XCOM 2
[UNSUPPORTED] PGO: Weapon Upgrades Addon
41 Comments
Hotl3looded  [author] 16 Oct, 2020 @ 8:07pm 
@Eko you can do it yourself through configs with the new version of Proving Ground Overhaul
Hotl3looded  [author] 16 Oct, 2020 @ 8:06pm 
Hey Guys! I have uploaded a complete rework of Proving Ground Overhaul here .

This mod won't be supported anymore.
Eko 4 Oct, 2020 @ 3:28am 
@Hotl3looded
By any chance will you be making this mod so it works with Mod added upgrades
like from https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2091410349&searchtext=weapon+overhaul
???
that would be crazy awesome if it di :)
Hotl3looded  [author] 30 Sep, 2020 @ 12:34pm 
I will be updating this mod in the coming weeks. It should be a major rework so expect minor inconveniences in ongoing campaigns.

FYI, the PGO mods ONLY make items buildable. They do not change their stats, they do not change their effects. If you get crashes or undesirable tactical behaviors, look elsewhere.
I'm Mr Meeseeks, LOOK AT ME! 24 Feb, 2020 @ 11:19am 
does this conflict with a better repeater?
Triel 6 Nov, 2019 @ 3:19pm 
Yeah, totes would be nice if there was a suppressor version (the previous guy put a link to the their mod)
VS-lockon 31 Oct, 2019 @ 10:45am 
[H]. GrimPanzer 26 Oct, 2019 @ 7:21am 
I looked trough all the mod ini's and files yet cannot seem to find, what line to change if i want the superior weapon upgrades to be unlocked after magnetic weapons instead of plasma (im running coil weapons instead of plasma mod ). Any tips on what to change?
Sniper677™ 16 Sep, 2019 @ 2:29pm 
Added an initial version of German translation as discussion topic above.
=[NK]= Col. Jack O'Neil 6 Sep, 2019 @ 8:06am 
If I could chime in with everyone, don't suppose you could do an option for thos of us who are using tactical suppresors please? :)
Medicman 10 Jul, 2019 @ 6:03am 
Does this interfere with Tactical Suppressors? They all got changed back to repeaters
DragonKingAbashī 21 Jun, 2019 @ 7:59pm 
Does anyone know how to add new items to this mod? I would like to add the Black Hole Generator Weapon and the Sub Sonic Grenades; but I have failed at configuring it. Has anyone succeeded at this or know how to?
Lebowskichild 19 Jun, 2019 @ 5:56am 
Would this work with Weapon Upgrades Expanded WotC?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1159373456

If I load it afterwards there would be no issues, correct?
Kuhler Män 17 Jun, 2019 @ 8:03am 
Got it wrong, didn't know you had to produce everything in order to get better attachments only got basics thus I was confused
Dragon32 6 Jun, 2019 @ 10:05am 
@Kuhler Män:
Basic weapon upgrades projects are unlocked by "Modular Weapons" and "ADVENT Officer Autopsy" researches
Done both of those? Then you should have projects in the Proving Grounds.
Kuhler Män 6 Jun, 2019 @ 2:46am 
Currently mid campaign added Mod prior to launching it.
Yet I can't find the the research projects.
Are they time based?
Enforcer 24 May, 2019 @ 4:47am 
Advanced Hair Trigger doesn't have 5 alien alloys cost as all other advanced tier upgrades
darkdill 12 Apr, 2019 @ 5:36pm 
Small conflict with Tactical Suppressors found: This will revert the basic Suppressor to being the Basic Repeater.
GreatOldOne 31 Aug, 2018 @ 3:40am 
Needed: Additional Engineer Slot(s) in Proving Ground to accompany Mods that add tons of new projects.
I enjoy mods like that change up the Proving Ground and add new projects. One big downside of all those extra projects is that with only one engineer slot it essentially impossible to complete most of them during the campaign.
Silly Serpent 22 Jul, 2018 @ 5:05pm 
I found a personal workaround by editing XComGame.int inside Localization folder to maintain consistency with RPGO. Launch it with a text editor, then rewrite/rename display names & summaries in the main "Techs" heading however you wish (affects what's seen in the proving ground and loot names) while erasing everything under the heading "Vanilla Override" so descriptions in both the armory upgrade section and pre launch mission popups keep those of RPGO's.

I tried deleting the entire localization folder but it left the texts of the buildable mods in the proving ground blank. That's when I tried this test.
B0atsMcG0ats 15 Jul, 2018 @ 11:20am 
Does this work with Grimy's Loot Mod? If so, when you build an item, is there a chance it has modifiers?
Torres 16 Jun, 2018 @ 12:28pm 
I'm in late game, got plenty of elerium cores and I believe I researched everything there's to research but so far can't unlock the crafting of most variants of the superior upgrades.
Hotl3looded  [author] 3 Jun, 2018 @ 3:22pm 
@SentrySent I don't think it is possible

@Matt Rethyu Just the descriptions of the basic attachments. The only functionality this mod changes is to make them buildable. I don't touch the item stats/abilities.

@Cake_Knight You can still get the attachments from alien loot/black market. This mod adds a way to get them that doesn't involve RNG.
Hotl3looded  [author] 3 Jun, 2018 @ 3:15pm 
@Dragon32 if you disable the localization file, the new research projects won't have any text

@prue_horses93 It works for me. You can always try it and if you don't like it just unsubscribe. This mod doesn't make any persistent change so it is safe to enable/disable mid campaign.

@zozj My mod changes the name and the description of the basic attachments. So if my mod loads after DerBK's mod, you get DerBK's stats but my text.
zozj 2 Jun, 2018 @ 7:29pm 
I used DerBK's "Better Attachments" , but this mod override it so I still get the vanilla weapon attachment.
Mifam93 26 May, 2018 @ 3:27pm 
does this mod really work?
SentySent 25 May, 2018 @ 10:52am 
Hey, is there any way to make the engineering bay to build the upgrades in quantities like spending an X amount of supplies to build 5 Basic Scopes?
Dragon32 15 May, 2018 @ 10:55am 
@Matt Rethyu:
This mod also changes the localisation text, so what you see on screen (this bit: Renames basic weapon upgrades for better sorting - e.g. "Scope" is now called "Basic Scope" ).

Doesn't appear that this mod affects the weapon upgrade functionality, just the descriptions.

No idea how RPGO handles these things, but AFAIK XCOM 2 will load mods in the order they were subscribed.

Try renaming this mod's localisation file, to e.g. XComGame.int.old, so its wording changes don't take effect. If this gets an update you'll have to re-do that.
Mattie Rethyu 15 May, 2018 @ 10:35am 
How does it work with RPG Overhaul? I've tried using both but with this one installed the upgrades all have default descriptions instead of RPGO's. Does this mod replace their functionality back to default, or just the descriptions?
Cake_Knight 14 May, 2018 @ 1:23pm 
So, how does this work with loot from aliens?
Starsaver 9 May, 2018 @ 9:17pm 
Im a little confused on what you mean when you talk about renaming Tactical Suppressors. I tried to rename it in the localazation for this mod but, it ended up making everything come up blank.
Schadenfreude 5 May, 2018 @ 8:58pm 
Appreciated.
Hotl3looded  [author] 5 May, 2018 @ 8:28pm 
@Schleicherfreund With the latest update, Grimy's upgrades should no longer appear in the Engineering Bay.

@Iron Tarkus I just tested with Tactical Suppressor and they do get unlocked. Upgrades appear on the "Weapon" tab. This mod renames basic upgrades so the basic suppressor might appear as "basic repeater" but it will have the suppressor's stats.

I suggest you change the localization for the repeater's projects and for the basic repeater item if you use Tactical Suppressors.

Schadenfreude 5 May, 2018 @ 7:57pm 
I didn't a mean as in make all the items buildable, but have a clean coexisting of the two mods, so everything works cleanly, separate from one another, and the emphasis was more on the Tatical Suppressors, since they are an entire rework of the item. I wouldn't even wanna build everything you're supposed to find while scavaging, that would remove the fun from the entire system.
Hotl3looded  [author] 5 May, 2018 @ 7:24pm 
@Iron Tarkus thanks for the report, it was unintentional so I fixed it.

@Schleicherfreund I won't be adding compatibility for Grimy's mods. The guy made way too many items. It would take me days for something that I won't even use. But if someone wants to do it, feel free to copy my code.
Hotl3looded  [author] 5 May, 2018 @ 7:21pm 
Mod Update:

- Fixed a bug where mod added items were modified by this mod
Schadenfreude 5 May, 2018 @ 6:26pm 
I'd really like to see Grimy's Loot and Tactical Suppressor compatibilities.

Thanks for continually adding to the community!
Nero Cross 5 May, 2018 @ 4:34pm 
And the other one I've found:
WOTC Tactical Supressors: The proving ground project lists Repeaters as the item that can be made, even with TacSup installed. After testing, I've found that this project will complete itself just fine, and tell you that it's placed Repeaters in the Weapons submenu as an option to build. However, it doesn't seem to add either Supressors or Repeaters, effectively making that option nonfunctional as long as TacSup is installed.
Nero Cross 5 May, 2018 @ 4:04pm 
Some incompatabilities to report for you:
Grimy's Loot Mod: If you have Grimy's installed, this mod functions as intended for the various attachments covered by the proving grounds projects that it adds, however the grimy-specific attachments like Dragon's Breath or Serrated Edge, etc, are all added to the Weapons tab in Engineering without completing any project, resulting is a massive, mile-long list in that section that makes it very difficult to find specific items you're looking for.

The bright side, for anyone that wants some spicy nonsense, is that you can use this to generate a bunch of grimy's attachments for your weapons without having to roll the dice, as it were, with the normal lootbox style method of aquiring them. There's some stuff in that mile long list that I never even knew existed just from never having rolled it when decrpyting the alien lootboxes.
Hotl3looded  [author] 5 May, 2018 @ 8:24am 
I removed the PGO dependency. This mod can be used as a standalone mod for those who do not wish to use PGO.