162 ratings
[WOTC] Proving Ground Overhaul
File Size
0.275 MB
Apr 28 @ 9:11am
May 12 @ 6:20pm
9 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] Proving Ground Overhaul

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.

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

  • 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:

  • 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)

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.

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 (2)
May 14 @ 5:03am
Italian Localization
Apr 30 @ 3:57am
Spanish Translation
Chu Nana Go
< >
Sagil Nov 14 @ 12:45pm 
Just a suggestion: instead of disabling bomb squad, munitions expert and suit up, maybe they could reduce (or eliminate) the time required for the new proving ground projects?
CPTNHotSauce Nov 6 @ 4:55pm 
Is it possible to disable certin projects in the proving ground? I've been using RPGO and that mod gives infinite tracer rounds. I love this project otherwise, and have not had any issues with TLP
itchyjeve Oct 12 @ 3:33am 
weird this mod seems to b broken whit the new dlc
4rrakis Sep 12 @ 2:18pm 
@Ruikuli: I linked a mod for that some days ago, right here in the comments.
Ruikuli Sep 12 @ 1:49pm 
another engineer slot for the proving ground... maybe a third even, with all the addons it takes forever to make everything
Press_START Sep 9 @ 10:33am 
can you make this for non-WOTC players?
4rrakis Sep 3 @ 6:07am 
@Alastair: You are right, as the mod description mentions:
This mod hides all vanilla experimental projects. Any other mod that relies on those projects won't work as intended.
Alastair Sep 3 @ 6:00am 
So I guess this doen't play well with mods that add new rewards to the experimental projects?
PiousPenguin Sep 1 @ 6:33am 
And has anyone actually verified that it is safe to install in the middle of a campaign?