quesacoatl20 Posted March 11, 2016 Share Posted March 11, 2016 1. All Avatars should at least have all human psionic abilities.2. Maybe add a PCS and a hacking item besides the skulljack to improve hacking.3. Tried adding a single point of Armor (what a semantically confusing stat) to light armor but failed because apparently you need to alter something deeper in the code than .ini files. Link to comment Share on other sites More sharing options...
FussyGit Posted March 11, 2016 Share Posted March 11, 2016 For number 3 try this mod: Armor Stat Customiserhttp://www.nexusmods.com/xcom2/mods/181/? It even lets you mod kevlar. Both versions of it. Link to comment Share on other sites More sharing options...
Perraine Posted March 12, 2016 Share Posted March 12, 2016 Well ... Avatar's are "Alien/Human" hybrids, so it stands to reason they don't have human abilities, but DO have enhanced versions, or similar versions, of several of the ones available to human Psi Ops. And technically, you only get to use an Avatar in the final mission, and it's controlled by "The Commander" who is not a Psi OP as far as I know. The Skulljack is a very expensive and time consuming item to create, so it stands to reason that you'd only make them for those with already high hacking abilities - Such as your Specialists.And if you want to play around with them, they are known as "Stasis Lance" in the games .ini files., So you can tweak the "charges" and 'to hit' percentages to your hearts content. And as far as Hacking Ability goes, that is boosted by the Gremlin's that your Specialist uses, who is, after all, supposed to be your teams "hacker" and you can 'tweak' the amount of boosted Hacking ability that the various levels of Gremlin give in the .ini files. Link to comment Share on other sites More sharing options...
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