XCOM 2
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[WOTC] Proving Ground Overhaul
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Apr 28, 2018 @ 9:11am
May 12, 2018 @ 6:20pm
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[WOTC] Proving Ground Overhaul

Description
OVERVIEW
This is my take on eliminating experimental projects from the game and making everything buildable in the Engineering Bay. I hid all experimental projects and added a bunch of new projects for each item.

The basic concept of this mod is that Proving Ground projects are one time deals that require Elerium Cores to research and unlock the items. Once unlocked, you can build the items in the Engineering Bay. The projects themselves don't give items, they act like the autopsies or Bluescreen Protocol.

This concept renders the resistance orders "Munitions Experts", "Bomb Squad" and "Suit Up" obsolete. If starting a new campaign, those resistance orders will be disabled by the mod.

FEATURES
All project times/costs and item costs/resell values can be edited in the config file (you can add or remove anything, even corpses).

Grenades and Rounds
To mimic the Bluescreen Protocol concept, I added the three following projects:
  • Incendiary Blast: unlocked by Advent Purifier Autopsy, unlocks Incendiary Grenade and Dragon Rounds
  • Toxic Delivery: unlocked by Viper Autopsy, unlocks Gas Grenade and Venom Rounds
  • Corrosive Touch: unlocked by Andromedon Autopsy, unlocks Acid Grenade and if you have my Corrosive Rounds enabled, it will unlock them aswell
The other Rounds (AP, Talon, Tracer) are unlocked by doing their respective projects. Those projects are available as soon as you build the Proving Ground.

Heavy Weapons
  • Completing the E.X.O. Suit project or the R.A.G.E. Suit project unlocks the Heavy Weapons projects
  • Completing the W.A.R. Suit project or obtaining the R.A.G.E. Armor unlocks the Powered Weapons projects and hides the Heavy Weapons projects
  • Completing the Hellfire Projector or the Shredstorm Cannon projects will hide respectively the Flamethrower/Shredder Gun items from the Engineering Bay

Vests
  • Hazmat Vest project: unlocked by ADVENT Shieldbearer Autopsy
  • Hellweave: Chryssalid Autopsy no longer unlocks the Hellweave automatically, instead it unlocks the Hellweave project in the Proving Ground
  • Plated Vest project: unlocked by ADVENT Shieldbearer Autopsy
  • Stasis Vest project: unlocked by ADVENT Priest Autopsy

The configuration file should be in the following location:
<Your Steam Install> \steamapps\workshop\content\268500\1372437219\Config\XComProvingGroundOverhaul.ini

If you like this concept, you should also check:

TODOs
  • Rework the localization of the new projects
  • Add custom images for each new project (if I find an artist with the patience and will to do it :D)

COMPATIBILITY
This mod hides all vanilla experimental projects. Any other mod that relies on those projects won't work as intended.

It should be safe to add/remove mid campaign.

CREDITS
I'd like to thank the follow persons:
  • .vhs for making the awesome thumbnail picture
  • Chu Nana Go for the spanish translation
Popular Discussions View All (3)
0
Sep 16, 2019 @ 7:57am
German Translation
Sniper677™
0
May 14, 2018 @ 5:03am
Italian Localization
Kuzunkhaa
0
Apr 30, 2018 @ 3:57am
Spanish Translation
Chu Nana Go
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175 Comments
nekus May 23 @ 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 @ 6:47pm 
@nekus well you've obviously got mod conflicts
nekus May 23 @ 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
King Babu of House Santana May 13 @ 6:34pm 
Any modder wants to take over this mod?
DragonKingAbashī Mar 23 @ 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 @ 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 @ 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 @ 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.
Piotr Mar 22 @ 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 @ 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