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The Inferno rounds work right so far (no added damage to Flame vipers, purifiers, Mecs), but poison doesn't. So I can confirm what Snyax wrote below that poison damage isn't marked correctly. I'll test if fixing the typo works.
didnt test or anything but cant imagine that works right lol, anyway just felt like I needed to say something :)
Increase the SpawnWeight values for more frequent appearances, reduce them for less.
Thank you for the suggestions and taking the time to reply. Obviously it was a HUGE question, I really appreciate you pointing me in the right direction. And, again, thank you for the mods, they're all great. You're great! End of story.
I think 'where to start' might best begin with setting up the development environment. You need to know the workflow for creating, testing, and publishing mods before trying to mod the game. Here's a video that has the basics.
https://www.youtube.com/watch?v=Si0v_Fgsgdk
I'd probably just try a simple configuration mod. Something like my Loot Pinatas Mod that's just a config file.
I think the best advice is to read the actual game files. It will look like an alien language, but it will help you understand XCOM's class definitions. I can only write so much here, but developers on Discord can elaborate on why reading existing code is so helpful.
Hope that helps!
Quick question, if I may: if I wanted to get into modding XCOM 2, where would you recommend I start? Like, is it something only people with degrees in coding can do or do I just need to read a bunch of stuff online? I asked another modder and he told me to use the Discord and Reddits and ask for help (great advice) but I'm still not sure where to start. Learn Java? Get a book on editing Unreal inis? Pact with satan?
No pressure to answer, just looking for advice from established modders. Thank you for the reply, and again thank you for putting so much time and energy into these mods.
You should be able to build Inferno Rounds from the engineering screen (same place you build utility items like flash grenades) after completing a Flame Viper Autopsy. Inferno Rounds aren't a random reward from the Proving Grounds project like base game rounds because you need Dragon Rounds to build them.
The internal name is UtilityItem_AshInfernoRounds. If you don't see them in the engineering section or didn't get the pop-up indicating their availability after an autopsy, you can try to add them through the console.