XCOM 2
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[Unsupported] Item Build Times And More
   
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2 Sep, 2017 @ 12:56pm
3 Sep, 2017 @ 5:12am
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[Unsupported] Item Build Times And More

Description
Folder ID: 1126532204

! NOTE ! : You may have to start a new campaign for this mod to work properly.

UNSUPPORTED due to: This excellent mod basically does what this mod does except in a far more elegant way. I recommend subscribing to that one instead.

Summary
This mod adds build times to all items, weapons and armor available in engineering, requiring it to be developed and completed before it appears in your inventory akin to Enemy Within. Additionally, weapons and armor are now finite, only yielding one item when built. Prices and resource costs have been adjusted to compensate. Medikits, Flashbangs, Smoke grenades and a new Sleepgas grenade are all available at game start in infinite capacity. Everything this mod does or can do is 100% customizable in the ini file.

Purpose of the mod
  • Allowing you to customize which items you start the game with, whether or not they are finite, how much they cost to create and how long it will take to complete them.
  • By default this mod makes all items, weapons and armor finite and requires all of them to be build in engineering for a certain amount of time before they are completed and added to your inventory. Medikits, Flashbangs, Smoke grenades and a new Sleepgas grenade are all available at game start in infinite capacity.
  • Makes the game a tiny bit harder and puts more pressure on your managing skills. Are you able to develop enough Predator armor before the next mission starts? If not, who are you not going to wear it? Enemy Within decisions are back.

Description
There is an ini file that allows you to customize everything that this mod changes and more. There is a dummy ini file that has all the base game's values in it. If you are not interested in build times and whatnot, but want to make some other changes you can just copy the entire dummy file and dump it into the proper ini file to save time, then make adjustments.

Be weary that some combinations you are able to make don't necessarily make sense. If you set Medikits to be available at game start but not infinite then you will have a single medikit for your entire campaign. Could be viable settings though, so do what you want.

FAQ
Q: Prices seem pretty high. Like 70% of the original cost and now I only get one item instead of infinite?

A: It turns out that you will be buying only one item of many different kinds of weapons, so you're actually saving a lot of money. That is not the intend of this mod. It is supposed to cost you a bit more and put some pressure on time management. For every weapon you will buy two of, there is at least one you'll only need one of. It is properly balanced.

Q: I still don't want that.

A: That's cool, you can change every value this mod changes in the ini file.

Q: So I can also use this mod to make things easier?

A: Absolutely. Set Mimic Beacons to be available on game start and be infinite in supply. Go crazy. Heck, give yourself Warden armor and Plasma weapons from the start. Do whatever you want.

Q: I just lost most of my team and figured I recruit new soldiers when the next mission popped up. But now it takes 5 days to get a new Rookie to show up once ordered!?

A: muhah muHAH... MUAHAHAHAHA!

(You can change this in XComGameData.ini of this mod's directory to a different value, including 0 (instant)).

KNOWN ISSUES
Seems to be currently causes issues when used with robojumper's squad select.

PLANNED UPDATES
  • Allow any item to be customizable through the ini, including any modded items (priority).
  • Add a research project that allows specific Proving Ground items to be created in engineering.
  • Add option to make any item consumable upon use.

PAST UPDATES
V1.1
  • Added Staff Order time to recruiting a new Rookie of 5 days. This can be changed in XComGameData.ini of this mod's directory to any value, or 0 if you want it to be instant.
  • Fixed issue where hero armor would not be obtainable at all if basic armor was set to be finite.
  • Fixed issue where Templar Gauntlet weapon would not respect ini settings.

ACKNOWLEDGEMENTS
Whenever this mod is updated, it will override your ini file preferences. If you made a lot of changes, consider saving a copy somewhere, so you can copy/paste it when an update comes around. I intent to update this mod with more features and options.
67 Comments
VS-lockon 19 Aug, 2022 @ 8:04pm 
you kidding this mod gone :(
tmonahan23 16 Jun, 2018 @ 7:51pm 
Does this work with the mod that brings in the laser and coil guns into the game?
DawianTool 4 May, 2018 @ 6:03am 
Hi! What about compatible with Resistance Firearms?
mrPoonPoon 29 Jan, 2018 @ 12:30am 
I dont know what it is but the weapons are all infinite. ive reinstalled, verified and had this mod be the only active one. just not working :/

idk if this is isolated or if others experience it. thought id give a heads up.

I really like the idea of the mod btw
Nitpik 2 Jan, 2018 @ 1:57pm 
I started a new campaign and dont have robojumpers squadselect but when i get to the tutorial to build a medkit in engineering the build list is empty and I cant do anything :(
YangusMangus 15 Sep, 2017 @ 8:08am 
Can you, for example, sell extra predator armor to the black market after you've built a few powered armor?
=[NK]= Col. Jack O'Neil 11 Sep, 2017 @ 5:57am 
Ok.. So I'm using the alt mod manager and nothing flags as conflicting. I've tried this with, and without robojumpers squad select, and I am using richards classes (I've also tested it disabling richards classes). I've edited tand loaded up numerous times. The values and settings in the ini seem to be working on the engineering side of things (prices, starting), although the starting items (Medkits/flashbangs) don't show up in the loadout.

I do have a bunch of mods, but no other ones that should be affecting the load out, but can't seem to pin anything down
Rworqx 10 Sep, 2017 @ 4:16am 
can you activate this mod mid campaign?
CastledCard 8 Sep, 2017 @ 2:43pm 
Could you also add a mode that lets, say five, weapons be built at once? I'd like to increase the build time to Long War number, but since each item gets built one at a time, that length would take to long.
CastledCard 7 Sep, 2017 @ 4:33pm 
Would it be difficult to add the SMG and laser pack mods to the list?