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      SAM EULA CHANGES   10/20/2016

      As of today, SAM - Shape Atlas for Men, will be under the general EULA, and no longer hosted on Hall of Torque. Please read more on http://www.vectorplexus.com/index.php?/topic/60-sam-hall-of-torque-and-change-in-eula/#comment-533  

1 Screenshot

About This File

 

REMEMBER, THIS MOD IS STILL IN DEVELOPMENT!

 

REQUIREMENTS

While not absolutely neccessary, I would recommend having the Alien Hunters DLC. The Muton Armor replaces the Rage Suit, and the the Rage STrike Ability (which is an ability added from the Rage Suit) will only be able to play if you have Alien Hunters.

 

INSTALLATION

Just extract the archive to your Mods game folder. Typically this would be something like

WINDOWS
c:\Program Files (x86)\Steam\SteamApps\Common\XCOM 2\XComGame\Mods). If you don't have the Mods folder, just create it yourself

MAC (I'm still on Mavericks so I haven't tested the mod on Mac yet)
/Users/XXX/Library/Application Support/Steam/SteamApps/common/XCOM 2/XCOM2Data/xcomgame/mods

LINUX
It works, thats all I can say lol, don't ask me about anything else though (Drakon tested it, and it works since the last patch)

 

SETUP/CONFIGURATION

After launching the game for the first time, the game will create a new ini file on your documents folder called XComXSoldier.ini. You can edit the options by using any simple text editor:

  • iVersion - Internal variable, don't change it unless you want for the default configs to be reloaded again. in that case, set it to 0
  • bImmersive - False or True, read further down about the mod modes
  • bEnableStatProgression - False or True, read further down about the mod modes
  • bEnableWeightLoss - True or False, will cause soldiers that return injured from battle to loose weight (it will most likely be deprecated in the future)
  • fMorphStrength - float ranging from 0.0 to 1.0, acts as a multiplier to change the slider/weight range. 0 will "disable" it ofc, has no effect with values bigger than 1.0
  • iWorkoutStep - intenger, weight gained by each training session at the GTS
  • iGeneTherapyStep - intenger, deprecated
  • iWoundStep - intenger, value of the Weight lost when a soldier returns Gravely Wounded from battle
  • iWorkoutCap - intenger, should be set between 0 and 100. the value at which working out no longer increases weight, without Gene Therapy
  • iReqGeneBerseker - intenger, number of Berserker Corpses consumed each time by Gene Therapy
  • GeneTechReq - Tech requirement to be able to use Gene Therapy. If set to none, will disable the requirement
  • Levels - These are the stats that each Body level should have. They are not cummulative, so if you want to have +2 HP at Level1, and then gain +2 when you hit Level2, the amount you should specify on Level2, is the total of 4.
  • CPSoldier - This is where Weights from the Character Pool are stored. For example: CPSoldier=(SoldierName="Chris Redfield",Weight=70)
     

FEATURES

Mod includes 3 modes:

  • Normal: Even though some gameplay options are still present, they become irrelevant since the slider will be fully functional in both Character Pool(CP) and in game.
  • Immersive: This option allows only to increase the soldier's weight by training them. Characters that are imported from the CP will also have their weight setting imported.
  • StatProgression: Same as above, but CP weights will not get imported. Will enable a mini rank/subclass leveling system that will change stats on soldiers the bigger they get, and also add new abilites.

Guerrila Training School:
This is where you can put your soldiers to workout. Each workout session will last for 5 days, and it will increase their weight slightly (default is 10%). During this time they will be unavailable for missions. There is also a bound between class ranks and weight levels, as in, you can only workout as long as the weight level is lower or equal than the rank. All soldiers hanging around the GTS will also remove their shirts.

Advanced Warfare Center:
The GTS workout only allows to get the weight up to 50%. After that, in order to be able to progress, you will need to submit a soldier to Gene Therapy, which will require for Berserker Autopsy to be researched, and will consume a Berserker Corpse for each soldier/gene therapy. The tech and number of Berserker Corpses can be changed on the config. When a soldier goes over 50%, they will also start growing a bit in scale. Like the workout, will take 5 days and soldiers will be unavailable for missions.

Missions:
Since the mod relies on Berserker Corpses, and Berserkers are only set by default to spawn on Terror Missions, I've enabled them to spawn in any mission time.

Levels: There are 5 levels:

  1. Lean (20%)
  2. Athletic (40%)
  3. Robust (60%)
  4. Muscular (80%)
  5. Massive (100%)

The StatProgression can be fully configured by tweaking the INI, but by default, each level will buff and debuff some stats:

Buffed:

  • HP
  • Armor
  • Strength

Debuffed:

  • Defense (if you get bigger, cover gets less effective... duh!!)
  • Mobility (its harder to move the bigger you get)
  • Visibility (the bigger the soldier is, the easier will be for enemies to spot it, this is a huge gimp and makes it very hard to move in concealment)
  • Will (big and stupid! they will be very susceptible to psionic attacks!)

Abilities: All abilities are gained only after Gene Therapy (> 50%)

  • Robust: Soldier gets immune to panic. Its considered a psi attack and it would be stupid if you would see big soldiers running around like little girls with spiders on their hair...
  • Muscular: Soldier gains the Rage Strike ability from the RAGE Suit (Alien Hunters DLC). However, it has unlimited charges and a 3 turn CD. I will also change the damage output to be relative to their weight %.
  • Massive: You gain... Wall Breaking! You can just run around through obstacles and break everything on your path! Its so super cool! There is a side effect to this, that I did not expected, and I may try to fix it, but to be honest I like it, as it introduces a new gameplay mechanic. As soon as your soldier moves, concealment will break. This has a huge impact on how you start missions under concealment, and I kinda like it.

Other Features:

  • Soldiers that come back from missions gravely wounded can have weight loss. This option can be disabled aswell as the amount of weight loss.
  • Codices are now male (its basically the human body at 50%)

Known Issues:

  • The new GTS and AWC staff slots will only show on new saves, or in saves where these facilities have not been built yet.
  • There are weapon clipping issues on the back, these are easy to solve, I've just been lazy about it.
  • Animations in general will have issues, specially when the soldiers get > 50%. These issues are mostly present on situations where the soldiers are at the base. During missions, there's nothing very relevant.

Planned features:
I want to re-do the RAGE Suit, and one of the abilities I will include will be a built-in Overdrive Stimulant (with 1 charge) that will cause the soldier to grow every turn for the remainder of the mission.


What's New in Version 1.0.1   See changelog

Released

  • Updated XSoldierHumanPawn.uc to work with for the Shen's Last Gift (it doesn't require it), since it was causing some problems with some weapon slot positions
  • Added a separate mini.mod, that disables all vanilla outfits, XSoldier Outfit Limiter

XSoldierOutfitLimiter.zip



User Feedback



Recommended Comments

No there isnt... I mean not impossible ofc, but I haven't checked what is neccessary for that... but scripting in XCOM 2... is complicated science!! I literally spent at least 1 month, looking at scripts with no idea what to do!

 

You can always increase/decrease weight gains to counter it though

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OK thank you, I only ask because the Officer Mod by Long-war Studios allows you to edit how long Leader training takes. Five days is a long time for a solider to be out of commission. 

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Well, I would be lying if I said you were the first one asking me about that, I would eventually like to do that but there are 2 reasons why I havent done so:

  • I need to take a deeper look on how projects work
  • My philosophy was very simple, don't override anything to avoid incompatibility with other mods. I'm unsure if creating custom projects would require that. XSoldier doesnt override anything, the only thing it does is extending one single class, which is the class that controls how humans should be... rendered. It will be incompatible with mods that override or extend the same class if done in specific ways, and since this mostly a graphical mod, I'll leave the overriding ones for other modders.

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I know, so does the Wall Breaking at level 5 (100%)

 

ATM, I'm still pretty much managing stuff, and I'm taking a small break from modding. Believe it or not, but I have barely done anything since February other than modding XCOM 2... had to learn UDK on my own, learn UnrealScript (this one was a real roadblock... I literally just stared for a whole month at the scripting, before being able to actually do anything,) restart the mod from scratch several times, etc... Complicated Science

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I noticed that in the video demo, Rage Strike has an animation attached. However, there is no animation when i do it... Is there a way to fix that?

 

Also, is there a way to increase the damage that it does?

Edited by Popsicalitine

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@Popsicalitine

You need Alien Hunters DLC for the animation to play. I will in the future hookup the dmg it does to scale with the weight. I may or may not add a config variable to be able to change the base dmg.

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Incidentally, I just got the suit and did some testing. The animation seems to only work for me when my soldier is wearing the rage suit and not when wearing other armour.

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I'm sure I've tested it without the suit though, but I'll give it another try. its a pain to have it working actually, since I can only read the assets at runtime, Firaxis has blocked us access to them directly through the SDK (which makes sense, otherwise anyone could have parts of it without actually owning it)

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Thanks.

 

Also, I've been procrastinating a bit, so thats why I havent uploaded more armors and fixes, but I honestly deserve some rest from modding now. I will get back to it soon though

  • Upvote 1

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Well, I know that the same thing happened if you were missing the Alien Hunters DLC, and since a new DLC/Patch is out and I havent checked it yet that could very well be the reason. Also:

  • Does the mod appears listed on the launcher?
  • If it does, is it enabled?

 

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I tried e-mailing this last Wednesday, but got no response.

 

"I recently agreed to the permissions to be a member of vectorplexus.com in order to download the XSoldier mod. Astonishingly, it appears to be the only body size modification for XCOM 2 at present, which I find both surprising and inconvenient as the mod only applies to male soldiers. Don't get me wrong, the work you have done hasn't gone unnoticed and you seem to have people who can fully appreciate and enjoy this mod as it stands.

I understand that this mod is still in development and if you have plans to include females as well you may largely disregard the following, but could you let me know if that is in the works?

 

I could not find anywhere that states that the mod is only for male soldiers. The only way to find out is to first agree to the Terms of Use for your website and then another agreement when you download the mod, enter the game after enabling the mod and to then view your soldiers in-game. This is rather inconvenient and I would highly recommend prominently stating that the mod is for male soldiers only. If you make some assumptions (based on the half naked dude with a distinctive bulge at the top of your site and all its pages plus the fact that hyperplexus [which I believe to be you, another assumption, but a surer one I think] stated on the Nexus Forums that they weren't interested in boobs or animated vaginas[which to be fair could stem from many different reasons]), it seems obvious why only male soldiers are included, but people shouldn't have to make those assumptions.

 

If there are no plans to include females, would you be able to send me details on your process for the creation of this mod or (if it is as simple as I outline) give me permission to alter the existing code so that females can join the gym?"

 

^^

Even a "No, you can't do anything" response would be better than silence.

I must further congratulate you as no-one else seems to have been able to crack the codes of body modification for XCOM2.

Edited by aardvark

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Hi aardvark

I'm sorry I didnt read any e-mail, but to be honest I haven't been checking any e-mails. So thats why I didn't replied. Yes, I also go by Hyperplexed, its me. Modesty aside, I am a fairly proeminent gay modder, which might explain why you don't know about me or my work and why you are having all these questions!

I don't plan ever to make it for females, because:

  1. I'm gay, and I prefer to do gay-ish stuff!
  2. My intent is to cater to gay gamers and straight women by proxy, too much boobs, not enough dongs on games!
  3. There are SOOOOOOOO many boob modders, why would I even consider in doing it? I would be perfectly fine in developing female bodies (which ironically its what I work the most IRL, I have to look at boobs) if the ratio of modders that mod female and male were about the same, which is not, as you might well know and be aware of.

When I did the post on Nexus, was exactly to try to harness interest to do a community project, because this kind of thing is a "there can be only one" type of mod. Lets say I do this mod... and then someone else does a similar mod with some other sliders... you cant have both! So my post was about "hey guys, we can do this, if we make an effort together...". I got 2 replies, one of which that didnt quite got what I meant, and showed very little understanding about how things work, even though I specifically said this kind of project would need to be a community collaborative project, and pointed out that this was not only depended on scripting... there are base assets that need to be edited, and thats what it makes this kind of mod to be "there can be only one" kind of mod. The other proposal was from the DragonPunk guy, which, for political reasons, is someone who I refuse to collaborate with, and I politely and privately explain him so.

So, because I didn't got any meaningful feedback from modders, I just kept on working on my own thing, and thats what I plan to do. I will not be doing female stuff, thats a given. I am, however, still willing to work in a collaborative project for the community, in case someone wants to step up, and ask me for some "help" as a... uh... advisor/consultant? I will provide some insight on how this works, and what needs to be done to have things working. I won't however, be working in any actual content, aside from developing for my own mod.

Its actually fairly simple, from my point of view, even though it took me many months to actually have it working fairly good... I switched between design several times, back and forth, and my biggest struggle was the scripting part, because my training is as a designer/artist, so the coding part was a real brickwall I had to break. Surprisingly... I don't understand why the modding scene in XCOM 2 is so... not leaning towards more soldier customization like this!

 

PS-Again, I apologize if I didnt replied to your e-mail, but like I said, I don't check the e-mails for now, best way to contact me will always be through the forum, either publicly or through a PM. I will always answer to anyone and/or any question, as long as you present yourself in a cordial and polite way. There will be no tolerance for intolerance or trolls on my site, but aside that, anyone is welcome.

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11 hours ago, Vector said:

Hi aardvark

I'm sorry I didnt read any e-mail, but to be honest I haven't been checking any e-mails. So thats why I didn't replied. Yes, I also go by Hyperplexed, its me. Modesty aside, I am a fairly proeminent gay modder, which might explain why you don't know about me or my work and why you are having all these questions!

I don't plan ever to make it for females, because:

  1. I'm gay, and I prefer to do gay-ish stuff!
  2. My intent is to cater to gay gamers and straight women by proxy, too much boobs, not enough dongs on games!
  3. There are SOOOOOOOO many boob modders, why would I even consider in doing it? I would be perfectly fine in developing female bodies (which ironically its what I work the most IRL, I have to look at boobs) if the ratio of modders that mod female and male were about the same, which is not, as you might well know and be aware of.

When I did the post on Nexus, was exactly to try to harness interest to do a community project, because this kind of thing is a "there can be only one" type of mod. Lets say I do this mod... and then someone else does a similar mod with some other sliders... you cant have both! So my post was about "hey guys, we can do this, if we make an effort together...". I got 2 replies, one of which that didnt quite got what I meant, and showed very little understanding about how things work, even though I specifically said this kind of project would need to be a community collaborative project, and pointed out that this was not only depended on scripting... there are base assets that need to be edited, and thats what it makes this kind of mod to be "there can be only one" kind of mod. The other proposal was from the DragonPunk guy, which, for political reasons, is someone who I refuse to collaborate with, and I politely and privately explain him so.

So, because I didn't got any meaningful feedback from modders, I just kept on working on my own thing, and thats what I plan to do. I will not be doing female stuff, thats a given. I am, however, still willing to work in a collaborative project for the community, in case someone wants to step up, and ask me for some "help" as a... uh... advisor/consultant? I will provide some insight on how this works, and what needs to be done to have things working. I won't however, be working in any actual content, aside from developing for my own mod.

Its actually fairly simple, from my point of view, even though it took me many months to actually have it working fairly good... I switched between design several times, back and forth, and my biggest struggle was the scripting part, because my training is as a designer/artist, so the coding part was a real brickwall I had to break. Surprisingly... I don't understand why the modding scene in XCOM 2 is so... not leaning towards more soldier customization like this!

 

PS-Again, I apologize if I didnt replied to your e-mail, but like I said, I don't check the e-mails for now, best way to contact me will always be through the forum, either publicly or through a PM. I will always answer to anyone and/or any question, as long as you present yourself in a cordial and polite way. There will be no tolerance for intolerance or trolls on my site, but aside that, anyone is welcome.

Thank you for your timely response here! It's a shame no-one took you up on your offer on the Nexus, those guys are probably still working on Skyrim and Fallout 4. The lack of interest in this is just baffling. I'm not even looking for lewdness (although I'm not opposed to it), just a proportional height adjustment that can be applied to any unit, like here; 

There's a mod to have aliens on your team for XCOM 2 now, it'd be hilarious to have midget soldiers and giant aliens, or vice versa. Oh well. If I were skilled at coding/had any experience in 3D animation, I would put my hand up, but I am not. Hopefully an interested/able party does come your way soon!

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1 minute ago, aardvark said:

Thank you for your timely response here! It's a shame no-one took you up on your offer on the Nexus, those guys are probably still working on Skyrim and Fallout 4. The lack of interest in this is just baffling. I'm not even looking for lewdness (although I'm not opposed to it), just a proportional height adjustment that can be applied to any unit, like here; 

There's a mod to have aliens on your team for XCOM 2 now, it'd be hilarious to have midget soldiers and giant aliens, or vice versa. Oh well. If I were skilled at coding/had any experience in 3D animation, I would put my hand up, but I am not. Hopefully an interested/able party does come your way soon!

Changing height and or overall scale, is a script only thing, its actually very simple and easy, however, changing proportions (like making the head bigger/smaller), may require or not asset editing. Unsure if the original assets already have the head node setup in order to do that, I would have to check the AnimTree. But, like I said, I really have no interest in doing more generic/mainstream mods. But I'm willing to help any other modders if they ask me how.

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