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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.
@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 ;)
Is there any way to fix it, so the list of possible weapons to buy isn't bloated with duplicates?
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!
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!
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!
…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!)... ;)
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.
If some other Modder's Item are still incompatible (still infinite) let me know... ;)
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 ;-)
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!
But unfortunately it is not compatible with the "Armour Of The Imperium" Mod.
Next tier armors doesn't appear.
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.
Could someone please confirm that it works? thanks. ;)
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.