 2016 @ 4:31pm 
I can't get this to pop up either. Full disclosure: I added it to an existing save game. Perhaps it doesn't unlock properly unless the mod is present when Experimental Armor is unlocked?
◬ TRIΛNGLE MΛN ◬ 16 Feb, 2016 @ 9:37pm 
Either I am really unlucky or it is conflicting with other mods. I have done 10+ proving ground researches and it has never come up.