XCOM 2
[OUTDATED] Proving Ground Overhaul
191 Comments
Hotl3looded  [author] Oct 16, 2020 @ 8:04pm 
Hey Guys! I have uploaded a complete rework of Proving Ground Overhaul here .

This mod won't be supported anymore. Check out the new version!
Hotl3looded  [author] Oct 16, 2020 @ 4:28am 
@Praefectus nope, the code only alters the projects listed in the Features discussion.
Praefectus Oct 15, 2020 @ 11:58pm 
Could this mod end up resetting the costs of certain projects? Because for some reason even after trying to edit the supply cost to build Shivs from the Shiv mod, they still show up with the default/un-modded cost.
Swanky Sep 12, 2020 @ 11:57am 
Thank you very much for the update. Welcome back! o/
Hotl3looded  [author] Sep 7, 2020 @ 6:34pm 
I have updated the mod description and added a thread to explain the features and a thread for bug report.

All new projects and their requirements are shown in the new feature thread.
Dragon32 Sep 7, 2020 @ 8:30am 
@Hotl3looded
Good to see you again! You were offline so long I was worried
4rrakis Sep 7, 2020 @ 3:29am 
Welcome back, and thanks for the update!
aselnor Sep 6, 2020 @ 11:46pm 
Thank you so much for the update, awesome mod Hot3looded.
=[NK]= Col. Jack O'Neil Sep 6, 2020 @ 11:13pm 
Nice!
Hotl3looded  [author] Sep 6, 2020 @ 8:19pm 
Hey guys! After more than two years, I finally have some time to mod again! I have updated the mod to fix a few issues:

- 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!
Kordath Invictus Aug 30, 2020 @ 2:07am 
i found out you cant even build the spider suits in the bay even though you can buy the other armos and gernades and ammo
Kordath Invictus Aug 30, 2020 @ 2:06am 
so strangly it does work with wraith, will test with new spider suits and heavy suits
Kordath Invictus Aug 30, 2020 @ 12:34am 
@Dragon 32
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
Dragon32 Aug 25, 2020 @ 5:35am 
@Magic Turtle
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.
Kordath Invictus Aug 25, 2020 @ 2:31am 
as of now, spider suit has disappeared from the engineering bay, and is not showing the proving grounds either. After turning off the mod, both of the 2 spider suits appeared in inventory, and spider suit is now a project of its own. After adding the mod back in, both spider suits disappeared from inventory, and \same issue, no option to build more in bay, and no project for it in the proving ground, so now i'll need to play with this mod off untll i need to build a not-spider-suit
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.
✠ Gyaru Respecter ✠ Aug 6, 2020 @ 4:01pm 
Say, do you have any idea how the game registers proving ground projects speed? I've been trying to increase the speed at which items are created through tweaks in the game's coding by forever now.
MightNight Jul 3, 2020 @ 11:42pm 
@nekus I <3 you bro. Thanks for taking the time to reply!
nekus Jul 3, 2020 @ 11:40pm 
They were Collectors mods, Collector Trooper and Collector Captain, you have to change includeautopy = "YES" to includeautopy = "NO" in the file XCom_Customize_This_Mod.ini in the Config folder
MightNight Jul 3, 2020 @ 6:47am 
@nekus Did you remember which mod that was? I have the same issue
nekus May 23, 2020 @ 9:16pm 
Edit; it has nothing to do with this mod, it was aanother mod where thw author "has forgotten" include the nedeed entries into xcomgame.int, so I got sloppy authorness
=[NK]= Col. Jack O'Neil May 23, 2020 @ 6:47pm 
@nekus well you've obviously got mod conflicts
nekus May 23, 2020 @ 2:06pm 
After finishing PG building I can not build anything at engineering , I have a bunch of projects in PG without name or descriptionion and my soldiers have nothing to equip, no primary, no secondary, no utilities, nothing
Vigorous Gil May 13, 2020 @ 6:34pm 
Any modder wants to take over this mod?
DragonKingAbashī Mar 23, 2020 @ 6:07pm 
Unfortunately, the mod might be abandoned at this time. By all accounts, Hotl3looded has not been on for quite some time (as noted in an earlier post). Therefore, you might have to wait for someone else to pick this mod up or accept it as it.
Bardmaster Mar 23, 2020 @ 5:53pm 
And another bug report (but I'm wondering now if this is an abandoned mod?):

-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.
Bardmaster Mar 23, 2020 @ 5:47pm 
@Hot3looded a bug report: After building Shredstorm Cannon, they disappear in your list of items you can create in Engineering. This happened whether I built them right away or didn't.

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...
Bardmaster Mar 23, 2020 @ 5:15pm 
@Piotr Psi Armor is not impacted by this mod. I can build it in the Proving Ground. As the mod desc. says you just need to research Psionics and Powered Armor.

This mod only seems to restrict items that are created from one of the randomly-dispensed "Experimental..." projects.
Pan matematyk Mar 22, 2020 @ 7:28am 
Bug report: "Suit Up" resistance order doesn't seem to affect vest projects.
And since @Bardmaster is asking for stuff, can you also include Psi Armor?
https://steamcommunity.com/sharedfiles/filedetails/?id=1511763111&searchtext=PSI+armor
Bardmaster Mar 16, 2020 @ 10:27am 
@Hot3looded any chance you can add the Subsonic Grenade as a project to build? https://steamcommunity.com/sharedfiles/filedetails/?id=1438787370&tscn=1584377531
I'm Mr Meeseeks, LOOK AT ME! Feb 24, 2020 @ 7:04pm 
also DAE anyone else experience dissapearing ammo or grenades? like if you scanned alien loot and receive grenade and ammo and when u complete research they dissapear from your line up
I'm Mr Meeseeks, LOOK AT ME! Feb 24, 2020 @ 7:04pm 
@gargakoftheeast i experiencedt the same bug on previous playthrough as well, but i was unable to ascertain the cause, i was thinkin its because i spawned a hellweave by console before i finished the research
GargakOfTheEast Feb 20, 2020 @ 3:15pm 
Hi,

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.
GargakOfTheEast Feb 20, 2020 @ 3:13pm 
@lordabizi Yeah, I found out yesterday it doesn't work. All grenade and weapon Proving Grounds projects still took full time. Maybe the next version can fix it, or just refuse to let that Resistance Order get spawned.
Shavy Feb 19, 2020 @ 1:58pm 
Doing the lord's the Elders work out here.
4rrakis Dec 23, 2019 @ 7:55am 
This is from the latest patch notes:

- 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.
peezed Dec 23, 2019 @ 7:45am 
my spider and exo suits have disappeared after i open war and wraith suits, is this because of this mod? has anyone encountered something like that?
Dęąth Viper Nov 29, 2019 @ 10:54am 
HEY! Can you help me out with a mod idea? I would like to use your source coding for this in my own project... Would llike to have your permission and guidance please thanks
Fritzchen Oct 22, 2019 @ 11:11pm 
I LOVE it ! - Thank YOU !! :steamhappy:
Dgrang Oct 11, 2019 @ 8:00pm 
@Dragon32:
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.
Dragon32 Oct 11, 2019 @ 9:02am 
@Dgrang:
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].
Dgrang Oct 11, 2019 @ 12:06am 
It is not working for me even if it is only loaded mod.
lordabizi Oct 10, 2019 @ 6:19am 
Is there a chance that this doesn't play well with the Bomb Squad resistance order? Since I have this resistance order active while using the mod, but researching all the individual grenade types/heavy weapons at the proving ground isn't instant.
Sniper677™ Sep 16, 2019 @ 8:56am 
Added an initial version of German translation as discussion topic above.
Dragon32 Aug 31, 2019 @ 8:42am 
@wsmithjr02:
No worries. If you can run it then I'd recommend using the Community Mod Launcher [github.com] instead of Firaxis' one.
wsmithjr02 Aug 31, 2019 @ 7:34am 
@Dragon32
<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.
Dragon32 Aug 31, 2019 @ 7:17am 
@wsmithjr02
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?
wsmithjr02 Aug 31, 2019 @ 7:11am 
At one point, I had this mod, and the 2 companion mods "PGO: Weapon Upgrades Addon" and "PGO: PCS Addon" running. I've decided that I don't want the PCS or Weapon Upgrades Addon in my game. I've disabled them, but starting a new game, as soon as I research Experimental Weapons, I'm informed that the topics for the Weapon Upgrades are available for the Proving Ground. Don't have a PG built yet, so can't check it, but ... do these show up all the time even without those other 2 mods? Before starting the game, I deleted the Config folder and the game rebuilt it, so I'm wondering where it's getting this content I thought I had removed. Any ideas?
La Criatura Espada Aug 28, 2019 @ 8:06pm 
So, basically just research then we can build the ammo as we wish? Sweet.
Dragon32 Aug 20, 2019 @ 3:38pm 
@Laharl :
Hotl3looded's not been online in almost a year (hope they're OK...), so I'd say that chance is slim.
Laharl Aug 20, 2019 @ 1:17pm 
Is there any chance of this getting an update that makes it compatible with the variety of things that aren't vanilla but ARE proving grounds? i.e. anything requested on the last five pages?