XCOM 2

File information

Last updated

Original upload

Created by

ShanoTES

Uploaded by

ShanoTES

Virus scan

Safe to use

Tags for this mod

56 comments

  1. glenbrockwell1234
    glenbrockwell1234
    • supporter
    • 0 kudos
    I was kinda wish the explanations in the XComCheatVest.ini were more thorough so I didn't have to spend several hours researching every detail -the truth is, I don't mind if the game has a little spice, but the vanilla experience is like molten lava pyroclastic flow. It took me ages to configure XComCheatVest.ini to get the game to a comfortable state.
    : GiveHP=12 ; Makes soldiers resistant to One-shots, (but not invulnerable: see notes in future post)
    : GiveAim=65 ; Hit the enemy like a Tier One millitary unit, reduce troll RNG, miss ridiculous attempts: all for immersion
    : GiveWill=43 ; I wanted a chance to have interactions with the sectoid if he uses his attack
    : GiveDodge=51 ; Then I didn't want to deal with long hospitalisations so much which kinda sucked for role-play
    : ;GiveArmor=5 ; I couldn't find a use for armor so I left it commented out
    : GiveHacking=133 ; To remove a lot of the elements from the hacking minigame rng -so you get a bigger piece without eating the pie in one bite
    : GiveMobility=1 ; I don't use any mobility PCS. I feel like this is a fair compromise
    : GiveDefense=86 ; Turns you into a walking castle, trust me you'll need it

    I also have these option enabled. The rest were of course disabled.

    : GiveRegen=4 ; I do not intend for my soldiers to die if they are hurt therefore the health is simply restored and the penalty for hospital is applied after the mission
    : GivePierce=3 ; it especially helps, because I have a preference for the default weapons, it seems balanced to me
    : bShadowstep=true ; removes overwatch from enemies, it's a waste of time if they don't hit anyway
    : bFortress=true ; you can just get poisoned by an enemy attack and it is really inconvienient
    1. glenbrockwell1234
      glenbrockwell1234
      • supporter
      • 0 kudos
      ~~~~UPDATING NOTES~~~~
      I have updated these settings to counteract the the vanilla game behaviour and simulate professional soldiers. I will automatically adjust everything in my original resume above, and in case you were following my post explain why I've changed these settings particular.

      Changelog:
      (GiveHP=2 increased to GiveHP=12) - When the Sectopods begin to appear my soldiers are in the range to be killed; they were the first major obstacle I have encountered; they tend to flank and proceed to One-shot our soldiers; Sectopod critical-hit damage up to 15hp - and technically your soldiers could still die in One-shot if you are standing on a roof or exploding environment.

      (GiveAim=45 increased to GiveAim=65) - I really, really wanted to leave this stat alone because I am a good sport; however sometimes the Xcom 'luck' will stack against you, and during a session I just wanted to vibe and play X2 I was becoming tilted. I mean, the color was leaving my skin, so I buffed it incrementally over five iterations: 48>52>56>61>65.

      (GiveWill=40 increased to GiveWill=43) - Re-balanced slightly. It is worth noting the Avatar has had a 100% success rate with Mindspin regardless.

      (GiveHacking=89 increased to GiveHacking=133) - I felt like this setting doesn't scale very well into the later stages, or difficulties; I am aware each successful hack raises an Operative's skill in hack, however by the time the Heavy MEC rolled in, I was consistaintly failing to Control Enemy or more specifically, Control the Heavy MEC. With it increased this way, a Captain Specialist should be able to Control a white Advent MEC given the luck element favours you.

      (GiveDefense=74 increased to GiveDefense=86) - To defend against the later enemies; specifically the Sectopod which likes to walk behind and fire into your back.
    2. glenbrockwell1234
      glenbrockwell1234
      • supporter
      • 0 kudos
      (GiveHacking=133 to GiveHacking=159) - The reason I increased this was because I wasn't happy attempting the last level. I will not change the setting in the header post because this change is a very powerful and some might not appriciate it. I'd say as a rule of thumb, if your not gonna expect a crescendo at the end of the game then just expedite the early-mid stages and don't look to leave an impression because it's not worth it. ; ; ; ; ; ;explanation; ; ; ; ; ; I don't expect to play though to the credits - for me the game ends after you capture all the 16 territories and start again from a save after Gatecrasher. ; ; ; ; ; ;but I don't understand; ; ; ; ; ; The Avatar has a 100% success rate when it uses Mind Control- when mind-controlled by the multiple Avatars it reduces the amount of DPS your squad can output on a turn; on the final sequence my soldiers would die consistently after guaranteed damage from psionic attacks. It's a long level and the Commander tags along although he is vulnerable ; ; ; ; ; ;so how I beat the level; ; ; ; ; ; If you want the trophy or something it's Warden armor and Mindshield on all of your soldiers. Kite the Avatards back out of the proximity of the Warp Gates.
    3. glenbrockwell1234
      glenbrockwell1234
      • supporter
      • 0 kudos
      (GiveDodge=51 incresed to GiveDodge=98) - I had an epiphany while I was fighting against the Sectopod on Legandary difficulty - it was "I know this could kill me, if there was a string of unfortunate events which followed being hit by this thing". Because our soldiers are not immortal we could always raise the numbers to make them more survivable. Even to the extent which we know what outcome is a certainty; the setting balance is supposed to mitigate an effect - not cancel it entirely. I would want everybody to have access to most (if not all) of the mechanics this game has to offer.

      In short: this setting will be annoying to most. When the majority of times your soldiers are hit by an enemy it would be a grazing rather than an impact; and with all the setting changes (including the extra Hacking for a more casual expirence) this one would make the game less hardcore and therefore I won't include it in the header post. Nothing is maximum to decentivize you from attempting to bruteforce each level.

      I would categorically buff everything in an effort to make the expirence seamless, theoretical "what if" my soldiers were super-human which compliments the dodge increase, the scrutinized setting.

      Again, this will make the game too easy.

      XComCheatVest.ini

      GiveHP=2
      GiveAim=80 ; (unmodified:500)
      GiveWill=70 ; (unmodified:500)
      GiveDodge=98 ; (unmodified:100) - this was the scrutinized setting
      GiveArmor=5 ; (unmodified:5)
      GiveHacking=180 ; (unmodified:500)
      GiveMobility=2 ; (unmodified:3)
      GiveDefense=90 ; (unmodified:100)

      It's no longer "XCOM baby".

      I also have these options enabled, the rest of course are disabled

      GiveRegen=10
      GivePierce=5
      bShadowstep=true
      bFortress=true
  2. Kaichin
    Kaichin
    • member
    • 0 kudos
    Any possibility this'll be updated to work in WotC?
    1. VisigothXXX
      VisigothXXX
      • member
      • 2 kudos
      Dead Mod?
    2. Kriscube01
      Kriscube01
      • supporter
      • 0 kudos
      Thanks.
  3. bax2ian
    bax2ian
    • member
    • 1 kudos
    It works with WotC. 
    Here is how I managed to get the mod to work in WOTC and confirmed that the stats you edit in the ini will appear in-game.  Extract the mod and put the CheatVest folder in Steam\steamapps\common\XCOM 2\XComGame\Mods (I know that's not the WOTC folder, if folder doesn't exist, create it)
    Now go to
    Documents\My games\XCOM2 War of the Chosen\XComGame\Config\XComModOptions.ini
    and under
    [Engine.XComModOptions]
    enter the line
    ActiveMods=CheatVest
    Save the file, then make it read-only. The game will remove the line if you don't. Now the vest will be available like it should and has all the stats you set in the mod's ini file. Make sure the mod is checked on the manage mod screen, even though it has the warning saying it's not compatible.
  4. Ravenjim93
    Ravenjim93
    • member
    • 3 kudos
    hello is there a way to change the ingame name of the vest to somethin more lore friendly like. Starter Vest or Lightweight Vest (mobility)
    1. mechaphantom
      mechaphantom
      • member
      • 0 kudos
      I would also want to know. I don't like name cheat vest would like a more lore friendly name.
    2. MorrisFinito
      MorrisFinito
      • member
      • 0 kudos
      You have to open XcomGame.int and edit
      FriendlyName="Cheat Vest"
      located in "XCOM 2\XComGame\Mods\CheatVest\Localization"
  5. Energy97
    Energy97
    • premium
    • 0 kudos
    im sorry im a complete noob when it comes to this sort of thing can any one help me to get to the change .ini to modify anything could really use help thanks

    dam i figured it out newb solved it XD
  6. RyuuichiK
    RyuuichiK
    • supporter
    • 0 kudos
    Tried both NMM and manual install, item not appearing ingame. might be due to need to be new game... i even tried using the console command "Additem" but nothing happened.
    1. joku212
      joku212
      • premium
      • 0 kudos
      are you playing normal or war of the choosen? It's not compatible with war of the choosen
  7. rayban87
    rayban87
    • member
    • 2 kudos
    Hey great mod.
    One thing though, under the option of immunity to poison, fire and acid, it's blank.
    I don't see any option underneath there so I was wondering if you or anyone else would be able to tell me what to enter in there so that I can have that option work for my vest.
    Once again great mod though.
    1. rayban87
      rayban87
      • member
      • 2 kudos
      Nvm, didn't realise psi ability fortress was that until I eventually managed to unlock that class haha.
  8. morgante
    morgante
    • member
    • 0 kudos
    EDIT: Nevermind, after testing, it's the XCOM 2 Mod Launcher's fault. I'll switch to a different mod manager. Any recommendations?

    Has anyone gotten the mod to work with the Long War 2 mod? Because LW2 uses a lot of files, many mods that I used before adopting LW2 aren't working in my game (neither in strategic or tactical). Also, I've been using the XCOM 2 Mod Launcher, since it auto updates and detects conflicts (but may not work very well with LW2).
  9. Lorenzini
    Lorenzini
    • member
    • 12 kudos
    The mod appeared on my game alright, but not the effects. My soldiers equipped with the vest do not show the improvements advertized. Probably a problem at my end, but in short, this mod is not working for me.
    1. morgante
      morgante
      • member
      • 0 kudos
      oops
  10. mad825
    mad825
    • premium
    • 1 kudos
    People who are having issues for it for "not showing up". Manually install it and don't use NMM. I really just cannot endorse it when NMM installation is broken when the option is given :/