XCOM 2
[WotC] RW Realistic Non Infinite Constructions
87 Comments
4rrakis 13 Dec, 2021 @ 1:44am 
@AlexMBrennan it is a matter of taste. Take LW2 or Covert Infiltration as examples: Both mods use individually built items, and you have to manage more squads simultaneously than in vanilla WotC. And it works.
AlexMBrennan 13 Dec, 2021 @ 1:25am 
>XCOM1 allowed to build advanced Armors/Weapons individually... so why not in XCOM2?

Because in XCOM 1 you manage one squad of soldiers who can be sent on every mission thanks to the absence of fatigue.

XCOM 2 changed this without fixing the equipment system (e.g. the katana should be assignable to the ranger slot on the team instead of a specific ranger class soldier who is currently on vacation) which is why managing limited items (e.g. chosen weapons) is torture.

You are making it worse.
Gwynbleiid 30 Mar, 2021 @ 12:53pm 
@krumiro i have a problem with alien hunter's weapons, they don't appear in engineering to be upgraded to magnetic, they don't even show as unlocked when i finish the research needed, meaning mag weapons and stun lancer autopsy, and you'r mod is the only one that i have that affects gear upgrades, i only added 1 weapon attachment slot to the boltcaster and shadowkeeper with configure upgrade slots but i don't think that that can prevent the schematics for higher tiers to be unlocked, if you can help me i would really appreciate it
iKI10 30 Aug, 2020 @ 11:42am 
Is there any way to blacklist some items restricting them from appliing this mod behavior? It would be good to return old squad-upgrade behavior for some items to mantain compatibility with other mods. Personally I want to blacklist psiamps because I am using Kyuubicle XCOM Psi Overhaul v2 [OLD] and it heavyly rely on infinite psiamps (as squad-upgrade) to create their duplicates for utility slots. Therefore I have utility psiamps only for tier-1, not for higher.
BleakSnowman 24 Jan, 2020 @ 9:32pm 
Thanks! I'll try that and see how it works.
Emmchen 24 Jan, 2020 @ 7:32pm 
@BleakSnowman or... sep 2019 :DDD

@everybody with duplicates

"use this mod with the Resistance Firearms mod"
"unlocked the next level of guns"
"added duplicates of the same weapon, some at a cheaper price then ones of the same type"

resistance firearms uses some weapons for 2 or 3 classes
so... in the end WITH None Infinite you will have 3x t2 FNFAL

1 for the XCOM2 Original Class
1 as a smg for the skirmisher
1 as a vektor rifle for reaper

sollution = blacklist unwanted weapons in the TWO R.Firearms ini.

XCom_DownloadableContentInfo_RF_WotC.ini

One for the Original Class and one for the WOTC Class

as always.... sry for my bad english ;)
onestrongbow GocleCD 20 Dec, 2019 @ 1:00am 
issue with primary pistoles , if anyone has a solution, could u share it pleas
BleakSnowman 3 Sep, 2019 @ 11:36am 
So I'm trying to use this mod with the Resistance Firearms mod, and oh boy is it messing up. After completing the mag weapon research it unlocked the next level of guns, but also added duplicates of the same weapon, some at a cheaper price then ones of the same type.
Is there any way to fix it, so the list of possible weapons to buy isn't bloated with duplicates?
Doozy 10 Jun, 2019 @ 11:25pm 
It seems there's no option for constructing magnetic SPARK Cannons even after completing the proper research. Is there something I'm missing?
Alexandr 26 May, 2019 @ 10:24am 
Why do you wink after every line. Holy god
MrShadow 19 Apr, 2019 @ 5:23am 
Can this be updated to work with the TLP armor and weapons too?
Frightener_One 17 Jan, 2019 @ 6:47pm 
Could you make a WOTC only version? Without TLP it's not letting me use the mod. I hope it's not asking too much because I love all these mods you've made. They are must haves imo.
BTAxis 15 Jan, 2019 @ 5:44am 
That would have been my first guess too.
InputEnd 15 Jan, 2019 @ 5:39am 
@krumiro, not your fault, was talking to someone on a livestream, apparently it is a bug w/ RPGO.
krumiro  [author] 15 Jan, 2019 @ 5:34am 
Still weird... Just retested it now on my own Campaign and I could correctly equip the non-infinite Skirmisher's Tier 2 Ripjack and the non-infinite Templar's Tier 2 Gauntlet with no such anomalous occurrence...
InputEnd 14 Jan, 2019 @ 10:08pm 
Same as BTAxis, having the same issues, I can post pictures? My mod list is huge, not sure if its another mod conflicting.
BTAxis 14 Jan, 2019 @ 9:27am 
I can build the upgraded Ripjack, but I cannot equip it on my Skirmisher (it claims "a Ripjack is already equipped"). I can however upgrade the Templar's gauntlet and properly equip it. The Reaper is also okay.
krumiro  [author] 14 Jan, 2019 @ 8:45am 
Wierd... It works as intended in my Campaign... I have the correct availability to build Hero's Weapons of Tier 2 and 3 after the completion of Tygan's prerequisite Researches (Stunlancer Autopsy, Archon Autopsy, Gauss Weapons, Magnetic Weapons, etc... depending on which one each specific new Tier Hero's Weapon requires)...

Could anyone else please confirm if it works for them as intended as it does for me? or if they experience the same glitch as InputEnd does (and therefore we may identify a possible incompatibility with some other Mod)? Thanks!
InputEnd 14 Jan, 2019 @ 3:01am 
So, I do have a bit of an Issue, how do I upgrade my "Hero" classes weapons? It does not allow me to change the Ripjack on the Skirmisher or the Templar, have no issues w/ Reaper thankfully.
Gas Head 4 Jan, 2019 @ 8:34am 
BTAxis, unfortunately even with RW Realistic Obsolete Availability the "Long war items" are no longer available after upgrading.
BTAxis 2 Jan, 2019 @ 6:34am 
Thank you kindly, sir.
krumiro  [author] 2 Jan, 2019 @ 6:15am 
That's what my other Mini-Mod "RW Realistic Obsolete Availability" is for... ;)
BTAxis 2 Jan, 2019 @ 5:10am 
Actually the medikit thing happens even without this mod, so I guess I shouldn't have brought it up.
BTAxis 2 Jan, 2019 @ 5:04am 
An issue I've run into is that in some cases, obsolete equipment is hidden from the various menus. For instance when you research the Holotargeter Mark II, the standard Holotargeter is no longer available. This is also true for the Nanomedikit, which is obsoleted by the Biomedikit introduced by the Bio Beasts mod. Is that something that's fixable? (Note: I do play with RPGO so soldiers don't default to basic equipment when removing stuff.)
Gas Head 1 Jan, 2019 @ 9:04am 
BTAxis is right, in the mission, the correct damage range is displayed. In the loadout screen it isn't though. It probably is another mod conflict then.
BTAxis 1 Jan, 2019 @ 8:56am 
For what it's worth, here's my mod list: https://pastebin.com/dCNPJGP7
krumiro  [author] 1 Jan, 2019 @ 8:47am 
Still wierd... I checked now again just in case and in my Campaign I can also see the DamageBreakthrough in the Soldier Equip User Interface... I have Shotguns and Pistols Damage Breakthroughs and the +1 shows on all Pistols and Shotguns in the SoldierEquip Menus...

Could anyone else please confirm if it works for them as intended as it does for me? or if they experience the same UserInterface glitch as BTAxis does (and therefore we may identify a possible incompatibility with some other Mod)? Thanks!
BTAxis 1 Jan, 2019 @ 7:48am 
Not to worry. The breakthroughs do work. Gas Head is correct in that the extra damage is not show in the soldier equip UI, but in actual combat it's there. I use the Extended Information mod, and the breakthrough bonus is listed.
krumiro  [author] 1 Jan, 2019 @ 6:34am 
This is so wierd... In my Campaign it works as intended with no such anomaly, I have 2 damage breakthroughs and are correctly applied to my non-infinite weapons.

Could anyone else please confirm if it works for them as intended as it does for me? or if they experience the same glitch as GasHead does (and therefore we may identify a possible incompatibility with some other Mod)? Thanks!
Gas Head 1 Jan, 2019 @ 6:01am 
I think damage breakthroughs (like improved assault rifles or improved sniper rifles for example) do not work with your mod. At least in the soldier equipment screen you get the default damage values for respective guns, even after the breakthrough. Can't remember how it was in "vanilla"...
krumiro  [author] 30 Dec, 2018 @ 4:01am 
Uuuups... Fixed... ;)
BTAxis 30 Dec, 2018 @ 4:00am 
Confirmed. Constructions are once again infinite.
Gas Head 30 Dec, 2018 @ 3:14am 
Even in a new campaign the mod has stopped working since the last update.
Gas Head 29 Dec, 2018 @ 11:54pm 
The last update broke he mod in my ongoing campaign. I can no longer build individual weapons, but only squad upgrades. Haven't testet with a new campaign yet, so I don't know if it's just my save or a general issue...
krumiro  [author] 29 Dec, 2018 @ 1:47pm 
Just uploaded an Update fixing a Bug that was making the Chosen Weapons buildable instead of unique post-killing rewards as they are meant to be… :)

…and also generates the Chosen’s unique Weapons Black Market costs (based on the Sale Price of "its building components”)...I find realistic the possibility to sell also those very pricey items in moments of need (screw he stupid Chosen Pistol, I need the damn Resources for a frickin' Armor right now!)... ;)
krumiro  [author] 27 Dec, 2018 @ 5:58am 
but with enough... (I'm not going to say the word, but it ends with -onations, and it rymes with motivations)... I might push that compatibility update up into my daily free-time to-do list... ;)
krumiro  [author] 26 Dec, 2018 @ 4:27am 
Seydlitz21 you have several of my RW Minimods installed and I think you are confusing which MiniMod is doing what... the construction of 4 ProvingGround Grenades simultaneously is not caused by this MiniMod unintentionally but by my other MiniMod RWOneUseGrenades intentionally with its option ExperimentalGrenadesOfSameKindBuiltWithOneEleriumCore = 4 (to compensate the fact that they are not reusable anymore, 4 one-use-grenades instead of 1 reusable grenade for the same cost) and the MiniMod that is supposed to make Shen's Engineering Items non-instantaneous is not this MiniMod but my other MiniMod RWNonInstantaneousConstructions which currently takes into consideration ProvingGround Grenades and Shen's Engineering Grenades but not yet ProvingGround Grenades "moved" to Shen's Engineering by some other Mod (because I personally like the ProvingGround roulette and have time only to work on compatibilities that I personally use/need in my own campaign... sorry)
Gas Head 25 Dec, 2018 @ 1:51am 
With your mod you can build multiple weapons (rifles, swords, handguns etc) of the chosen for the same cost as comparable plasma weapons, which makes the Plasma tier obsolete (since you get these usually before plasma tier, and they are better than plasma). Is there a way to make these more expensive to build?
seydlitz21 21 Dec, 2018 @ 12:17pm 
Hi krumiro, another problem has arisen :-)
I have the "Useful Autopsies" mods installed. Autopsy of Vipers makes the production of gas grenades available in Engineering, autopsy of Purifiers does the same for incendiary grenades.
I think this is a great idea, which avoids this nonsensical Proving Ground roulette.
However, the grenades are still built instantly and four of each type in every building process.
Autopsy of Chrysalids makes venom rounds available for production and I presume this will have same effect, but haven't been able to test these yet.
Bowelas 20 Dec, 2018 @ 9:50am 
I Appreciate that! :)
krumiro  [author] 20 Dec, 2018 @ 7:22am 
Just uploaded an Update making this Mini-Mod (hopefully) universally compatible with "all" (not "some" as before) other Weapons/Armors/Utilities created by other Mods from other Modders therefore making all off them (hopefully) correctly converted here into Non-Infinite with the above Cost conversion dividends... ;)

If some other Modder's Item are still incompatible (still infinite) let me know... ;)
seydlitz21 18 Dec, 2018 @ 7:53am 
Hi krumiro. First of all, thank you so much for your support.
You were right: it wasn't your TLP upgrade, it was another mod.
As weapons were not affected, I checked those of my installed mods which had a general impact on all armor types, such as "Uniformity" and "Unrestricted customization".
So I got to this helpful and seemingly harmless mod called "WOTC Armor upgrades normalized".
It's descrition sounded already suspicious: "Vanilla Kevlar armor pieces auto-upgrade to corresponding vanilla Predator pieces". It was indeed the perpetrator. After deleting it, everything worked as destined: ordered one set of Predator Armor and I got one!

Thanks also for all your great mods, I have almost all of them installed. Though I have to confess that I deleted your Laser/Coil integration mod instead for another one which allows Coil guns to be the crowning fifth tier achievement of human weapon technology instead of this disgusting Xeno Plasma guns ;-)

krumiro  [author] 18 Dec, 2018 @ 4:30am 
This is so wierd... In my Campaign it works as intended with no such anomaly, I even tested it now just in case... 1 single Predator Armor was built each time... the only thing I can now think about is that some other Mod which you are using is triggering generalized upgrades in the same way that TLP does during its first Mid-Campaign install or affecting the Campaign Settings File where TLP stores the variable determining if it was already installed: (XComGameState_CampaignSettings).TLEInstalled=true ...

Can anyone else please confirm if it works for them as intended as it does for me? or if they experience the same glitch as Seydillz21 does (and therefore we may identify a possible incompatibility with some other Mod)? Thanks!
Bowelas 16 Dec, 2018 @ 10:50pm 
Nice Mod, i used for a while.
But unfortunately it is not compatible with the "Armour Of The Imperium" Mod.
Next tier armors doesn't appear.
seydlitz21 13 Dec, 2018 @ 1:02pm 
Everything worked fine for me with this mod until I built my first predator armor.
Instead one set of armor I received:
23 Predators, 2 Plated Reaper-, 1 Plated Skirmisher-, 2 Plated Templar-Armors, which makes up for 27 Armors and I have 27 soldiers in my roster, though only 1 of each faction hero class.

But waite, there's more! I also got 1 Enhanced Field Plate of each class (except Sharpshooter).
Result: 1 Armor ordered, 31 received, Nice bargain, but nevertheless dissatisfying.

Production of weapons, items and even of vests works just as it should be.
I deleted and reinstalled the mod, started the game again just before predator armor was researched. Result was just the same.
Any ideas what might have caused this deluge of armor? I have tons of mods installed (about 250) which all run without any issues, but there is none which by it's purpose should have any influence on numbers of weapons produced.
krumiro  [author] 12 Dec, 2018 @ 4:14pm 
Just uploaded an Update for compatibility with the Tactical Legacy Pack... ;)
yes_commander 5 Dec, 2018 @ 10:49am 
I'm getting the same as below. Not getting Legacy equipment after tier 1, and with The Axe Mod, after buying my first arc blade (which should unlock the tier 2 axes), all axes are gone. Even the infinite tier 1 starting models are absent from Shen's inventory.
Dzūkian Mushroom Crusade 4 Dec, 2018 @ 2:35pm 
This mod seems to have compatibility problems with the Tactical Legacy Pack. The game runs fine, and I have access to the conventional weapons, but I cannot seem to unlock the magnetic and plasma tier weapons from that DLC.
krumiro  [author] 1 Nov, 2018 @ 12:32pm 
Just uploaded an Update that fixes the duplication of Non Infinite Items of Soldiers coming back from Covert Actions... BUT I don't have the time right now to test it... Here you have it therefore published in advance (before my usual testing) since you guys seem very anxious about it... ;)

Could someone please confirm that it works? thanks. ;)
qwop 5 Aug, 2018 @ 4:38am 
@WordBearer94
Yep, this seems to be an issue with all the mods that make the upgrades finite. This bug pretty much makes these mods pointless, since you really need to do covert actions in WotC and avoiding them makes the game much harder, especially on Legend.

The other mod I am talking about is this: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1130896923

I was hoping that this mod would fix the covert action dup glitch but judging by your comment it doesn't seem like it.

I am so disappointed that there are currently no options for proper XCOM 1 finite gear style.