XCOM 2
[WOTC] Proving Ground Overhaul V2
144 Comments
Пони-Киллер Apr 23 @ 12:41pm 
How do I set the price for projects of the attachments?
Dęąth Viper Jan 19 @ 1:42am 
If I have a script that blocks one of these items from being built, will this override that and have that item still show up as a research in the proving grounds?
Shezagorath Jan 3 @ 9:57am 
I feel that Core creation is too cheap but terrific mod, doubt I'd play without it again.
the__mentat Nov 16, 2024 @ 11:31pm 
This is an interesting an important mod, thanks. I reviewed the configuration files as well as installed and reviewed the recommended companion mods, and I am unclear on how to set the ammo cost once you unlock it. It is set to 75 supplies (playing on legend, if it matters).
1312 Sep 30, 2024 @ 9:49pm 
Shredstorm cannon fix is no longer needed as it's incorporated into Highlander.
VII Aug 27, 2024 @ 6:59pm 
seems to be a compatibility issue with lwotc with experimental armors
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?
Pneuma May 18, 2024 @ 3:59pm 
Slight update on the below
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
Pneuma May 18, 2024 @ 3:53pm 
Hey, as @MalteseFalchion said below there is a problem with the Superior Explosives compatibilty caused by a typo in the config. In WeaponTuning.ini for this mod the Tier 3 explosives for Acid, Gas, and Incendiary are all labeled as "GrenadeM3" where it should be "GrenadeMk3". Updating this manually restores intented functionality.
If the author could push this as an official update it would be much appreciated :steamthumbsup:
MalteseFalchion Apr 28, 2024 @ 12:55pm 
While this mod is otherwise absolutely wonderful and part of the "should have been an included game feature instead of a mod" category, I should point out that this mod does not appear to integrate Superior Explosives despite the Integrated Mods listing. The experimental grenade listings are those for Tier III Grenades.

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.
Oniwabanshu Mar 21, 2024 @ 7:57am 
This is hard incompatible with LWOTC.
Some items can't be built at engineering after researching them at the proving ground.
Bardagh Feb 2, 2024 @ 9:29am 
How does this interact with the Spare Parts breakthroughs?
MarcBurn Jan 29, 2024 @ 7:07am 
"It is possible to force any Experimental Item to use the new system by adding a single entry in the config files. No coding required." How?
No one seems to be making bridges for this, or at least not posting them.
vulgar_monkey Jan 10, 2024 @ 1:16pm 
SOLVED. The Res&Dev mod moves these suit projects out of pg and into their new facility, all as intended. False alarm on my part. :D
vulgar_monkey Jan 10, 2024 @ 9:42am 
Have done some experimentation with a clean campaign start and using the console to add research/facilities/items. AddItem finds the exosuit ok so it is still there, but the link between plated research and the pg unlock seems to be broken for some reason. Moving this to bug reports to lessen my comment spam :)
vulgar_monkey Jan 10, 2024 @ 6:42am 
I seem to have ran into the same issue mentioned a couple of times below with SPIDER/EXO projects not showing up after having completed Plated research for predator. I've ran the game ahead a few weeks and the powered-tier stuff seems like it should hopefully be researchable, so not sure why mid-tier is affected. I have looked at the configs and there doesnt seem to be any obvious issue there. Might see if WSR lets me pull up a tech list. Anyone else found a solution?
ferguson_bobby2000 Dec 27, 2023 @ 7:55am 
Quick everyone rush to help Pogoman!
pogoman Oct 4, 2023 @ 2:34am 
i'm sorry, so how do i fucking unbrick my legendary ironman save so i can build experimental ammo again after this mod corrupted the shit out of everything?
Пони-Киллер Aug 6, 2023 @ 11:27pm 
Where is the cost of experimental ammo? There are none in the "XcomStrategyTuning" file.
revisitedgrunt Jul 14, 2023 @ 8:54am 
Is anyone having an issue where building heavy/powered weapons seems to have 2 costs added together? For example, it lists 1 Elerium Core, 1 Elerium Core, 50 Supplies, 100 Supplies to build a blaster launcher, and actually costs 2 Cores and 150 supplies to build one.
revisitedgrunt Jul 12, 2023 @ 1:11pm 
Really great mod. The pure luck involved in the experimental projects was pretty stupid. I would like to remove the Elerium core cost for the ammo, once you have it, to make it consistent with Bluescreen rounds. I've looked through the configs by can't find any ammo data. Anyone have any idea on how to do this? Thanks.
I Darkstar X Jun 20, 2023 @ 7:21am 
I don't know why, but somehow ammo and vests now just cannot be obtained for me. Except for Bluescreen rounds and the basic vests. I'm utterly stumped. ;-;
Roytulin Jun 18, 2023 @ 1:21pm 
Does this work without WotC DLC? I cannot imagine so but I cannot find a version without the DLC, which I don't have.
Lief Apr 24, 2023 @ 5:43pm 
Maybe I'm just dumb but I can't get the projects for EXO Suits and Spider Suits to show up. I don't entirely recall the prerequisites from vanilla but I've done a ton of stuff since unlocking Predator Armor and haven't seen the projects show up in the Proving Grounds yet. :/
Zigg Price Apr 2, 2023 @ 7:14pm 
Are the costs for the vanilla ammo open to config?

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?
Moisesjns Dec 25, 2022 @ 7:15am 
i can confirm its the legendary difficulty that messes with the ammo producition abilkity. I started new game in commander instead of legendary and i can build corrosoive again after experiement project. So heads up.
ObviouslyEvil Dec 20, 2022 @ 6:32pm 
For some unknown reason, I have the option to build ammo again. I don't know what I did, I may have reset my config a few times between the time of now and my previous comment, so maybe resetting the config helps.
Moisesjns Dec 19, 2022 @ 11:22am 
same as obviously evil i started new campaign, i have researched so many dead aliens, and experimental ammo twice, but cant see the optino to build anything besides the tracer rounds, and shock ammo. Maybe cause im on legendary difficulty now?? it was there in commander
ObviouslyEvil Sep 29, 2022 @ 9:47pm 
For some reason the experimental ammo disappeared before it could give me the dragon and acid rounds. Is there any way I can get those types of ammunition? Do I need a specific autopsy? I have many of the other kinds of ammo.
Madjestik85 Jul 22, 2022 @ 1:30pm 
does this mod work for the original game?
Frenzier Jul 20, 2022 @ 5:42pm 
Cant you make it so it only affects items that are listed in this mod and in bridge mods? As it currently is, without a bridge mod items that lack a bridge mod can only be built once without a bridge mod.
LordShotGun Jul 11, 2022 @ 3:26pm 
FYI, does not work with LWOTC as that mod already does what this one is supposed to do.
Enforcer Apr 19, 2022 @ 9:47am 
+1 to previous comment. Something happened in base game so that cost may go down to 0. I just started the game with all my previous mods after about a year. And that happens with other mod projects too. All those "Upgrade" schemas broke as a result because they don't actually consume base item. I have "Spare Parts |", "Spare Parts II","Spare Parts III" upgrades giving 20%,30%,40% proving ground cost reduction as stated in description. I'm not sure which mod added those upgrades or its a base game, I googled and found only one upgrade giving 50%. I tried to switch off all mods for existing save, problem stays. Didn't try fresh game without mods, also because vanilla game doesn't have proving ground "Upgrade" projects. Probably they changed base game code that cost may go down to 0. Can you change that so ArtifactCost always at least 1?
OnyxLock Mar 28, 2022 @ 10:44am 
Experimental ammo and vests aren't costing an elerium core and only cost supplies in engineering unlike the preview images. Is this intentional?
Plutoski Feb 16, 2022 @ 3:00pm 
My favorite mod in the entire workshop. I never liked waiting several days to research an experimental grenade, given the game already put lots of time pressure on the players, I find this mod to be a massive QoL mod. Thank you for making this.
Dr.supernoob Jan 21, 2022 @ 12:12pm 
Is this Long War 2 compatible?
=[NK]= Col. Jack O'Neil Dec 23, 2021 @ 6:23am 
What requirements are you adding? the same as in the advto sup?
Requirements=(RequiredItems[0]="RarePCSFocus", RequiredTechs[0]="AutopsySectopod")
ragnakore Dec 22, 2021 @ 6:15pm 
Apparently the ini for Diff_3 does not include the Requirements as shown.

[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.
ragnakore Dec 22, 2021 @ 2:39pm 
For some odd reason, I could not manufacture any of the Advance, nor Superior PCS even when the appropriate tech were researched.
Ibunibnu Dec 13, 2021 @ 6:40am 
is it compatible with Better Barrack?
Nero Dec 9, 2021 @ 12:37am 
i wonder if chosen spark arsenal is incompatible with this mod because the pg project for it is unavailable with this mod installed
Cúchulainn Oct 3, 2021 @ 4:25pm 
Hi HotBlooded, does this mod have your PGO PCS Addon mod built in or no?

Specifically talking about this one: https://steamcommunity.com/sharedfiles/filedetails/?id=1378802405
mumhustlar Oct 3, 2021 @ 5:49am 
Do you need to have Reward Decks Refresher active all the time - or only when you make changes/add mods that would effect the projects list in the proving ground?

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.
Zigg Price Sep 2, 2021 @ 11:42am 
Has anyone found other mods that this is actually used for? There is Cut Content Ammo, but a bridge already exists for that. But Additional Ammo Types and Additional Vest types both send their items right to Engineering. I just looked through most of the content from enemies, such Muton Harriers, Custodians, Pathfinders, and it looks like most of their stuff is either a loot drop or buildable after autopsy.

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.
Crazy_eyed1 Aug 20, 2021 @ 10:30am 
@GargakOfTheEast you can edit the costs of all the retrofit projects in XComPGOverhaulTechs.ini
GargakOfTheEast Jun 27, 2021 @ 7:03pm 
Is there a way to change the weapon and PCS upgrade projects to NOT need an Elerium core and be done instantly? They are just way too expensive in time and resources to be worthwhile, and I'd like to reduce it.
Fritzchen Jun 21, 2021 @ 12:26am 
PLEASE create THIS Mod for XCom-VANILLA - too!


THANKS for this NICE Mod !
Shedowtnt Apr 21, 2021 @ 3:30pm 
For some reason the mod for me just doesnt work, the items dont appear in the engineering bay after i do the experimental ammo in the proving ground
Feezec Apr 5, 2021 @ 5:08pm 
I am using Musashi's Tactical Suppressors to replace the vanilla repeaters.
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?
ragnakore Mar 15, 2021 @ 7:31pm 
@Hotl3looded,
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!
ragnakore Mar 15, 2021 @ 7:27pm 
@Willie

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.