XCOM 2
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Augmentations
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86.300 MB
6 Feb, 2018 @ 3:24pm
25 May, 2019 @ 8:57am
25 Change Notes ( view )
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Augmentations

In 1 collection by Musashi
Musashis WotC Mods
29 items
Description
You never asked for this.

This mods lets you research and apply augmentations to your soldiers.

After you research Hybrid Materials a new category called 'Cybernetics' will be unlocked.

Once researched you can build Cybernetic upgrades in the proving ground.

Higher tier parts also require higher armor research like plated armor or power armor.

As soon as you have built a part you can augment a soldier by clicking on the new "Augmentations" menu item in the soldier menu.

When augmenting a body part it gets replaced by the new cosmetics this mod provided (this behavior can be disabled in the ini).

The cosmetics are fully tintable and patterns can be applied. The color of emissive parts like eyes can be changed via the eye color menu.

Its safe to add this mod mid-campaign

Details of the augmentations so far (more to come in the future)

Google Sheet[docs.google.com]

New wound mechanic

Augmenting soldiers will reduce their healing time when they are wounded.

However when your soldier gets gravely wounded he gets assigned a body part randomly
which needs to be augmented in order to heal again at all.
E.g his legs are critically wounded beyond repair and need to be replaced.

How can I see if a soldier needs an Augmentation?

First, they will be listed as wounded, but don't have a number of days to heal
Second, when viewing them in the armory, the "Augments" button will have a yellow exclamation point.
Clicking it will open the Augments screen with a "Needs augmentation" text.

Looking for early augmenations to get your gravely wounded soldiers out there on the field again?
Checkout RealityMachina's excellent Mark Zero Augments mod.

Why the vest slot dependency?

Cybernetic torsos provide a free vest slot to your soldiers. Normal soldiers do *not* get a free vest slot with this mod active.

Disabling the automatic cosmetic changing
open the ini file with a text editor.

Its located here:
%Steam%\SteamApps\workshop\content\268500\1293725945\Config\XComAugmentations.ini

and change

bAddCosmeticOnAugmentation=true
to
bAddCosmeticOnAugmentation=false

FAQ

Can this be used in the Character Pool?
Yes the visual cosmetics are just that: cosmetics. They can be used in the CP as well as normal cosmetics on soldiers that aren't augmented.
The augmentation items can only be applied in game after researching cybernetic and building them in the foundry.

Is this mod compatible with mod XY?
This mod is not compatible with MINT and other mods that add a soldier menu item in a non compatible way.

Is there a way to disable the mandatory upgrades on Grave Wounds?
yes, set
bUseGravelyWoundedMechanic = false

Can you do a LW2 or Vanilla version?
No i can't. I don't have both modding tools installed because they take up heaps of hd space and its too much effort to maintain multiple versions of a mod.

Credits
Musashi - Gameplay design and coding
Robojumper - Custom Slot support in the Highlander (without this mod would not exist)
and real invisible head code.
ObelixDK - Claws Weapon animation, Rigging and Weight painting
Nekoworkshop - Textures
ShinyDiver - Localization
InternetExploder - Tech Images
Chris The Thin Mint - Concept work on the augmentations
Popular Discussions View All (23)
1
11 Apr @ 10:34am
Stat bonuses are not being applied. EDIT: SOLVED (visual bug)
Vlain
1
27 Apr @ 2:23pm
Duplicates of every research project
Vlain
24
23 Apr, 2024 @ 6:35am
Unable to see augmentation menu
Entr0py
820 Comments
balmung 7 Jul @ 5:26am 
@Gunghoo there's a .ini file in the mod's folder. Find it and you can tweak % to your liking. I don't remember the name of mod's folder so sorry but that's all i can help you with.
Gunghoo 7 Jul @ 1:56am 
awesome mod , but is there any way to make Augmentations apear more often, many of my soldiers gets gravley wounded but only a few ned augmentations, later in game it stops apearing compleatly:steamhappy:
balmung 5 Jul @ 12:37pm 
It's odd, but after installing Requiem equipment and Aliens, all of proving ground schematics are gone now.
Puro 4 Jul @ 1:03pm 
None of the cybernetics are showing up at all in the proving grounds, and yes i did check, i have all the dependancies
Zeth.exe 29 Jun @ 3:33pm 
@gseidi Not sure if you figured it out but disabling the cosmetic requirement in the config seemed to fix it for me and they started showing up in the proving ground.
rubyeye 24 Jun @ 1:26pm 
I'm playing this with LWOTC and everything is working fine ... except for the visual bugs like Cyborg Eyes and Stat bonuses, as others have mentioned.

However, I do wish there was a way to quickly see which soldiers have augmentations in the Armory. Just some kind of indicator like with Gene Mods, PCS and skills that shows which units have Augments, and maybe which kind of replacement parts ( head / chest / arms / legs ). It would be easier than having to remember who has be cyberdized ... then again, I suppose that's what the cosmetic limbs are for.

Still, good mod overall.
Le Roy 22 May @ 8:26am 
Hello. Works perfectly fine except with the eyes. Cybernetic eyes are just entirely white eyes for me. Is anyone knowing what is the problem ?

Thank you very much my friends !
Daddy Kaneki 13 May @ 1:18am 
The Cyberclaw attack says it won't end the turn, but it does.
gseidi 22 Apr @ 11:07pm 
I am running LWOTC + RPGO and the augmeentations mechanics seem to be working fine, EXCEPT... even with all the prerequisites, I cannot build any replacement Body parts in the proving ground (or engineering, for that matter)... any suggestions ?
CantankerArt 18 Apr @ 1:24pm 
So it seems the animations for the claws only work when holding a gun…don’t suppose anyone knows how to change this/make it work with a melee class (Musashi’s own samurai class)?? Thanks