XCOM 2
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Chickenboy10

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chickenboy10

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17 comments

  1. Banadan
    Banadan
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    This works with War of the Chosen as well, just checked it out in my game.
    1. Akadai
      Akadai
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      Was about to check to see if this still worked or not. Only just got around to making my first unlock. Glad to hear it still works. Not sure if there are new unlocks though. If there are, this mod will need to be updated for the new stuff
  2. Miyoto
    Miyoto
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    Can you add the file for the old version that works with the release version of XCOM 2? I have several other mods that have not been updated since the patch and I do not want to lose them. Thank you!
  3. WhyteOne
    WhyteOne
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    So, I have tried everything I can to get this mod to work with "Ammo as Mods" mod, but to no avail. Everything else unlocks and is craftable except any ammo. Bluescreen rounds seem to be unaffected by this, as i can make them as weapon mods....but none of the rest. I really hope that the author looks into this and tries to fix it. This mod is such a great mod, and it fixes such a huge mistake in the game. It is 9 out of 10 in my book. 10 out of 10 if the comparability issue with "Ammo as Mods" mod is fixed.
  4. WhyteOne
    WhyteOne
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    Please make this mod work with "Ammo as Mods" mod....Please!!!!
  5. Naasir
    Naasir
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    Anyone else having trouble upgrading frag grenades to plasma grenades? I have completed the project and can no longer select frag grenades for my soldiers but also cannot select plasma grenades. My grenades have not been upgraded and are essentially gone from the loadout selection (Soldiers still have their equipped frag grenades, though).

    Also, only EMP and smoke grenades have actually been upgraded to bomb versions, all others remain at grenades.

    I'm not 100% sure it's this mod, but wanted to ask if anyone else is having trouble with grenades.
    1. RedAngyl
      RedAngyl
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      I had exactly the same problem. I believe it is related to this mod, and any other mod that affects items since the most recent patch where Firaxis relocated many of the files that handle items. I hope the mod author is aware of this.
  6. NephilimNexus
    NephilimNexus
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    This is definitely a "must have" mod, as it fixes a horrible game mechanic and replaces it with something that actually makes logical sense. XCOM has always had a recurring them of "Reverse Engineer it, Mass Produce it, throw it back at them" since the original DOS game. That Firaxis threw this away in favor of KoreanMMO lottery logic... I can't even imagine what compelled them to do that.

    The next step would be to implement something like this for all of the regular weapon mods as well. The idea of being able to build combat exoskeletons but not expanded magazines makes no sense. Find one Advanced Scope, research it, and then build all you want for everyone else.
    1. SunkenMonk
      SunkenMonk
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      Yes omg, so much yes, i was about to suggest this, i found this mod https://steamcommunity.com/sharedfiles/filedetails/?id=627228121, unfortunately it's not on the nexus mod, the mechanics of research first is missing, which deducts from the experience, honestly, i think you hit the nail on the head with pointing out the glaring missing mechanics of reverse engineering things.
  7. Powercore2000
    Powercore2000
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    • 1 kudos
    Thank you for this type of mod, it really was a glaringly missing mechanic.
  8. Rasber
    Rasber
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    Hey guys, in case 'unlocked' items aren't showing up in your build items screen, there's a work-around for it. (At least worked for me .-.)

    Instead of accessing Build Item directly, go and select any mission and find 'Build Items' button below there (in the screen where you customize 4~6 soldiers before going out for a mission), it works at least for me.

    Hope it works for you all!
  9. chickenboy10
    chickenboy10
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    Due to the way item templates are initialised when xcom 2 is started up, there is no way for me to "record" what has been unlocked and what hasnt, aside from using the number you have in inventory. This means that every time you start the game, i have to check what you have unlocked by seeing what you have already built, the problem arises when you build something but lose it later on. In that case my mod will lock that item again.

    The only other solution would be to completely change the foundry projects to unlock each item individually (but still randomly) then check if that project had been done. This is a lot of work to do, and i simply dont think its worth the effort at the moment to fix what is essentially a minor bug.
    That also might get messy, as i am not a great programmer by any means, and want to make as few changes as possible.
    1. vulchor
      vulchor
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      Okay, I get it. The way it was in your first version was just checking when the game was loaded up, so when I unlocked new items they wouldn't be shown until I loaded save, is that it? So then the new version checks each time the build screen is loaded, that way new items will show up without having to reload a save. Is that correct? The issue of items being locked again once lost happens in both versions, but in the original version that item wouldn't be locked until a save is loaded, whereas the new version it locks as soon the build menu is loaded, yeah?

      If that's the case I see that the benefits of the new version would outweigh the negatives and I'll happily upgrade. I just wasn't sure about the reasons, as I hadn't noticed any issues in my game yet, mostly because I haven't lost any items and I play in relatively short bursts.
  10. vulchor
    vulchor
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    I'm not sure I agree with your choice to change the mod to check for unlocked items each time now, so if you lose an item you'll have to research it again. Maybe you should let people pick which version they want? What was the problem that made you change it, could you explain?