86 ratings
[WOTC] Better Armory Item Stats
File Size
0.238 MB
Aug 22 @ 4:14pm
Oct 12 @ 7:03am
9 Change Notes ( view )
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[WOTC] Better Armory Item Stats

In 1 collection by Mr. Nice
Mr. Nice's Workshop - War of the Chosen
15 items
This mod improves the stats display of weapons, utility items and upgrades in the Armoury, including adding display of Critical Damage, Armor Pierce and Shred for all appropriate weapons.
List of Changes
  • Adds display of Critical Damage, Armor Pierce and Shred to all appropriate weapons (including heavy weapons)
  • Fixes bug which meant that the Aim bonus of melee weapons was not being displayed
  • Fixes bug which meant that the Aim bonus of the Shadow Keeper and the 'Tactical Legacy Pack' swords were shown as an overall bonus
  • Standardized appearance of upgrade/breakthrough bonuses to always be to the right of the base value, where it exists
  • Standardized the display of the percentage sign when appropriate
  • Hid the display of the "Clip Size" statistic of heavy weapons
  • Included the "Shredder" ability bonus as part of the Shred statistic. This can be disabled via the .ini or with Mod Configuration Manager

Surprisingly, the text "Critical Damage" was not available as already localized text. "Bonus Critical Damage" was available, and was used as the basis of the shortened form for localization. So if there is an error in a non-English language, please get in touch. The Mod Config Menu option screen is not localized.

This mod overrides no classes, so should be compatible with most other mods

Other Mods by me:
  • WOTC Compatible (non-WOTC versions also exist if appropriate)
    • Cinematic Rapid Fire, which gives Rapid Fire and Chain Shot their cinematic camera back which was removed in the patch ages ago. Also gives the Reaper Banish ability the same improved look.
    • Less Overwatch Lock Ups!, which attempts to fix the visualization lockups during complex Overwatch/Reaction fire situations.
    • Better Demolishing!, which gives range, weapon and upgrade based aim buffs to the 'Demolition' ability.
    • Better Grappling!, fixes issues with Grappling targeting in certain world geometry.
    • Shaken Scars are Back! The name says it all, but to those who weren't around for the first couple of months of XCom2, a feature was bugged out in a patch and never fixed, which randomly scarred shaken soldiers. This now means some, but not all, gravely wounded soldiers, not the "new" WotC shaken fatigue status.
    • Trainable Sparks (and other Buffs) WotC was one step forward, two steps back for SPARKs. As well as allowing training, also gives them access to breakthroughs for their weapons, an ammo pocket (ammunition only utility slot), and some hack progression.
    • Train from Armoury allows normal soldiers to jump straight to training from the armoury, just as faction soldiers can. The Training Center is still required to be built first of course!
    • Ability Interaction Fixes, which fixes up "Death from Above" and "Serial" not proccing from second shot kills of "Chain Fire"/"Rapid Fire" and some other ability interaction issues.
    • Original High Hit Dodge Behaviour, which restores the pre-patch behaviour where Hit chance over 100 gradually eliminated dodge chance, not immediately made dodges impossible once Hit chance is 100 or more.
    • In conjuction wtih sebkulu,WOTC - Extended Information!, an enhanced, rewritten version of Perfect Information. Includes full list of enemy abilities as well as a stat list, as well as the classic features of the "shot bar" and stats in flyovers.
  • Non-WOTC Only
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Lex Oct 25 @ 3:45pm 
After taking a look it's pretty inconsistent in some places. There is a krit-chance and somewhere else it's kritchance. I guess that's because of some automated process they used to translate.
Mr. Nice  [author] Oct 25 @ 1:34pm 
Cool, I'll take a look. If I left a dash in, it means the "Bonus Critical Damage" had the dash there :P
Lex Oct 25 @ 10:28am 
Here it is.
It includes localizations for this mod, your trainable spark mod and I added the xcomgame file because I noticed that the melee weapon breakthrough mod is also by you so I localized that too.
Lex Oct 25 @ 7:39am 
Actually I did the same thing with the page and mod name. The only thing I changed in the other files was removing the dash as it was not needed. Funny enough I also did a translation of your Spark mod but it's only half done for now. I'll post a link to the files when I'm done later.
Mr. Nice  [author] Oct 25 @ 5:46am 
Lex: Yes, that's why I spent most of the "localization" section explaining the more visible "automated" localization, and to tell me if it was wrong! If you want, sent me the localization file you've made and I'll add it to the mod. The person who did Fench translations for me a while back liked to translate The "PageTitle", which appears over the options, but not the "ModName", which is how it appears in the list of mods.
Lex Oct 25 @ 5:40am 
The MCM is localized in my version of the mod. Not that there was much to localize in the first place though.
Lucifer Oct 24 @ 4:20pm 
well.. i dont think i do that again. it takes 10-20minute each time i turn and load game and crash happens quite randomly at armory or mission loadout. it seems only me having problem and i guess i just give up for now. thx anyway for responses. T.T
Mr. Nice  [author] Oct 24 @ 7:56am 
There's nothing obvious looking at the code, and I can't reproduce the crash. Do you have a save where it always crashes when you go to the armoury or similar? With as few enabled mods as possible please...
Lucifer Oct 24 @ 5:34am 
Yup i am of course using wotc version grimy loot.
thank you inspecting conflict :0
Mr. Nice  [author] Oct 24 @ 5:26am 
I assume you are using the WotC version of "Grimy's loot mod"? Anyway, if you read it's description page, it explicitly mentions "UIArmory_WeaponUpgrade", "UIArmory_LoadoutItemTooltip" as overrides. When you confirm you are using the WotC verison, I'll take a look. For future reference, the "Overrides" tab of the AML, which you can sort by "Internal Class", can tell you what overrides mods are using whether there is a direct conflict or not.Directly conflicting overrides are by far not the only way mods can conflict with each other!