There is a good chance you are already aware of this but it could be useful information to you. It seems there was an undocumented change with the June 30 patch. I take no credit for this discovery I'm just relaying information I found on reddit.
Change to utility slots number that instead of 1 + (can armor give more slot), it's now (base eStat_UtilityItems) + (can armor give more slot), the same fix also applies to the UI part so you can just change the stat in XComGameData_CharacterStats.INI
Another change is you may now make perks that gives ammo/grenade/heavy weapon slots by adding the entry in XComGameData.INI, under [XComGame.X2AbilityTemplateManager] with AbilityUnlocksHeavyWeapon=PerkName, replace heavyweapon with GrenadePocket or AmmoPocket for perks that unlock those slots.
I did figure out the changes, the alien hunters patch added the perkable ammo slot and the latest added the inventory item variable. I suppose since the original vest slot concept is now dead it makes a lot more sense to just use these.
EDIT: I do appreciate your input, just wanted to make it clear. It makes the most sense, instead of trying to fix the broken stuff already in.
I've been playing around with this functionality a bit myself and there are a few things I don't understand that perhaps you might be willing to shed some light on for me. When using base (eStat_UtilityItems) to give more than one utility item slot any additional slots are not displayed on the mission load out screen, is this simply a limitation of the UI or is there some way to get them to display?
Additionally, when using the ammo pocket with either this mod or adding one with a skill the ammo effects are not present in the tactical game. They equip fine but any bonuses do not seem to carry over and status effect ammo simply does not work.
Utility item slots are limited by a hard coded number 2 + extra armor granted slot + grenade slot in squad selection screen, my mod increases the slots if you have ammo and vest slot ini options selected.
The UI doesn't really support many more than 6 or maybe 7 slots sensibly, the item slots will get smaller and the item icon scaling does not change (there is actually two preset scales) so at some point they will become too big. You can of course change these as they're hard coded in as well (with SDK).
Just adding the ammo pocket via ini options will bypass some parts of the code, as it's clearly not meant to be used as is. There is a skill called "HotLoadAmmo" which basicly is used to load ammo to guns, it will only check utility slots for ammo by default, not ammo pocket. There are other issues like that, so I'll assume it's caused by some of these issues.
New version is up, it uses the utilty slot ini option to hopefully solve some issues.
Which XComGameData.INI file can the changes be made in? There are several I found in my search through windows file search. In several different locations. Any help would be appreciated. i am starting a new run and I want to change the utility slots number to give me the extra slot for a vest as apparently the vest specific part of this mod no longer works.
Sorry guys, been forgetting about nexus mods completely, I'll see if I can upload an updated version this weekend. There were some serious changes in WOTC compared to old version in base game so I wouldn't recommend using the old mod version, although it seems to work mostly correctly.
I tried it with 'war of the chosen' and it worked fro me, there still is the issue on squad selection as it's not showing bond icon and the will display is also not working but so far I didn't find any other issues
I have started using it in the middle of the game, I used a save from the geospace (not battle), all ammo was unequipped form all soldiers, used the high quality ammo mod as well, other then that only mods changing appearance, I also added 'RequiresXPACK=true' into the .XComMod file and had the vest slot disabled (only ammo slot)
I think you resolved this issue already over youtube discussion, but just in case ArmorStatCustomizer was found to be a reason for this if anyone else runs into it.
It should work with saved games. Nothing is required to research to open the slots.
It is never recommended to changing mods on a tactical game save as they could easily break the game, so I would recommend you active this mod during the strategy part of the game (ie. when in Avenger, not in a mission).
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Change to utility slots number that instead of 1 + (can armor give more slot), it's now (base eStat_UtilityItems) + (can armor give more slot), the same fix also applies to the UI part so you can just change the stat in XComGameData_CharacterStats.INI
Another change is you may now make perks that gives ammo/grenade/heavy weapon slots by adding the entry in XComGameData.INI, under [XComGame.X2AbilityTemplateManager] with AbilityUnlocksHeavyWeapon=PerkName, replace heavyweapon with GrenadePocket or AmmoPocket for perks that unlock those slots.
EDIT: I do appreciate your input, just wanted to make it clear. It makes the most sense, instead of trying to fix the broken stuff already in.
However, I think that the future version will use the simple ini for extra utility slots.
Additionally, when using the ammo pocket with either this mod or adding one with a skill the ammo effects are not present in the tactical game. They equip fine but any bonuses do not seem to carry over and status effect ammo simply does not work.
The UI doesn't really support many more than 6 or maybe 7 slots sensibly, the item slots will get smaller and the item icon scaling does not change (there is actually two preset scales) so at some point they will become too big. You can of course change these as they're hard coded in as well (with SDK).
Just adding the ammo pocket via ini options will bypass some parts of the code, as it's clearly not meant to be used as is.
There is a skill called "HotLoadAmmo" which basicly is used to load ammo to guns, it will only check utility slots for ammo by default, not ammo pocket. There are other issues like that, so I'll assume it's caused by some of these issues.
New version is up, it uses the utilty slot ini option to hopefully solve some issues.
I have started using it in the middle of the game, I used a save from the geospace (not battle), all ammo was unequipped form all soldiers, used the high quality ammo mod as well, other then that only mods changing appearance, I also added 'RequiresXPACK=true' into the .XComMod file and had the vest slot disabled (only ammo slot)
Update: it crashes hard
EDIT:
One more question, do I need to research something to make it work or is it on from the start?
It is never recommended to changing mods on a tactical game save as they could easily break the game, so I would recommend you active this mod during the strategy part of the game (ie. when in Avenger, not in a mission).