BugFixes: - Changed the code inside XComGameState_HeadquartersXCom_unlockables to what it should have been (I made a big mistake and it caused the crash before, v. sorry about that) - Edited experimental grenades to make them upgrade correctly.
Version 1.02a
Uploaded the wrong version by mistake, this is the proper 1.02 mod.
Version 1.02
Bugfixes: - Changed the method which upgrades items, this method was moved by the xcom 2 devs from X2StrategyElement_DefaultTechs to XComGameState_HeadquartersXCom and changed significantly by the dev team. I made slight adjustments to upgrade the experimental items properlly as well.
Version 1.01
Bugfixes: - This mod will now check every time the build items menu is opened what is unlocked and what isnt. Though this does mean that if you lose an item it will also become locked again. This fixes the different unlocks between saves however.
This mod unlocks items that are created in the proving grounds via experimental projects. They cost an elerium core and a small amount of supplies, both of which can be adjusted in the config file, located in XComUnlockableCosts. This can be found in XCOM 2\XComGame\Mods\ExperimentalItemUnlock\Config.
This mod does not automatically unlock items, they must still be built via experimental projects first before they are unlocked for construction in engineering.
Due to the way i unlock items, sometimes they may disappear between sessions. If this ever happens, you just need to open and close the engineering build items menu, and they should all repear. Note that if you lose experimental items down to zero, the next time you load that session they will no longer be buildable, unfortunately im not sure how to fix this, so im leaving it as a quirk of this mod.
Contact me about any bugs or issues, and enjoy!
This mod can also be found at http://steamcommunity.com/sharedfiles/filedetails/?id=622282000
UPDATE : I have updated this mod as the recent 10/03/2016 patch done by firaxis broke this mod, it should work correctly now