XCOM 2
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[WOTC] Superheavy Battlesuits
   
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17 Sep, 2017 @ 9:24pm
18 Sep, 2017 @ 9:10pm
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[WOTC] Superheavy Battlesuits

In 1 collection by NotSoLoneWolf
NotSoLoneWolf's XCOM 2: WOTC Mods
15 items
Description
Adds two new armours to the game, the Orion and the Mjolnir battlesuits. These armours focus on survivability, with high health and armour stats, powerful abilities, and regenerating energy shields.

This version is for use with War of the Chosen, not for vanilla or Long War 2.
For the vanilla version, click here: http://sp.zhabite.com/sharedfiles/filedetails/?id=857403389
For the LW2 version, click here: http://sp.zhabite.com/sharedfiles/filedetails/?id=857404413

===ITEM AND TECH INFO===

Please note that all the in-mission screenshots above, are from older versions of the mod and are inaccurate. The Mjolnir Battlesuit regens 3 shields per turn, and has 9 shield HP not 8 or 12, and the Smoke Blast's radius is larger.

To unlock the Orion Battlesuit in the proving grounds, you need to research ADVENT Shieldbearer Autopsy and Plated Armor. It costs 50 supplies, 10 alloys, 3 elerium, 2 shieldbearer corpses, and an elerium core to build.

The Orion Battlesuit comes with a prototype energy barrier, granting a 6HP non-rechargeable shield. It can also launch a cloud of defensive smoke around its position twice per mission.

To unlock the Mjolnir Battlesuit in the proving grounds, you need to research ADVENT Shieldbearer Autopsy, Powered Armor, and Andromedon Autopsy. It costs 50 supplies, 10 alloys, 7 elerium, 2 shieldbearer corpses, 1 andromedon wreck, and an Orion Battlesuit to build.

The Mjolnir Battlesuit has the result of our new understanding of alien shield generators, granting a 9HP shield that can regenerate 3HP at the start of every turn. It can also Overextend its shield capacitors, giving nearby allies a temporary 6HP shield that lasts for three turns.

Both armours can have their Shield stats increased by equipping other shield-granting utility items from other mods.

===COSMETIC INTEGRATIONS===

By default, the armours in this mod use the EXO/WAR cosmetic pieces. But you can enable other mods' cosmetic armour pieces by following these instructions.

1. Open up the file XComContent.ini with Notepad (or preferably Notepad++) or any other text editor (NOT Microsoft Word). The file is located here:

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1137954330\Config

2. Select the integrations you want from this list. This list will be constantly updated. If you want to be notified when it is updated, click 'Subscribe to Thread' below, as I'll leave a comment whenever I've made a new integration.

Eternal's Reach Mjolnir Variants: https://pastebin.com/m0Efy1zK
Stenchfury Modular Armors: https://pastebin.com/2gsD2ces
Doomguy Praetor Armor: https://pastebin.com/fTqnx1Hi
Baseline Mjolnir Halo Armor: https://pastebin.com/R0ziQm3h
Halo Customizable Armors: https://pastebin.com/qMBUcj1g
HCA Colorable Techsuit: https://pastebin.com/abpYLSvC

If you want to see a cosmetic mod integrated, leave a comment down below or follow this tutorial:
https://pastebin.com/yAkc7cyv

3. Copy-paste the entire integration into the very bottom of XComContent.ini. You can have as many as you want in there. you can also delete all the code I have in there by default if you want to disable the WAR/EXO cosmetic pieces from vanilla.

4. Start/restart XCOM 2. In the launcher, make sure you have both Superheavy Battlesuits AND the mods that you are integrating enabled.

5. Bask in the glory of a modded mod

YOUR XComContent.ini WILL BE WIPED WHENEVER I UPDATE THIS MOD!!! Saving a backup copy is always a good idea.

===ADDITIONAL INFO===

As always, everything about the mod's armours and abilities is customizable in:

C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1137954330\Config

Open up any .ini file that seems like something you may want to change (abilities, armour stats, etc) and edit values. I've put handy explanations on what each value does.

===OBLIGATORY===

The reason why this mod exists is because you can't make a Halo total conversion without energy shields and badass powered assault armour.

Check out my other WOTC mods!
http://sp.zhabite.com/sharedfiles/filedetails/?id=1127403242
Popular Discussions View All (1)
4
18 Jan, 2018 @ 9:53pm
Help
CigO_SmokeO_DoggO
108 Comments
Reno 8 Jan, 2023 @ 12:55pm 
@Alpha
I also find it off putting to manually end my turn, is there a way to change the config so the ability takes an action to perform?
Press_START 29 Aug, 2022 @ 5:55pm 
@Alpha, maybe grants a bonus to mobility, and adds the reaper concealment for the unit wearing the suit?
Alpha 14 Jan, 2022 @ 2:45pm 
I love the mod btw, great work! The smoke ability has saved me many times. If you're ever looking for another project I'd recommend adding SPI to this mod - something with a camo ability though obviously not as durable as the MJOLNIR.
Alpha 14 Jan, 2022 @ 2:44pm 
Hey there, not sure if you still check this, but as mentioned by Coolio Wolfus on Dec 7th 2017, you have to manually end turns due to the extend shield ability. Not sure if this was intentional, but it seemed like a bug to me, and definitely kills gameplay pacing. Is there any way you could fix/update this or walk me through how to do it myself?
Nero 14 Jan, 2022 @ 8:36am 
does this not work in an ongoing campaign where you have research most of your trees?
BlazinHothead 30 Dec, 2020 @ 5:31pm 
Do the shields work with "[WOTC] Energy Shield Overhaul"? If not then how do I get them to?
PostwarSword 22 Sep, 2020 @ 7:03pm 
I can't seem to get this mod to work for WOTC. Please help!
RakkoHug~<3 11 Apr, 2020 @ 4:40pm 
Thank you very much for the wonderful mod, Lone Wolf :)

Would it be possible for you to consider adding Heavy armor classification support for your armors?

Thank you :)
Shavy 22 Mar, 2020 @ 6:46pm 
LWOTC?
Cody Bayliss 2 Mar, 2020 @ 3:05pm 
Could you add a vest that has the same regenerative shield as the armor? I want to have regenerating shields with everything!