XCOM 2
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[WOTC] Loot Post Mover
   
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1.365 MB
Mar 31, 2020 @ 8:56pm
Aug 19, 2024 @ 6:59am
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[WOTC] Loot Post Mover

Description
Why the mod?
The aim of this mod is to split the loot drop posts from the centre of the drop zone to the fore and aft edges, so that should you get a Psi/Focus Loot in the same spot as a Vulture/Timed Loot, both are easily visible.

The mod also gives loot drops a HUD target icon for mods that may allow other methods to pick up loot, such as targeting the loot drop from range.

I made this mod primarily for myself as I got fed up missing out on loot because it was 'hidden' within a Psi Drop that I didn't care to pick up. Was convinced to share it :)

Config
Includes ini settings copied and adapted from the Configurable Loot Timers mod, with the difference that you can also set normal loot and psi loot timers at different values.
The defaults are set to 3 rounds for normal loot, and 2 rounds for psi loot.
If you set the timers above 9 turns it will show as an infinity symbol until under 10 turns.

Compatibility and Issues
Should work with all the following mods;
The Loot HUD Icon functionality for mods like Gremlins Grab Loot or Keepers Loot Grapple Gun has some issues I couldn't fix:
  • Tabbing between multiple loot drops shrinks the Loot HUD icons
  • Clicking a -currently selected- Loot icon reverts the display to the rainbow.img
The mod overrides (has an MCO for) XComGameState_LootDrop and will likely conflict with any other mods that do the same. I had no issues using it with all the above mods though.

Will not work with Loot Expired but includes the same functionality.
Will not work with Configurable Loot Timers but includes the same functionality.

Should be safe to ADD mid-campaign in a strategy save, maybe not during mid-tactical
Due to the Mod Class Override of a GameState it might break ongoing campaigns if REMOVED after saving into a Campaign

Credits and Thanks
Many thanks to RoboJumper, Musashi and Iridar for code help ...
... also thanks to Kexx and ObelixDK for model/mesh help
Huge thanks to Delscid and AKA Illogical for the integrated mods

and of course to all the good people over at the XCOM2 Modders discord :)

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
67 Comments
☥¤§ÑîGHTMÃRɧ¤☥ Apr 27 @ 12:42am 
800 must have mods let's go!
Teniente Salas Nov 9, 2024 @ 11:35am 
yo pense que aumentaba mas el botin no incremetar el tiempo
STAROVER Oct 25, 2024 @ 3:28am 
@RustyDios, thanks for mods, I really like your works. Question not related to this mod topic, more about game lore. How do you think the game developers "lore" explain the loot expiration ? Advent army have some "micro bombs" in weapon extensions ?
RustyDios  [author] Aug 19, 2024 @ 6:58am 
@thesemicolon @Lute The Goblin
so, funny story.. but I've fixed that issue back in February/April ... it was because of the loot drops getting a hard set MAX turns that gets set to the Expiring Time on creation ...

and then I didn't upload that fix to the workshop .... ....
hence why "it works for me" has been my answer so far!

Now fixed!
thesemicolon Aug 18, 2024 @ 4:27pm 
Got a screenshot: https://imgur.com/a/pLlvda2
thesemicolon Jul 15, 2024 @ 6:35am 
Seconding what Lûte the Goblin was saying about the psi loot timer being broken. It goes 3-1-0.
RustyDios  [author] Jun 23, 2024 @ 2:51pm 
Set the `bLootExpirationEnabled` to false (which actually put 999 turns on the timer). it cannot be 'fully' turned off.

If nothing is changing when you adjust the config in this file, make sure you don't have another mod also adjusting the configs
Endar Croz Jun 23, 2024 @ 8:16am 
tell me how to turn off the stupid timer? this mod is not added to the mod configurator and no matter what value I put in the ini file, nothing changes
Lûte the Goblin May 23, 2024 @ 2:27pm 
Just did some more testing and my previous comment is correct. Without this mod it uses the same timer as regular loot: 3 -> 2 -> 1 -> Expire.
RustyDios  [author] May 22, 2024 @ 10:58am 
Psi loot is suppose to be 2 turns, ie 2 > 1 > expire.
If it is showing 3 after splitting then that is a bug I'll have to look into, but I can't recall it being there before and I haven't changed this mod in ages.

You can adjust the numbers in the config.

That other mod doesn't touch psi-loot at all, so there should be no conflict.