XCOM 2

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PrometheusDarko

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PrometheusDarko

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37 comments

  1. Tempe1
    Tempe1
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    This seems like a great mod, but in its present state, it's just not working. If you get everything fixed (Still seems to be issues with the missing WeaponUpgradesExpanded.XComMod file) I'd love to use it
    1. Sir_Toejam
      Sir_Toejam
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      confirmed. it looks like the project file was never compiled into mod form in the latest version.

      sloppy.

      I'm hoping that copying the finished mod file from version 1.1.3 will work.

      at least the modmanager now can see there IS a mod there.

    2. Sir_Toejam
      Sir_Toejam
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      yes, it works, but 1.1.3 does not seem to have the "prototype" upgrades in it.

      works fine for the stat mods for the original ones though.

      can't endorse this mod as it is, but at least you can get it to work, and the exposed ini config file will let you adjust the values for the standard upgrades as you see fit.

  2. SooDeff
    SooDeff
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    Couldn't get it to show up in ModLauncher until i added this file from previous version of this mod - WeaponUpgradesExpanded.XComMod
  3. Motulischa
    Motulischa
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    Why would'nt yo make the basic upgrades manufacturable in engineering and advanced/superior - upgradable at proving ground? Prototipes might still be rare and lootable only.
  4. User_28137600
    User_28137600
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    Hey man, awesome work!
    Trying to go a bit deeper into the code and would love if you could explain the logic behind this piece in particular, why so many commented tables in this specific part:
     


    [XComGame.X2LootTableManager]

    ;-LootTables = ( TableName = "BasicWeaponUpgrades", Loots[0]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="CritUpgrade_Bsc",RollGroup=1), Loots[1]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="AimUpgrade_Bsc",RollGroup=1), Loots[2]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ClipSizeUpgrade_Bsc",RollGroup=1), Loots[3]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeFireUpgrade_Bsc",RollGroup=1), Loots[4]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ReloadUpgrade_Bsc",RollGroup=1), Loots[5]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="MissDamageUpgrade_Bsc",RollGroup=1), Loots[6]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeKillUpgrade_Bsc",RollGroup=1) )

    ;+LootTables = ( TableName = "BasicWeaponUpgrades", Loots[0]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="CritUpgrade_Bsc",RollGroup=1), Loots[1]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="AimUpgrade_Bsc",RollGroup=1), Loots[2]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ClipSizeUpgrade_Bsc",RollGroup=1), Loots[3]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeFireUpgrade_Bsc",RollGroup=1), Loots[4]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ReloadUpgrade_Bsc",RollGroup=1), Loots[5]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="MissDamageUpgrade_Bsc",RollGroup=1), Loots[6]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeKillUpgrade_Bsc",RollGroup=1) )

    ;-LootTables = ( TableName = "AdvancedWeaponUpgrades", Loots[0]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="CritUpgrade_Adv",RollGroup=1), Loots[1]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="AimUpgrade_Adv",RollGroup=1), Loots[2]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ClipSizeUpgrade_Adv",RollGroup=1), Loots[3]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeFireUpgrade_Adv",RollGroup=1), Loots[4]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ReloadUpgrade_Adv",RollGroup=1), Loots[5]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="MissDamageUpgrade_Adv",RollGroup=1), Loots[6]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeKillUpgrade_Adv",RollGroup=1) )

    ;+LootTables = ( TableName = "AdvancedWeaponUpgrades", Loots[0]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="CritUpgrade_Adv",RollGroup=1), Loots[1]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="AimUpgrade_Adv",RollGroup=1), Loots[2]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ClipSizeUpgrade_Adv",RollGroup=1), Loots[3]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeFireUpgrade_Adv",RollGroup=1), Loots[4]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ReloadUpgrade_Adv",RollGroup=1), Loots[5]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="MissDamageUpgrade_Adv",RollGroup=1), Loots[6]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeKillUpgrade_Adv",RollGroup=1) )

    ;-LootTables = ( TableName = "SuperiorWeaponUpgrades", Loots[0]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="CritUpgrade_Sup",RollGroup=1), Loots[1]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="AimUpgrade_Sup",RollGroup=1), Loots[2]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ClipSizeUpgrade_Sup",RollGroup=1), Loots[3]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeFireUpgrade_Sup",RollGroup=1), Loots[4]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ReloadUpgrade_Sup",RollGroup=1), Loots[5]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="MissDamageUpgrade_Sup",RollGroup=1), Loots[6]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeKillUpgrade_Sup",RollGroup=1) )

    ;+LootTables = ( TableName = "SuperiorWeaponUpgrades", Loots[0]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="CritUpgrade_Sup",RollGroup=1), Loots[1]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="AimUpgrade_Sup",RollGroup=1), Loots[2]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ClipSizeUpgrade_Sup",RollGroup=1), Loots[3]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeFireUpgrade_Sup",RollGroup=1), Loots[4]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ReloadUpgrade_Sup",RollGroup=1), Loots[5]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="MissDamageUpgrade_Sup",RollGroup=1), Loots[6]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeKillUpgrade_Sup",RollGroup=1) )

    +LootTables = ( TableName = "PrototypeWeaponUpgrades", Loots[0]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="CritUpgrade_Prt",RollGroup=1), Loots[1]=(Chance=15,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="AimUpgrade_Prt",RollGroup=1), Loots[2]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ClipSizeUpgrade_Prt",RollGroup=1), Loots[3]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeFireUpgrade_Prt",RollGroup=1), Loots[4]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="ReloadUpgrade_Prt",RollGroup=1), Loots[5]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="MissDamageUpgrade_Prt",RollGroup=1), Loots[6]=(Chance=14,ChanceModPerExistingItem=0.75,MinCount=1,MaxCount=1,TemplateName="FreeKillUpgrade_Prt",RollGroup=1) )

     

    -LootTables = ( TableName = "LateADVENTWeaponUpgrades",  Loots[0]=(Chance=70,MinCount=1,MaxCount=1,TableRef="AdvancedWeaponUpgrades",RollGroup=1), Loots[1]=(Chance=30,MinCount=1,MaxCount=1,TableRef="SuperiorWeaponUpgrades",RollGroup=1) )

    +LootTables = ( TableName = "LateADVENTWeaponUpgrades",  Loots[0]=(Chance=70,MinCount=1,MaxCount=1,TableRef="AdvancedWeaponUpgrades",RollGroup=1), Loots[1]=(Chance=25,MinCount=1,MaxCount=1,TableRef="SuperiorWeaponUpgrades",RollGroup=1), Loots[2]=(Chance=5,MinCount=1,MaxCount=1,TableRef="PrototypeWeaponUpgrades",RollGroup=1) )

    -LootTables = ( TableName = "MidAlienWeaponUpgrades",    Loots[0]=(Chance=70,MinCount=1,MaxCount=1,TableRef="AdvancedWeaponUpgrades",RollGroup=1), Loots[1]=(Chance=30,MinCount=1,MaxCount=1,TableRef="SuperiorWeaponUpgrades",RollGroup=1) )

    +LootTables = ( TableName = "MidAlienWeaponUpgrades",    Loots[0]=(Chance=72,MinCount=1,MaxCount=1,TableRef="AdvancedWeaponUpgrades",RollGroup=1), Loots[1]=(Chance=25,MinCount=1,MaxCount=1,TableRef="SuperiorWeaponUpgrades",RollGroup=1), Loots[2]=(Chance=3,MinCount=1,MaxCount=1,TableRef="PrototypeWeaponUpgrades",RollGroup=1) )

    -LootTables = ( TableName = "LateAlienWeaponUpgrades",   Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TableRef="SuperiorWeaponUpgrades",RollGroup=1) )

    +LootTables = ( TableName = "LateAlienWeaponUpgrades",   Loots[0]=(Chance=95,MinCount=1,MaxCount=1,TableRef="SuperiorWeaponUpgrades",RollGroup=1), Loots[1]=(Chance=5,MinCount=1,MaxCount=1,TableRef="PrototypeWeaponUpgrades",RollGroup=1) )

     


    The working ones are only the latter ones? Why is that?
    Also, did you change the weapon mods drop rate in the early game?


    Thanks a lot for your time!
  5. JDFRED06
    JDFRED06
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    Awesome mod! Only problem is I haven't ran into any of the prototype modifications at all, in 2 full playthroughs. Are they that rare, or am I missing something to get them to work?

    The other parts of the mod work quite well!
    1. PrometheusDarko
      PrometheusDarko
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      Thank you very much for the feedback! They should be quite rare, but not so rare you never encounter one... I will have to go back and rebalance the numbers a bit. Currently working on planning my wedding, so time to mod is a bit limited right now but I will get on this as soon as possible.
    2. MonkeyBoy24
      MonkeyBoy24
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      Finished my game recently and I also did not see a single prototype. It also felt like I was swimming in loot, so I would have thought at least 1 prototype would have dropped.

      I am not sure if there is a problem with your mod, or a conflict with another. I had a quick look into the files and the only other mods that touch the loot table stuff is the Long War Alien Pack (muton centurian), and "Shen's Legacy" (linked below).

      The idea of weapon custimisation changing how a soldier is used is a great idea and I hope you expand and tweak this further, but compatability/etc might be a problem?

      shen's legacy mod: http://www.nexusmods.com/xcom2/mods/448
  6. defero1
    defero1
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    Just saying, but you might want to re-word the prototype stock description in game because it said 'enter overwatch if no actions were taken' or something like that to enter overwatch if the character only moved in your turn.
  7. jz3515
    jz3515
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    compatible with the extra weapon upgrade slots mod??? http://www.nexusmods.com/xcom2/mods/78/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fxcom2%2Fajax%2Fmoddescription%2F%3Fid%3D78%26preview%3D&pUp=1
  8. jwa1975
    jwa1975
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    Just Downloaded newest version 1.1.1 and it does not show up in mod list. Look at the file after downloading manually and it does not appear to be compiled correctly. Maybe PublishedFileId.ID file, Weapon Upgrades Expanded.x2proj and the WeaponUpgradesExpanded.v12.XCOM_suo should have been compiled into WeaponUpgradesExpanded.XComMod?
    1. cassiel12
      cassiel12
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      ditto, in fact version 1.1.0 is in the same situation.
    2. OxfordDon
      OxfordDon
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      Indeed, the two latest versions break the mod and the game will not load any saves. Pretty poor IMO.
    3. PrometheusDarko
      PrometheusDarko
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      My apologies, I figured out what I've done wrong with this build and have corrected it. I am just one person working on this mod in between work and currently planning for a wedding, so my apologies for the delay in the fix. Thank you for your patience in this matter, and again, my apologies.
    4. cassiel12
      cassiel12
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      Thank you mate!, no problem, keep on the brilliant mod!
    5. abadjpyo
      abadjpyo
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      I think it's because the previous folder had spaces between words, and this version doesn't.
  9. Cronstintein
    Cronstintein
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    This is a really cool mod! I think the aim modifiers might be one shade too high [25 aim is a LOT!] but I think I can just edit this with the config so no worries. I really like the prototype additions, super cool.
  10. DaniDE
    DaniDE
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    Thank you for this excellent mod, love the update!
    1. PrometheusDarko
      PrometheusDarko
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      Glad you like it! I always appreciate feedback on what I can do to improve the mod.