XCOM 2
65 ratings
[WOTC] PGO: Weapon Upgrades Addon
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.181 MB
May 5 @ 7:56am
May 5 @ 7:20pm
2 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] PGO: Weapon Upgrades Addon

Subscribed
Unsubscribe
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
< >
24 Comments
Duvy Sep 17 @ 12:20pm 
I seem to have a slight issue using this alongside Tactical Suppressors, the text reads as 'basic repeater' yet has the functionality of a suppressor. I attempted to edit the text in the localization folder, following Sir Serigala's comment below, with no success. I'm probably doing it wrong, though. With that said, do i need to edit the repeater 'X2TechTemplate' to match that of the one used in Tactical Suppressors? Also, i understand that i'd need to remove the vanilla overrides, would that be just for the repeater, or would i need to remove the lot for the suppressor to show correctly?

I do love Proving grounds overhaul, and all of the add-ons, I'm just trying to get these two mods to play nice.

Any assistance would be appreciated.

Regards.
GreatOldOne Aug 31 @ 3:40am 
Needed: Additional Engineer Slot(s) in Proving Ground to accompany Mods that add tons of new projects.
I enjoy mods like that change up the Proving Ground and add new projects. One big downside of all those extra projects is that with only one engineer slot it essentially impossible to complete most of them during the campaign.
Sir Serigala Jul 22 @ 5:05pm 
I found a personal workaround by editing XComGame.int inside Localization folder to maintain consistency with RPGO. Launch it with a text editor, then rewrite/rename display names & summaries in the main "Techs" heading however you wish (affects what's seen in the proving ground and loot names) while erasing everything under the heading "Vanilla Override" so descriptions in both the armory upgrade section and pre launch mission popups keep those of RPGO's.

I tried deleting the entire localization folder but it left the texts of the buildable mods in the proving ground blank. That's when I tried this test.
Boats McGoats Jul 15 @ 11:20am 
Does this work with Grimy's Loot Mod? If so, when you build an item, is there a chance it has modifiers?
Torres Jun 16 @ 12:28pm 
I'm in late game, got plenty of elerium cores and I believe I researched everything there's to research but so far can't unlock the crafting of most variants of the superior upgrades.
Hotl3looded  [author] Jun 3 @ 3:22pm 
@SentrySent I don't think it is possible

@Matt Rethyu Just the descriptions of the basic attachments. The only functionality this mod changes is to make them buildable. I don't touch the item stats/abilities.

@Cake_Knight You can still get the attachments from alien loot/black market. This mod adds a way to get them that doesn't involve RNG.
Hotl3looded  [author] Jun 3 @ 3:15pm 
@Dragon32 if you disable the localization file, the new research projects won't have any text

@prue_horses93 It works for me. You can always try it and if you don't like it just unsubscribe. This mod doesn't make any persistent change so it is safe to enable/disable mid campaign.

@zozj My mod changes the name and the description of the basic attachments. So if my mod loads after DerBK's mod, you get DerBK's stats but my text.
zozj Jun 2 @ 7:29pm 
I used DerBK's "Better Attachments" , but this mod override it so I still get the vanilla weapon attachment.
prue_horses93 May 26 @ 3:27pm 
does this mod really work?