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one refers to some of the research as PlatedVestProject (lwotc)
the other refers to to it as PlatedVestunlocktech (PG)
this stops certain vests being build in engineering after do pre-reqs.anyone able to tell me what i need to do to fix this?
Due to a different naming scheme, for the Incendiary Warhead only it must be changed from "FireGrenadeM3" to "FirebombMk3"
Below is still fully correct for Acid and Gas
If the author could push this as an official update it would be much appreciated
You'll need to take the localized names from Superior Explosives and put them into the Weapon Tuning config for this mod, in similar format to the existing templates, otherwise you can build costless infinite grenades of the new ones.
Some items can't be built at engineering after researching them at the proving ground.
No one seems to be making bridges for this, or at least not posting them.
I found the vanilla grenades. Would this change work?
[Firebomb X2GrenadeTemplate]
Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=50), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventPurifier", Quantity=1))
Will this make crafting an Incendiary Grenade cost 1 Purifier Corpse?
Requirements=(RequiredItems[0]="RarePCSFocus", RequiredTechs[0]="AutopsySectopod")
[UpgradeRarePCSFocus_AdvToSup X2TechTemplate]
PointsToComplete=480
Requirements=(RequiredItems[0]="RarePCSFocus", RequiredTechs[0]="AutopsySectopod")
Cost=( - - - - - )
[UpgradeRarePCSFocus_AdvToSup_Diff_3 X2TechTemplate]
PointsToComplete=720
Cost=( - - - - - )
By adding the Requirements for Diff_3, these PCS are now upgradeable from the Proving Ground.
Specifically talking about this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1378802405
I am asking because RDR gives me conflict warnings in the XCOM AML with other mods so I would rather have it turned off most of the time if its possible to run it that way.
Has anyone found anything else this mod could be useful for, outside of the default items, ammo, and grenades? Don't get me wrong, this is an amazing mod just for that reason and I'm keeping it. I just don't know that many other mods need a bridge or config edits. I think most mod creators have decided to bypass the Experimental Techs.
THANKS for this NICE Mod !
When I use the Retrofit Suppressor project, I get a suppressor.
But the new suppressor behaves like a vanilla repeater.
Is there a way to make the new suppressor behave like a suppressor?
If not, is there a way to hide the Retrofit Suppressor project, so it is not taking up space in my projects list?
During mid to late game, I have lotsa Basic upgrades and PCS, but not enough Alloys and Crystals. Salvaging these back into raw materials would be great!
From my current playthrough (loaded this mod before Gate Crusher), "Experimental Ammo" research at Proving Ground only give me the blueprint/plants for that ammo. Once I have all ammo types researched, the "Experimental Ammo" was removed from Proving Ground and I can instantly build it.