XCOM 2
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[WOTC] PGO: Weapon Upgrades Addon
 
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0.181 MB
May 5 @ 7:56am
May 5 @ 7:20pm
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[WOTC] PGO: Weapon Upgrades Addon

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Description
OVERVIEW
This mod adds new Proving Ground projects to unlock weapon upgrades in the Engineering Bay. I made this mod as an addon for my Proving Ground Overhaul mod but it can also be used as a standalone 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).
  • Adds new Proving Ground projects to unlock weapon upgrades
  • Renames basic weapon upgrades for better sorting - e.g. "Scope" is now called "Basic Scope"
  • Basic weapon upgrades projects are unlocked by "Modular Weapons" and "ADVENT Officer Autopsy" researches
  • Advanced weapon upgrades projects are unlocked by "Magnetized Weapons" research and the corresponding basic weapon upgrade project
  • Superior weapon upgrades projects are unlocked by "Plasma Rifle" research and the corresponding advanced weapon upgrade project
This mod acts as an Elerium Core sink. There are 21 new projects. This means you will need 21 Elerium Cores to unlock all superior weapon upgrades (unless you change the default project costs). So choose carefully which upgrades you want to unlock first.

The configuration file should be in the following location:
<Your Steam Install> \steamapps\workshop\content\268500\1378527184\Config\XComPGOWeaponUpgradesAddon.ini

COMPATIBILITY
This mod should be compatible with almost any mod.

It should be safe to add mid campaign.

CREDITS
I'd like to thank the following persons:
  • .vhs for making the awesome thumbnail picture
Popular Discussions View All (1)
0
May 11 @ 5:42am
Spanish Translation
Chu Nana Go
< >
13 Comments
Dragon32 May 15 @ 10:55am 
@Matt Rethyu:
This mod also changes the localisation text, so what you see on screen (this bit: Renames basic weapon upgrades for better sorting - e.g. "Scope" is now called "Basic Scope" ).

Doesn't appear that this mod affects the weapon upgrade functionality, just the descriptions.

No idea how RPGO handles these things, but AFAIK XCOM 2 will load mods in the order they were subscribed.

Try renaming this mod's localisation file, to e.g. XComGame.int.old, so its wording changes don't take effect. If this gets an update you'll have to re-do that.
Matt Rethyu May 15 @ 10:35am 
How does it work with RPG Overhaul? I've tried using both but with this one installed the upgrades all have default descriptions instead of RPGO's. Does this mod replace their functionality back to default, or just the descriptions?
Cake_Knight May 14 @ 1:23pm 
So, how does this work with loot from aliens?
Starsaver May 9 @ 9:17pm 
Im a little confused on what you mean when you talk about renaming Tactical Suppressors. I tried to rename it in the localazation for this mod but, it ended up making everything come up blank.
Schleicherfreund May 5 @ 8:58pm 
Appreciated.
Hotl3looded  [author] May 5 @ 8:28pm 
@Schleicherfreund With the latest update, Grimy's upgrades should no longer appear in the Engineering Bay.

@Iron Tarkus I just tested with Tactical Suppressor and they do get unlocked. Upgrades appear on the "Weapon" tab. This mod renames basic upgrades so the basic suppressor might appear as "basic repeater" but it will have the suppressor's stats.

I suggest you change the localization for the repeater's projects and for the basic repeater item if you use Tactical Suppressors.

Schleicherfreund May 5 @ 7:57pm 
I didn't a mean as in make all the items buildable, but have a clean coexisting of the two mods, so everything works cleanly, separate from one another, and the emphasis was more on the Tatical Suppressors, since they are an entire rework of the item. I wouldn't even wanna build everything you're supposed to find while scavaging, that would remove the fun from the entire system.
Hotl3looded  [author] May 5 @ 7:24pm 
@Iron Tarkus thanks for the report, it was unintentional so I fixed it.

@Schleicherfreund I won't be adding compatibility for Grimy's mods. The guy made way too many items. It would take me days for something that I won't even use. But if someone wants to do it, feel free to copy my code.
Hotl3looded  [author] May 5 @ 7:21pm 
Mod Update:

- Fixed a bug where mod added items were modified by this mod
Schleicherfreund May 5 @ 6:26pm 
I'd really like to see Grimy's Loot and Tactical Suppressor compatibilities.

Thanks for continually adding to the community!