XCOM 2
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[WOTC] TeslaRage's Loot Mod
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30.983 MB
May 28, 2022 @ 8:06pm
Apr 24, 2024 @ 7:15pm
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[WOTC] TeslaRage's Loot Mod

Description
Overview
We are currently in open beta and not expecting major issues. Potentially minor bug fixes, new upgrades for variety, and balance tuning.

This mod introduces lockboxes that drop from enemy kills that can reward XCOM with weapons/armors complete with randomized upgrades (Diablo-like). Obviously, this mod is heavily inspired by Grimy's Loot Mod (GLM) but has been built from the ground up to allow for better compatibility with other mods and flexibility in how it works i.e. configurable. The intent is for this mod to serve as an alternative to GLM. Many things are not carried over from GLM so please do not expect these 2 mods have the exact same things. Here is the basic idea of how this mod works in its default state.

  1. Lockboxes and its keys can be obtained from timed loot or from blackmarket. In its default form, there are 3 tiers of lockboxes: Rare, Epic and Legendary. The rarity of the lockboxes is independent of XCOM's tech progress.
  2. Lockboxes can be unlocked via Proving Ground (PG) provided Modular Weapons tech has been researched. There are 3 PG projects at start: Unlock Rare/Epic/Legendary Lockbox so that the 3 tiers of lockboxes can be opened.
  3. Unlocking a lockbox is free but takes time. Completing it once will allow more lockboxes to be unlocked using keys which will make their PG project instant.
  4. Every time a lockbox is opened, the game will pick a base item based on the current tech level i.e. Conventional Assault Rifle at start, but as XCOM progresses, opening a lockbox will reward a higher tier item.
  5. Every time an item is rewarded and depending on the lockbox tier, you can either get a Rare, Epic or Legendary item. The rarity determines the types of weapon upgrades the item will come with. Rare lockboxes has a small chance to produce an Epic item. Epic lockboxes has a small chance to produce Legendary. Legendary lockboxes will always net a Legendary item.
  6. The weapon upgrades are taken from base game, mod added upgrades (see compatibilily list), and new upgrades introduced by this mod (over 80 new custom upgrades!)
  7. Chosen Weapons will receive this mod's treatment as well i.e. randomized upgrades.

How flexible is this mod?
Many things are configurable including items that you can get, and what upgrades go along with it. I suggest you peruse the configuration files that explains more on what is possible. It is too long for me to describe.
Note: The config files could use better documentations. Will continue to work on this.

Required Mods
Community Highlander

Suggested Mods
You do not need these mods, but these mods are recommended because they will increase the number of possible upgrades:

Compatibility
  • Weapon upgrades from the following mods are fully supported and has a chance to spawn along with the reward item: A Better Barracks, Melee Attachments, Shield Attachments, Weapon and Item Overhaul, and my own Armor Upgrades.
  • Iridar's Five Tier Weapon Overhaul - compatible via configuration. Please see Config\Base Item Decks\XComTLM.ini
  • Not compatible with Grimy's Loot Mod. C'mon man...
  • Covert Infiltration (Note: It does make CI easier because you don't always have to build new weapons)
  • LWOTC - I do not know. Test and let me know how it goes.
  • Stukovs War mods aka even these weapons won't let you survive

How balanced is this?
"Balanced for a modlist designed to fight Gods and nothing else" -SpartanCaeca

Seriously, it depends on your modlist and how you set up this mod. By default, the upgrades on the weapons generated by this mod cannot be removed for balance sake. This can be changed in config but I find it too strong because 1) You can obtain weapons with 5 upgrade slots 2) You can fine tune the upgrades you slot into these weapons which makes them very potent. The option is all yours to make. You could adjust the drop rate of lockboxes, chances for Epic and Legendary and many more ways to balance this mod with your set up. Please ask if you are not sure.

From my own experience, and others who helped to Alpha and Beta test this mod: the weapons you get can be worse, at par, stronger, or slightly OP.

Loot Mode
This mod can be configured to not drop any lockboxes. Instead, the new upgrades introduced by this mod will drop as loot. This feature is a recent addition to the mod and will require the following mods to make it work:
  • Mitzruti's Perk Pack
  • Mitzruti's Additional Ammo
  • Cut Content Ammo
  • Armor Upgrades

If you do not wish to use any of the above mods, you will need to edit the loot tables in this mod's XComGameCore.ini
Enabling loot mode is as easy as flipping bUpgradesDropAsLoot configuration to true. This can be found in this mod's Config\XComTLM.ini

Mid campaign installs
Yes, this is fine but removing it mid campaign will 100% break things. If you suddenly do not want to play with it anymore, just delete the loot entries (LootEntry and LootEntryAlt) in Config\XComTLM.ini

Credits
  • Early testers! Thank you for feedback and bug reports. I am sorry I don't name you here, but I was worried I might missed out someone.
  • h4ilst0rm for ideas during early development which has remained as the basis of this mod.
  • Xymanek for technical guidance which has made this mod very flexible.
  • RustyDios for the shiny UI for lockbox tech and the mod preview image.
  • Ginger for implementing many of the Highlander features this mod uses.
  • Mitzruti for the wonderful perk pack.
  • SpartanCaeca for the quote in Balance section.
  • Folks over at MEME Modding Discord who has always welcome my mod ideas!
  • All modders from XCOM 2 Modding Discord!
  • Buying me a cup of coffee keeps me going![www.buymeacoffee.com]

This project is hosted on github: https://github.com/TeslaRage/TeslaLootMod

Let me know in the comments below if you have questions!
I hope you will have fun with this mod, I know I did. Thank you for reading!
Popular Discussions View All (5)
45
Apr 24 @ 8:17pm
Config tweaks
4rrakis
3
Jul 12, 2024 @ 1:12am
Chinese Simple Translation
冷酷的小笼
5
May 13, 2024 @ 6:00pm
PINNED: Frequently Asked Questions (FAQ)
TeslaRage
552 Comments
DoctorVader 17 hours ago 
You can ignore that post. The Modification is from Stukov's mod, sorry, not the base mod.
DoctorVader 17 hours ago 
Love this mod, just rolled some armor that are supposed to give the soldier a vest slot but it appears to not being working. I do not have the "Armor Upgrades" mod installed, is that why? That appears to change the way vests work altogether vs. just giving a vest bonus slot to the soldier.
Daddy Kaneki May 3 @ 5:42am 
How does this interact with Loot Pinatas?
Jesus Christ Apr 29 @ 7:21pm 
to answer some questions. In LWOTC you need to craft at least 1 weapon of the current technology to get that weapon from the boxes. Example: you unlock lasers and want laser rifles? craft 1 laser rifle then open the boxes, you have to do it with all weapons, including swords and knifes and stuff. What I would like to add is... Can the creator make an option so it drops chosen weapons????????? (I like to be all powerful)
Uguu Apr 21 @ 10:27pm 
Is there anyway to config the mod so it stop giving lower tier weapon when you unlocked higher ones?
☂dizzy Apr 8 @ 6:36pm 
hell yes, Grimy's Loot Mod was my favourite mod.
Madhouse Apr 8 @ 4:13pm 
I too have an issue on a new run of LWOTC with the boxes dropping regular weapons even after unlocking all laser weapons
Grunt Mar 23 @ 12:25pm 
And on other LWOTC runs, the moment i complete mag weapons research, it just gives me mag weapons when opening boxes
Grunt Mar 23 @ 12:24pm 
Does this mod work with LWOTC where you need to make all the weapons manually? When i tried it, even with advanced magnetic weapons research, it still gives me T1 weapons.
Scroller Mar 21 @ 11:13am 
@mimiji2121 - I seem to recall that a workaround for this is to have 'spare' weapons in your inventory list. For example, if you want to find a rifle in a loot drop then have a rifle in your armoury that doesn't get used.