XCOM 2
Metal Over Flesh Redux
238 Comments
[G.W.] Sunbro Greg 6 Feb @ 7:00pm 
Hello! Thank you for making this mod.
Got a question here: do these traits work on MEC soldiers from the EW mec port? Afaik, Mec is a new class but it is somewhat based on the SPARK. Sorry if this question has already been asked before.
RustyDios 27 Oct, 2024 @ 7:21am 
Sparks were never intended to use Skulljacks, they don't have the animations for them.
AlShegardy92 27 Oct, 2024 @ 6:50am 
i have an issue with sparks they cant use skull jack. game freezes forever
MadMonkee10 13 Sep, 2024 @ 9:29pm 
can these upgrades be made to apply to mod-added mechanical/biomechanical units such as the Celatid Turrets from the Celatid Alien mod?
WJLUNLY78 23 Apr, 2024 @ 8:33am 
求个mcm的中文化
nice2meetyou 28 Aug, 2023 @ 10:26am 
I don't think Heavy Weapon Storage works with mechatronics. Mechatronics move the heavy weapon to a slot linked with the BIT, and it doesn't seems to work with this upgrade. Even the heavy weapon on the auxiliary slot that comes with the spark upgrade from Spark Arsenal doesn't work with this, I still only have one charge on my spark.
Inertia 8 Jul, 2023 @ 5:17pm 
I checked the code where static function X2AbilityTemplate RMGrimyCloseCombat(name TemplateName, string akIconImage) is and didn't find where it calls standard shot.Author if you see this, any chance you could show me a tip or tweaked the CloseCombat code to allow area attack on incinerator 's close combat reaction shot? The incinerator already has reaction shot and function in Iridar's Spark Arsenal mod. the ability name is IRI_FireSparkFlamethrower
and IRI_FireSparkFlamethrowerOverwatch
Inertia 8 Jul, 2023 @ 5:17pm 
I tested Metal over Flash mod with Spark Arsenal. They are indeed compatible as stated by Iridar. However there is one issue. When the Spark gets Close Combat Protocol activated and is using incinerator, the incinerator's close range reaction shot will NOT produce a massive AOE and cone of fire. it only damage one target like a regular rifle.
Imo this is kinda a missed opportunity. Image how cool that would be if Spark use incinerator to target all enemy around it and produce incredible massive fire all around it.
RustyDios 3 Jul, 2023 @ 7:08am 
In my expereinces this has been working fine with MW and even Modular Sparks.. .. that is because this modifies the "SparkSoldier" character template... the other things just affect the "Spark" class ... which requires the template as a base ....
A Strange Construct 3 Jul, 2023 @ 3:25am 
@DKir
That sucks, Is there a fix for that, or does the modder need to fix that? I was looking forward to complete robot supremacy.
RustyDios 11 Jun, 2023 @ 11:03pm 
yes
huntersorce20 11 Jun, 2023 @ 8:58pm 
Is this mod compatible with Normalize Sparks?
Xilay 18 Mar, 2023 @ 5:32pm 
Definitly does not seem compatible with mechtronic warfare or any other spark mod anymore. Presumibly because this modifies the "SparkSoldier" template instead of "Spark" like all others
Kangz of Memphis 16 Sep, 2022 @ 9:23pm 
Does anyone know how to add modded weapons for the suppression ability?
ben.thomason1 2 Jun, 2022 @ 2:26pm 
Nevermind (maybe). I tried it again and it worked exactly like it does with a human soldier, so maybe RNGsus just played a prank on me the first time.
ben.thomason1 2 Jun, 2022 @ 2:15pm 
I'd like to report a CRITICAL oversight. With the new equipment slot and skulljacking bug, I decided to test how a sustainment sphere interacts with a spark. It's completely broken. Rather than leaving them at 1hp, putting them in stasis for a round, an then being remove from the inventory, it seem that it simply leaves them at 1 hp and then makes all incoming attacks for the remainder of the mission automatically miss, meaning that they basically become unkillable, all without laving the inventory or incapacitating the spark in any way.
Burnley 13 May, 2022 @ 8:04pm 
Does this work with LWOTC(Long War of The Chosen)?
LTA Wanky Doodle 18 Feb, 2022 @ 1:31am 
Hey just a heads-up y'all; DON'T GIVE YOUR SPARKS SKULLJACKS!! Or at least don't attempt to skullmine; the base hack increase works, but skullmining leads to a freeze in the animation (presumably because there is no animation to shank them like a normal soldier uses a skulljack). I had to Alt-F4 to restart.:trazz:
Mike 31 Jan, 2022 @ 8:32am 
I love making my Sparks godlike so I dont mind. They cost a ton of resources to get plus a major pain in the ass to level up when i finally get them.
Bait 5 Jan, 2022 @ 9:54am 
@ScriptGenius12
The Mechatronic Warfare page says so. It also mentions that running both will make your Sparks busted as hell
ScriptGenius12 29 Dec, 2021 @ 5:42pm 
Is this compatible with Mechatronic Warfare?
Ibunibnu 14 Dec, 2021 @ 5:34am 
is it compatible with better barrack? if yes, should i load it after ABB or before?
little_tornado 24 Nov, 2021 @ 12:15pm 
Thank you very much!
RustyDios 24 Nov, 2021 @ 11:42am 
This is the setting I use for these;

+AmmoTemplateColor=(AmmoTemplateName=SCRounds , HexColor="AAAAAA") ; Silver
little_tornado 24 Nov, 2021 @ 4:33am 
Hey, strange modding question here.

I'm trying to use SelfCorrectingRounds with "[WotC] UI - Colored Ammo Bar", and in editing the configs for that to add a colour to them I need the "AmmoTemplateName"m which I can't find in the MOF configs.
I could probably guess it, but I figured I'd ask instead of taking potshots in the dark. Anyone happen to know what it is? Thanks!
Aks 23 Oct, 2021 @ 10:20am 
Russian Translation!
Thanks for the cool mod! Cryxalus(aba) did a translation into Russian. Please add it!

Русский перевод
Кинуть в папку локализации мода (...\steamapps\workshop\content\268500\1125117203\Localization)
https://drive.google.com/open?id=1AbiqFRQoNcXx8yBZs89jx3EnitEgEiwv&authuser=axaaaid%40gmail.com&usp=drive_fs
BroncoXeno2035 16 Oct, 2021 @ 9:13pm 
Is there a way for Geth from Buildable Geth Redux to get upgrades from here as well? I feel like small Geth can get smaller benefits and Geth Primes get the same bonus as a SPARK.
peter.t.jensen 27 Sep, 2021 @ 11:04pm 
I built a Spark after researching "advanced spark creation". He has SGT rank abilities unlocked, but he only has 1 XP, so it's barely an improvement. Is that just a glitch?
XpanD 26 Aug, 2021 @ 12:07pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
Yahtzee 28 May, 2021 @ 1:05am 
Does anyone now if it is possible to pick and choose which projects show up? There are some that I would like to disable without messing up the rest of the mod.
GargakOfTheEast 21 May, 2021 @ 4:35pm 
I really like this mod. I also like trainable SPARKs that get AWC abilities, but a lot of the abilities here I think make more sense to be installed "at the garage".

Great job!
Shithead 19 Mar, 2021 @ 3:04pm 
Can you make an optional feature for sparks to heal at base faster to match certain late game med bay upgrades?
PreConceptor 1 Feb, 2021 @ 4:08am 
@RustyDios
It's a bit of a messy solution for me, as I've given my Sparks 2 utility slots and the balance I've gone for means both the slots need to be open for all items to keep Sparks competitive. For now I'll just deal with it I think. Some good options available already, but its a shame to miss out on the full mortar-bot experience.
RustyDios 1 Feb, 2021 @ 1:46am 
Although that still gives 3 Grenades and 1 Rocket... and each of those grenade pockets could just as easily take a rocket too... so then it is up to you if 3grenades /1rocket is worth it over 4rockets ??

100% agreed its a difficult thing to balance..
RustyDios 1 Feb, 2021 @ 1:43am 
The MOF restriction applies to the Utility Slot, so it would apply to any additional Utility Slot too... now one way to get around this is by using the Grenade Pocket. You can do this through config, and it would give the SPARK another slot.

Add the lines following to an XComGameData.ini ;

[XComGame.X2AbilityTemplateManager]
+AbilityUnlocksGrenadePocket="Overdrive"


They will then have the (useless) Utility slot, 1 Aux weapon slot, 1 "Grenade Pocket" (if they have Overdrive, standard squaddie ability for SPARKS) ... and then 2 more "Grenade Pockets" from equipping the Ordnance Launcher

@PreConceptor ~ hope you find this helpful ;)
PreConceptor 1 Feb, 2021 @ 12:41am 
@RustyDios
None taken. I should have guessed it was a difficult thing to do.

Basically I've done a bunch of changes to Sparks which in conjunction with other mods, tweaks, and house rules such as Sparks taking up 2 slots on the squad, makes them really feel like heavy weapons platforms that I need to consider how to deploy correctly. Being able to carry grenades in the utility slots would open up more tactical options in the long range ordnance deployment department when using the Ordnance Launcher.

But when I think about use cases, I can't imagine many people will be in my situation. All I know is that if you made a mod, I'd definitely use it. If it wouldn't be worth the time, is it possible to disable MOF's utility slots and add some by editing the Spark's base character sheet or would MOF's restriction carry over? It just seems weird that you can carry rockets and not grenades, especially when Spark Arsenal technically allows it.
RustyDios 31 Jan, 2021 @ 8:07pm 
In this mods current setup, no, there is not a way to remove that restriction.

The reason I was asking why you want to, was because I was curious of the use case and if creating a mod to undo the restriction was worth the effort. I meant no offence to you by enquiring for more details.
PreConceptor 31 Jan, 2021 @ 5:39pm 
@RustyDios
look, do you know of a way to remove the grenade restriction or not? It's not a big deal if there isn't, but it would be nice to know.
RustyDios 31 Jan, 2021 @ 3:41am 
So 2 utility slots from something, and then the extra 2 that Spark Arsenal adds for equipping the launcher ?

Yeah, I can see how the SPARK carrying 4 grenades might worthwhile, but then you could also just give them 4 rockets no?

Am I missing something here
PreConceptor 31 Jan, 2021 @ 12:50am 
@RustyDios
I know about the grenade weirdness, and I am using SPARK Arsenal. I'm only planning on equipping grenades when my Sparks have the launcher equipped. As I'm doing custom balancing I actually need to get grenades in the 2 utility slots to make it worthwhile to use a grenade loadout instead of rockets
RustyDios 30 Jan, 2021 @ 7:26pm 
SPARKS do not have an animation for throwing a grenade, so allowing them to carry a grenade and use it distorts the SPARK mesh and looks really awkward.

If you want SPARKS to have a good interaction with grenades you should use Iridars SPARK Arsenal (can be combined with this) and use the secondary weapon 'Ordnance Launcher', equipping this weapon also gives the SPARK a bonus 2 grenade slots (which grenades CAN go in) :)
PreConceptor 30 Jan, 2021 @ 6:20pm 
Any way to remove the restrictions on grenades in the utility slot(s) MOF adds?
RustyDios 29 Dec, 2020 @ 9:46pm 
Yes. Already replied over there, but for future readers;

MoF adds the shield points pre-tactical as a stat boost. ESO only affects shields generated by the shield granting effect in tactical.
BlazinHothead 29 Dec, 2020 @ 9:29pm 
Also, is this compatible with [WOTC] Energy Shield Overhaul? Specifically the SPARK Shields project?
BlazinHothead 23 Dec, 2020 @ 3:54pm 
Does this have synergy with the MEC Trooper mod? i.e: Will MEC Troopers get the bonuses that SPARKs will?
RealityMachina  [author] 29 Oct, 2020 @ 3:53am 
IIRC I think it still works on the original basegame code instead of the changes WotC made for how Overwatch shots and related abilities should work, so I'll try taking a look at that at some point.
Dragon32 24 Oct, 2020 @ 5:25am 
@Kiruka
Didn't realise that.
Kiruka 24 Oct, 2020 @ 5:19am 
Follow-up to my previous comment: I think the reason for the new version has something to do with the ability needing to be assigned to a weapon, and that not being possible with the vanilla ability.
Kiruka 24 Oct, 2020 @ 5:05am 
@Dragon32: The version of Suppression that Metal Over Flesh grants isn't the base game ability, it's a new one called "RM_Suppression" in the code. I don't know why the base-game version wasn't used, so I'm hoping RealityMachina takes a peek in here and can shed some light on it.

@Exsanguinius: I've run into this issue as well.
Dragon32 22 Oct, 2020 @ 3:08am 
@Exsanguinius
Muton moved out of range? line of sight? etc. Suppression's a base game ability.