XCOM 2
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Reward Decks Refresher
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Tags:  modfix
File Size
Posted
26.812 KB
Apr 14, 2016 @ 11:34am
1 Change Note ( view )

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Reward Decks Refresher

Description
Refreshes the reward decks array when you enter the avenger screen. Why does this matter? Because when a mod adds a new item to the experimental proving grounds project, it won't get refreshed immediately, as the reward deck only gets generated the first time you completed the relevant proving grounds experimental project. Which means any mods that adds new item won't have an effect if you activate them after your first proving grounds item, or if you disable those mods after you completed them once with the mod active from the start, the reference to those item will still exist in the reward deck, referencing to an item that no longer exist, causing 'experimental project complete' to pop up without giving you the relevant item when it completes, or gives you an xpad which doesn't exist. This mod fixes exactly that problem by refreshing the deck every time you restart the game.

Problems? Follow this guide first! it may solve your problems (applies to all mods) http://steamcommunity.com/sharedfiles/filedetails/?id=625230005

Compability:
No overrides
WORKS WITH WOTC
115 Comments
Dragon32 Jun 9 @ 7:55am 
@AyCe
afaik the only thing that could persist information across campaigns is profile.bin

I don't know of any mods that write to that

If mods are not enabled and user config. files have been cleared, then there's nothing to take effect
AyCe Jun 9 @ 4:28am 
@Dragon32
As I said, no mods loaded that changed ammo types in this fresh campaign, yet it didn't work. So it has to be global or something. Dunno.
Dragon32 Jun 6 @ 4:00pm 
@AyCe
That's pretty much my understanding, but I thought the deck that items are picked from is "generated the first time you completed the relevant proving grounds experimental project" so what mods you had loaded in a previous campaign won't matter.
AyCe Jun 6 @ 1:54pm 
I just started a game (some mods but no LW) with the bug - no message or item when completing experimental ammo. I did have LW enabled in the past though. Then I saved, activated this mod, and continued, starting another experimental ammo project. This time it worked. Thanks!

The way I understand it, the pool for "select next random ammo" is global, not savegame specific, and LW had added stuff into that pool that now no longer exists because the mod is disabled. As a result, when a random ammo type was picked, I got types that no longer exist. This mod always refreshes that global pool with current ammo types. As a result, one may get the same ammo twice in a row and such. Did I get that correct?
Dragon32 Apr 17 @ 6:01pm 
@pas
I think the WotC Highlander fixes that, but check its change log
pas Apr 17 @ 1:50pm 
This mod doesn't fix the issue of experimental ammo project giving no reward. Is it supposed to?
Dragon32 Dec 2, 2024 @ 7:45am 
@John Dead By Daylight
Use something that works
https://github.com/X2CommunityCore/xcom2-launcher/wiki/Installation
Ricky Dicky Doo Daa Grimes Dec 2, 2024 @ 4:27am 
this mod seems to have problems loading in the new launcher
J. FAITH Nov 21, 2024 @ 12:22pm 
not working with new launcher
Dragon32 Oct 31, 2024 @ 12:21pm 
@the__mentat
Workshop.