XCOM 2
[WOTC] Balanced Finite Items
79 Comments
mazrados Apr 12, 2023 @ 10:11am 
Is it compatible with Long War of the Chosen?
VS-lockon Aug 20, 2022 @ 6:01am 
NguyenTen so core idea you mean there still a timer on that one to
NguyenTen Aug 16, 2021 @ 5:14pm 
There's a newer version of this mods core idea along with some extra stuff
https://steamcommunity.com/workshop/filedetails/?id=2567230602
Cal May 10, 2020 @ 11:56pm 
Has anyone been able to get this to work with the the Legacy Pack? The Tier 1 items work, I assume because they're already finite, and the Tier 1 armors are there because they're already infinite, but the Tier 2 and 3 weapons and armors don't appear.

I feel like I could get this working if I could only find where the details for the TLP stuff are in one of the .ini files, but I've done a lot of searching and turned up nothing.
Badger Mar 3, 2020 @ 5:56pm 
@Torrent I have that happen as well; as far as I can see anytime you send someone on a covert op with an ambush chance, or add and remove someone from any op before deploying; it upgrades all their equipment to the current tier; if they already have items at that tier, it creates extras of each.
Savar Belmont Feb 28, 2020 @ 7:50am 
you can edit the costs...
[DBH].Whismerhill.{SSgt} Jan 3, 2020 @ 11:46am 
the cost balance seems a bit too much in favor of aliens
if you want to equip 6 soldiers squad + infiltration units (at least 3+ soldiers) with your best warden armor for example
it'll end up costing way more than the squad upgrade.
Rtma Eros Paragon Nov 26, 2019 @ 10:40pm 
@Highlander
Thanks for answering me, I'll give it a try when I try finite items again.
Badger Nov 3, 2019 @ 12:27am 
Format I'm using is; same as the names for the items in default equipment lists in the core game cofiigs

="PlatedSkirmisherArmor_Schematic"
Badger Nov 3, 2019 @ 12:25am 
I can't get armour for faction troopers to work; I'm 99% sure I have the right schematic name for them, but they're not on the build list, and they can't equip the normal predator suits
Torrent Aug 7, 2019 @ 7:11pm 
Anyone else have an issue where multiple Predator armors are appearing in your armory out of nowhere? I build 3 and over time that number increases somehow?
Highlander Jun 25, 2019 @ 6:23pm 
OK, I just found how to add Coilguns and Laser. Laser need to use LS, and Coilgun CG (ex. AssaultRifle_LS_Schematic and AssaultRifle_CG_Schematic).

I tested with the laser and worked.
The CoilGun reference (CG) I found in the "Iridar's Weapon Skin Replacer" documentation. I hope this helps people trying to make that work.
Highlander Jun 25, 2019 @ 5:26pm 
@Rtma Eros Paragon, there is something strange. The SMG )from the required mod) should be SMG_MAGNETIC_SCHEMATIC, but this mod use SMG_MG_Schematic and works. Maybe Coil and Laser have a abreviation too.
Rtma Eros Paragon Jun 14, 2019 @ 11:58am 
I don't understand why it's not working, I added
AssaultRifle_COIL_SCHEMATIC & AssaultRifle_LASER_SCHEMATIC
Nothing. 😕
Rtma Eros Paragon Jun 14, 2019 @ 8:22am 
Don't suppose you could add Coilguns and Pulse-Laser tiered support?
Rtma Eros Paragon Jun 8, 2019 @ 9:16am 
@AK-47 I've been experiencing duplication bug as well, kinda ruins the intent behind limited items, it seems to be happening to weapons/armour trying to upgrade the load out with higher tier, level up or preparing for a mission, items seem fine, probably because it doesn't try to auto equip and make duplicates.
Lebowskichild Jun 7, 2019 @ 5:08pm 
Would anybody happen to know whether adding the TLP Weapon Templates (using the .FiniteItems line in the config, option), will allow for multiple individual weapons?

From what I have heard there is a one off limit to TLP weaponry per tier without the infinite TLP mod but I want to be able to make multiple Finite versions.
AK-47 May 26, 2019 @ 8:04pm 
Getting a bug where I build one Predator armor on squad loadout, and it autoequips it on all soldiers and then I have 5 armors when I paid only for one. Any suggestions?
Rtma Eros Paragon May 25, 2019 @ 12:41pm 
Could you add Tier 2 & 3 Shields from this Mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=1416242202
Bullett00th Apr 16, 2019 @ 4:15pm 
great mod, but one big issue with finite plasma nades: I made one and it 'replaced' the normal grenades, but it's finite.

So now I have only one plasma and no normal grenades at all. This is a very big issue (
Lebowskichild Feb 26, 2019 @ 10:39am 
Is it possible to make the tier 1 weapons finite too? I ask because I wonder if it would break the game if I needed to send out soldiers but didn't have enough weapons for them to equip.

For instance after completing Gatecrasher with rookies, I may get a Ranger class squaddie yet would I have one shotgun already available or would I be forced to use an assault rifle until I have built my first shotgun? Likewise if I gained a Sharpshooter I would need a Sniper Rifle available or I would not be able to arm them as they cannot use any other primary weapon.

I'd love to make them finite but am unsure of the possible issues. Could anybody give me any advice?
Alyfox Feb 16, 2019 @ 2:22am 
Are basic assault rifles, pistols, frag grenades and kevlar finite or infinte? I dont mind seeing higher tier stuff (ie, higher than basic) being finite but I would be fairly irritated if the basic stuff was. Obviously I havnt used the mod yet, holding off for the moment
Dzūkian Mushroom Crusade Nov 27, 2018 @ 5:35pm 
When a squadmate wearing armour takes part in a covert operation, the armour he/she wears is duplicated once the covert operation finishes. Will this be fixed anytime soon? Is there something that I can do manually to fix it?

The mod also doesn't seem to be working properly with the newly released Tactical Legacy DLC, as it makes it impossible to acquire the Magnetic and Plasma versions of the new weapons.
yes_commander Nov 20, 2018 @ 12:24am 
@MrShadowCX
I hope not. :/ Or if so, I hope someone, somewhere keeps tinkering with it.
MrShadow Nov 16, 2018 @ 8:42am 
is this mod dead?
yes_commander Nov 12, 2018 @ 10:56am 
Wow. This has such a dramatic effect on the early game. I rushed mag weapons and where I would previously have been able to upgrade rifles and SMGs both, I could only afford two individual stuttermags. :/ Granted, I did have to evac from the first supply raid because of a horrible sitrep so I didn't have much in the way of resources. Definitely feeling the effects of this mod, hard. I enjoy it quite a bit so far. This is exactly what I signed up for! Thanks, Anisotropic!
jweller12 Nov 4, 2018 @ 9:05am 
@AK-47 TLP doesn't do anything, all it does is add prequel missions before the commander was rescued. so its already compatible.
AK-47 Nov 4, 2018 @ 8:11am 
Hey, could you please update this mod for TLP? Thanks.
Blastom Oct 7, 2018 @ 9:43pm 
The primary problem on old system to me, is the assault rifle upgrades, which is most costly and apply only on support (one per squad generally). Before bolt caster, I'd rather to leave him/her with basic rifle until the final mission.
TheZuma Oct 1, 2018 @ 7:59am 
Is there any chance you might add compability with the resistance firearms mod?
jweller12 Sep 22, 2018 @ 2:10pm 
this is what i added to the ini

.FiniteItems=(SchematicName="AssaultRifle_LASER_SCHEMATIC", DaysToBuild=1, TradingPostValue=40, \\
Costs[0]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=1)), \\
Costs[3]=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=100), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=15)) \\
)

but its still infinite what do i do?
jweller12 Sep 20, 2018 @ 11:03am 
can you please add these weapons. https://steamcommunity.com/sharedfiles/filedetails/?id=1275622993 i cant figure out how to add custom weapons. that mod adds coil and laser tiers.
robojumper Aug 28, 2018 @ 7:17am 
@Anisotropic
I've sent you a friend request -- I think I found the cause of the item duplication bug described below, and I think it requires a bit of discussion.
DawianTool Aug 14, 2018 @ 1:52am 
Hi all! Can someone help me? How i can make finite and buildable items like Meds, grenades, mimik and e.t.c.
qwop Aug 4, 2018 @ 3:01pm 
@Yangus Mangus
I can confirm that as well. Messing around in the loadout menu from the covert actions screen seems to dup the finite items somehow.
YangusMangus Jul 31, 2018 @ 5:57pm 
Looks like every time a soldier is sent on a covert mission that has ambush chance (actually just put into the slot, don't even need to click confirm), the game automatically updates his/her loadout to the latest tier, effectively duplicating your finite items. Anyone else experienced this or know how to fix?
IOException Jun 25, 2018 @ 10:28am 
Nevermind; got it! Simply changed the build time multplier near the top of the ini from
0 to 1/2/3.
IOException Jun 24, 2018 @ 11:15am 
Great mod! How do I turn back on build times exactly? I combed over the ini and couldn't find it...
tmonahan23 Jun 16, 2018 @ 8:14pm 
Does this mod work with the - added weapon tier laser and coil guns for wotc?
mrPoonPoon Jan 26, 2018 @ 8:23pm 
even when this mod is the onylmod activated it doesnt work. is anyone else getting this problem?
shadowfox.matthews Jan 24, 2018 @ 4:09pm 
cant seem to add moded lasers to finite items? any advice.
mrPoonPoon Jan 23, 2018 @ 3:15am 
I can't seem to get this mod to work. Anyone else having problems?
Savar Belmont Oct 23, 2017 @ 8:48am 
Tried adding other weapons and items. Using the schematic names, and nothings worked. heres a link to what i've done. please tell me where i'm screwing up. https://1drv.ms/u/s!AmR7Nw81KsJPnXZLRiDfblDk4BcK
Cpt_Chaos Sep 24, 2017 @ 10:51am 
So if I understand this correctly the Resistance Fireams Mod by E3245 should work without ini edits because its just a cosmetic mod for vanilla weapons?
zigzag Sep 24, 2017 @ 10:50am 
Also added note that there is not option to build plasma grenades in the workshop..
thanks otherwise for great mod
zigzag Sep 24, 2017 @ 10:46am 
hey not sure if this is a bug or what, but i can't seem to get alien grenades to equip. I usually have to equip like a mindshiel then X out of it to get an alien grenade in the slot, but when this mod is active i just get standard grenades. I disabled just this mod and I got the alien grenades back...but then a few other problems arose.
Pernucles Sep 23, 2017 @ 11:51am 
Great.
Anisotropic  [author] Sep 23, 2017 @ 10:59am 
That's actually not a bug - that engineering number is the number of weapons/armor you've *built*, not the number you *have*. If you lose an item in battle the engineering number also doesn't change.
There's some fairly technical reasons why it works that way but it doesn't effect anything but that number in engineering.
Pernucles Sep 23, 2017 @ 3:56am 
@Anisotropic, BUG report: There is a problem with WraithSuit and WARSuit build. The MediumPoweredArmor used is not substracted from the Engineering inventory listing. Blackmarket and Armory listing are correct though.
Gas Head Sep 20, 2017 @ 11:00pm 
Could someone please help me and demonstrate how I would make these 2 mods compatible? In other words make weapons added by these mods finite as well. Here are the mods I am talking about:

http://steamcommunity.com/sharedfiles/filedetails/?id=1136349656

http://steamcommunity.com/sharedfiles/filedetails/?id=1139260682

Especially the ADVENT mod is a headscrather for me.