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This mod won't be supported anymore. Check out the new version!
All new projects and their requirements are shown in the new feature thread.
Good to see you again! You were offline so long I was worried
- Redundant resistance cards/continent bonus are now properly disabled (needs a new game)
- Items are no longer hidden when researching higher tier items. This fixes the unintended behavior of hiding Spider Suits, Flamethrowers, etc
- Added optional projects to upgrade tier 2 items (EXO, Spider, Flamethrower, Shredder Gun) into their tier 3 counterparts. You can disable these projects in the config file
- Changed a few research/item costs in the config file
I hope you enjoy this update!
sorry, didnt get notification
yes i of course do have refresher :) :) :)
and whats weird is it is only for the spider suit, that's it so far, vests work, need to research the wraith and heavy armors to see if they are also affected
Are you using "Reward Decks Refresher"? It could help.
Also try the basics:
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
I'm not having that problem in my game.
prior to this issue happening, nothing went wrong when 2 spider suits were equiped to both snipers on the black site mission. one sniper did die but his body was recovered as was hunter weapons. but something happened and this mod for some reason had a hiccup, but the mod is still amazaing, but plz fix or provide fix if possible,
also, i am using AML since the normal one from 2k no work.
-Completing the Hellfire Projector or the Shredstorm Cannon projects will hide respectively the Flamethrower/Shredder Gun items from the Engineering Bay
This also removes these weapons from your available items. When I completed Shredstorm Cannon, my existing shredder guns disappeared! Not cool.
Unsubscribing.
Speaking of which, any item built in the Proving Ground should have at least one prototype built and available for immediate use, but this doesn't seem to happen with any of the projects with this mod. Kindly advise on that as I love this mod but it's breaking a lot of things right now...
This mod only seems to restrict items that are created from one of the randomly-dispensed "Experimental..." projects.
And since @Bardmaster is asking for stuff, can you also include Psi Armor?
https://steamcommunity.com/sharedfiles/filedetails/?id=1511763111&searchtext=PSI+armor
Has anyone had the problem with this mod where they can research "Hellweave," but it never actually appears in Engineering for you to build?
It's a shame, because I think this mod modified Hellweave to also make you immune to Chryssalid poison.
It could also be the Alloy Plating Mod, but just checking here first.
- Completing the W.A.R./Wraith Suit projects will now properly hide the E.X.O./Spider Suit items in the Engineering Bay
My guess is that this update also hides those armors from the inventory. I reported it back then, but the mod author seems to have disappeared shortly after that update, so I don't expect any fix for that problem.
Thx for response, it gave me power to look at this problem again.
I have done everything You mention before. I even rebuild this mod myself. No luck.
The problem was testing in my case. I was adding Proving Ground building and Techs by console and I didn't see any projects. Look like 'free' projects are really bind to AdventOfficer research and without that no project will work.
It is working for me now with many other mods. It will be good replacement for modified ExperimentalItemUnlock.
Some great Mod Troubleshooting advice.
That recommends the excellent Community Mod Launcher [github.com], which everyone who uses mods should be using.
This guide gives some more detailed advice on using the Community Mod Launcher: Troubleshooting: Mods not working properly / at all
If you've just switched from the Firaxis Launcher, or are forced to use it, read the "Mods not activating/deactivating properly in WOTC" section of Mod not working? Mods still have their effects after you disable them?
If you're using the Community Highlander then read its specific troubleshooting advice [github.com].
No worries. If you can run it then I'd recommend using the Community Mod Launcher [github.com] instead of Firaxis' one.
<SIGH> Apparently not. Actually, I did read it previously, and did do some of the steps but obviously forgot about it just now and so didn't go through all the steps. FWIW, it was the very last step involving DefaultModOptions.ini that I hadn't completed. I had tried completely deleting that file in hopes that the game would properly recreate it, but instead it just wouldn't run, so I restored it. Sorry for not doing my due diligence but I appreciate you pointing it out to me.
Have you read the "Mods not activating/deactivating properly in WOTC" section of Mod not working? Mods still have their effects after you disable them?
Hotl3looded's not been online in almost a year (hope they're OK...), so I'd say that chance is slim.