XCOM 2
Item Pack
34 Comments
Polybius The Mad Jun 11, 2022 @ 1:00pm 
Any word on a WOTC version?
Britannia Sep 29, 2017 @ 12:19am 
Any chance this could get a WotC version?
Boisegangpc Apr 19, 2017 @ 2:19pm 
Uh, so I've run into a bit of a problem. If I use the Bandolier Perk when Tactical Rigging/Vest and Ammo slots are available, I can only equip Ammo in the Ammo slot, rendering the "Swap Ammo" ability Bandolier provides moot. A real shame(though I hope I can find a way around it).
Boisegangpc Apr 17, 2017 @ 6:15pm 
Alright. Thanks for the help.
xylthixlm  [author] Apr 17, 2017 @ 4:48pm 
@boisegangpc, conventional weapons/armor are tier 0, magnetic tier 2, beam tier 4. Utility items use tiers 0-2, with 0 being basic stuff like frag grenades, 1 for mid-tier items like alien grenades or incendiary grenades, and 2 for top-tier items like incendiary bombs.
Boisegangpc Apr 17, 2017 @ 4:32pm 
Ah. What are the default values for the vanilla items?
xylthixlm  [author] Apr 17, 2017 @ 1:41pm 
@boisegangpc, it's used to sort the items in the equipment screen.
Boisegangpc Apr 17, 2017 @ 12:22pm 
I have a question: What's the "Tier" field do? I'm trying to add Weapon Upgrades, Vests, etc. to this type of format, but I can't figure out what the Tier field does.

+BuildableItems=( \\
ItemName="PlatedVest", \\
TradingPostValue=15, \\
Tier=1, \\
RequiredTechs=("HybridMaterials"), \\
Cost=( \\
ResourceCosts=((ItemTemplateName="Supplies", Quantity=30)), \\
ArtifactCosts=((ItemTemplateName="CorpseAdventTrooper", Quantity=4)) \\
) \\
PlagueDoctor147 Apr 2, 2017 @ 11:19am 
It seemed to work fine for m. I have a mod that adds a slot for armor and Ammo and it just goes into the ammo slot.
Boisegangpc Mar 26, 2017 @ 7:54pm 
Question: How does the Bandolier ammo slot interact when using mods that add ammo slots by default?
xylthixlm  [author] Feb 26, 2017 @ 10:32am 
@Shadow Spectre No, this mod is not needed with LW2.
zacker1590 (Omega) Feb 26, 2017 @ 8:57am 
Do we need this mod for the Shadow Ops LW2
=[NK]= Col. Jack O'Neil Feb 18, 2017 @ 9:32am 
Are these items still viable in lw2?
Zerghumper Feb 11, 2017 @ 1:14pm 
@xylthixlm.

Thanks! I'll see if those work.
xylthixlm  [author] Feb 11, 2017 @ 12:45pm 
@Androsszit, for compatibility/historical reasons the names are FlechetteRounds, HollowPointRounds, ShadowOps_TigerRounds, ShadowOps_DepletedEleriumRounds.
Zerghumper Feb 11, 2017 @ 9:07am 
Quick question OP.

I'm trying to add these to the "ammo as weapon upgrade" mod, but I can't seem to figure out the naming used for these new ammo types. For instance I tried adding tiger rounds as;

"+AmmoNames=TigerRounds"

Did you use a different naming convention for your templates? I tried looking through the files with your mod but couldn't figure out the item naming. Thanks!
76561198049919792 Dec 31, 2016 @ 8:52am 
A bullet images is very large
PizzaSHARK Dec 27, 2016 @ 6:32am 
Just want to chip in that Infantry with an SMG is terrifying. I usually go down the support side, Ready for Anything and the medic perks, picking up Improved Suppression along the way. Fast, sneaky, and as long as you use Flechette Rounds, Depleted Elerium, Dragon, Venom etc you compensate for the damage loss compared to a rifle. My scout/medic Infantry has more kills than the next three people on her squad combined.

I will say that I just don't see Light 'em Up being very good. Tactician is insanely good, particularly since it combines with a stock, and the free overwatch from RfA is hard to beat. Either option basically means you can take a low-percentage shot without really risking much - you either guarantee some chip damage (potentially a LOT of chip damage if using a stock too) or you get another chance to pop them when they move next turn.
Queen Victoria's Top Guy Dec 13, 2016 @ 8:39am 
It appears that adding the free items in via the console fixes the issue.
Queen Victoria's Top Guy Dec 13, 2016 @ 8:17am 
I appear to be having the problem of hollow points, flashes, and smokes not showing as free items in the loadouts.
Tzarnal - MoonWolf Nov 13, 2016 @ 5:20am 
Yup, seems to be working as advertised now.
=[NK]= Col. Jack O'Neil Nov 12, 2016 @ 5:41pm 
Thanks xylth!!
xylthixlm  [author] Nov 12, 2016 @ 2:06pm 
Should be fixed now.
xylthixlm  [author] Nov 12, 2016 @ 1:45pm 
Nevr mind, I found the problem. I somehow uploaded a buggy version, and Steam isn't letting me upload the correct one at the moment.

It should be fixed as soon as Steam cooperates.
VertigoJockey Nov 12, 2016 @ 1:40pm 
@xylthixlm
Neither, I'm using the individual class mods.
xylthixlm  [author] Nov 12, 2016 @ 1:39pm 
@VertigoJockey: Huh. It's working for me. Are you subscribed to Shadow Ops Original or Shadow Ops LW? Sometimes the game gets funny if you're subscribed to conflicting mods, even if you don't have them active.

Can anyone else confirm that the mod is working for them?
VertigoJockey Nov 12, 2016 @ 1:18pm 
@xylthixlm
Tried that. Nothing.
xylthixlm  [author] Nov 12, 2016 @ 10:28am 
@MoonWolf, VertigoJockey: Try deleting XComGameCore.ini from My Games\XCOM 2\XComGame\Config.

@Col. Jack O'Neil: Most things in my mod are ini editable. Look at XComGameCore.ini and XComGameData_WeaponData.ini.
=[NK]= Col. Jack O'Neil Nov 12, 2016 @ 5:29am 
Yeah double smoke nades are a little too much, I presume your amount isn't ini edittible (I'm at work)..

No problems though, I've already got a heavily modded game that makes it pretty tough
Tzarnal - MoonWolf Nov 12, 2016 @ 5:16am 
Did a quick test on a new game.

The Nanofiber Vest showed up just fine but I did not see any Hollow-Point Rounds. Flashbangs still required buying.
VertigoJockey Nov 12, 2016 @ 1:30am 
So for some strange reason the new items aren't showing up and the free items still need to be bought. Any suggestions for fixes?
xylthixlm  [author] Nov 11, 2016 @ 10:43pm 
Col. Jack O'Neil: No, the smoke change is just an ini edit so it won't conflict.

On the other hand I have some concerns about the balance if you combine the mods...
MantLemon Nov 11, 2016 @ 8:58pm 
Finally XD