XCOM 2
Grimy's Loot Mod
Rworqx Jan 19, 2017 @ 8:46am
How to spawn in certain weapons with loot attached to them?
I definitly saw somewhere how to do it but i cant find it anymore for some reason.
but i want to recover some loot that i lost in a corrupt save file. (not caused by this mod)

I am not sure how to type it correctly in the console , i keep getting errors.
Ive got your list of items but i dont know how to utilize it.

thanks in advance.
also your mod is awesome.
Last edited by Rworqx; Jan 19, 2017 @ 8:47am
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Warforged Feb 2, 2017 @ 7:30pm 
I'm curious about the same thing. I can't quite fiugre out the conole sommands to add specific PCS's and loot items. I'm not programmer, so that's a hugh part of my problem with it. Any help would be appreciated. Trying to remake the Krogan species for Long War 2 by modifying a base human.
Zerea May 8, 2018 @ 10:41pm 
If you still care:

The Console Command "AddItem" is what you're looking for to get specific mods that can then be attached at will. The syntax is "AddItem ItemName Quantity of Item" As a tip, all of Grimy's mods start with the prefix "Grimy", whereas all Vanilla mods have no prefix and just start their name.

IE - AddItem GrimyHeavyFrame_Bsc 1

Will give you one of the "Heavy Frame" mods useable on the starter primary weapons. Some mods are only applicable to certain ranks of weapons, and other mods are only for specific weapon slots. Each weapon class has its own unique list of useable mods, although there is overlap in some mods.

The full list of all vanilla and Grimy's weapon mods can be found in the GrimyLootMod.ini located in the mod's config folder.
Rworqx May 9, 2018 @ 3:48am 
Thanks for instructions. But i already did it that way. Only spawing in a weapon with said attachments wasnt clear to me. I lost a weapon with multiple attachments. Cant slap multiple attachments on a weapon early game.
Zerea May 10, 2018 @ 6:23am 
As far as I'm aware there isn't a way to spawn said weapon with attachments on them. That would require a unique ID for every possible weapon/mod combination which would be an absolutely, obscenely large number. Primary's alone carry four slots, each with what ~15-20 possible mods at least in each slot? Not to mention there's three ranks of them. Then you have to do Pistols, Launchers, Gremlins, Psi-Amps...

Even if said list defied reality and existed, it would be near impossible to track yours down.
Rworqx May 10, 2018 @ 7:00am 
yea i figured.

But I did everything I wanted from XCOM now so its not important anymore :P
Thanks anyway.
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