XCOM 2
[WotC] Limited Reloads
432 kommentarer
MakuBexx 17. sep. kl. 16:09 
is there still not a mod that drops in a supply crate with more mags like for instance the airstrike mod instead of obliterating the enemy a crate drops with munitions to resupply but you have to get a soldier to it or for a harder approach each soldier needs to get to it.
Soul 4. maj kl. 5:31 
Is there a way to add a mobility penalty to the magazines?
Currently they all take up exactly one slot, so there isn't much of a drawback to pick anything else than the quadmag pouch.
I understand that the mod provides other ways to balance it, but im still curious regardless, as the mobility penalty seems to be the best way to balance it in my opinion.
@looplick

So it turned out something in LWOTC overrides the mod's ability to affect pistols. Don't know what, but I installed RPG Overhaul instead of LW and i'm able to limit their shots and make them reloadable again. Only downside is that sidearms don't seem to subtract from the mag pool when I reload them. Don't know if you're still doing updates to this, but figured I'd mention it if you are.

Still one of my favorite mods and I love how tactically engaging it makes the lost and drawn out firefights.
MakuBexx 22. dec. 2024 kl. 15:03 
is there a munitions supply drop mod that you could do mid mission that would really make this mod shine I know I've said it before but this mod is favorited in hope of that coming out one day. Adding to enemy pods numbers with new enemies of varying health values while limiting my ammo doesn't sound smart. I could add to the number of utility items but that would be a logistical nightmare I already spend about 30 mins to an hour per character in the customizations alone before the loadout.
looplick  [ophavsmand] 16. sep. 2024 kl. 11:32 
@riphimfromhisfuckingthrone

There was a feature in the highlander that could allow a modder to set the mod install order. This mod has to go after Primary Pistols or it doesn't work. If they patched out that feature (it was a bit suspect anyway) that could account for why it's stopped working. I'll look into it.
@looplick

I know I got it to work for sidearms years ago, but I think whatever file I edited got patched out since then because I have not been able to replicate it.

Anyway, I have community highlander and Musashi, but pistols still seem to be infinite.
looplick  [ophavsmand] 15. sep. 2024 kl. 4:40 
@riphimfromhisfuckingthrone

You can only apply this mod to primary pistols using the community highlander and Musashi's mod. It doesn't work for secondary pistols.
Still can't get this to apply to pistols of any kind. Does LWOTC override it somehow?
=[NK]= Col. Jack O'Neil 14. sep. 2024 kl. 16:55 
I also added the lines of the to the ability that was about sustained fire in the ini as well
looplick  [ophavsmand] 14. sep. 2024 kl. 8:51 
@=[NK]= Col. Jack O'Neil

Sounds cool I'll check it out!
=[NK]= Col. Jack O'Neil 8. sep. 2024 kl. 23:42 
To get the Marines sustained fire ability to work with the Proficiency class mod, you can open up XComWOTC_APA_MarineSkills.ini

And add the lines (I don't know which one it is, so I added both)
+SUSTAINED_FIRE_VALID_ABILITIES = ReloadLL
+SUSTAINED_FIRE_VALID_ABILITIES = FiniteReloads
=[NK]= Col. Jack O'Neil 8. sep. 2024 kl. 20:38 
Hey Loop! Is there any chance of adding a preview ability, like what preview LOS does, and also how the gremlin searches for bodies, so that we can preview the bodies locations to find the exact location?
Makk 7. juli 2024 kl. 2:09 
Cool mod, LWOTC need one.
Been struggling to get this to apply to pistols and sidearms. I managed to make it work forever ago, but can't remember how. Any tips?
=[NK]= Col. Jack O'Neil 19. maj 2024 kl. 15:03 
Yes it's compatible
jay 19. maj 2024 kl. 12:43 
Sorry to be that guy lol. How compatible with LWOTC is this mod? I couldn't see any obvious answer in the comments. Mod looks like a great idea - very interested in adding it to my next "very modded" playthrough!
MakuBexx 24. mar. 2024 kl. 5:50 
Awesome mod idea would be good to have a mod where you can call in a supply drop to your location of course that would reveal your location and if in an underground map a shiv with no weapons would move to your location from the edge of the map possibly bringing the enemy right to you.
Noname 21. mar. 2024 kl. 6:54 
@looplick Wow, to know that the project is not dead and the author is still active on steam (after 5 years of mod release) is already REEEALLY good news, and here we even have some future plans for new version.. Fantastic!
looplick  [ophavsmand] 21. mar. 2024 kl. 6:27 
@Noname

Thank-you for the kind words! It's a cool idea. I've been playing around with combining the different ammo types with pouches but I've been so busy with family and career that I haven't had much time.

But, there is a version 3.0 in the works that will include something similar to your idea. As to when that's happening, well, I chip away at it where I can. So no release date as of now.
Noname 21. mar. 2024 kl. 6:21 
Greetings. Excellent mod. Such an idea - mb to combine ammo pouches with experimental ammos? TWO utility slots for AMMO and AMMO imho is a bit too much.. What about - e.g "a 2x pouch of bluscreen rounds" concept. And for balance make experimental pouches reduced by 2 in capacity,.2x pouch of regular rounds becomes 1x experimental ones, 4x - to 2x respectively.
asdron 30. okt. 2023 kl. 15:21 
Apparently this won't work with LWOTC? I tried it, it didn't work.
MrT 27. sep. 2023 kl. 15:17 
Love this mod.
Haven't tested this part yet.
Give ammo work different for gremlins like collect ammo?
wondering if I should pair gremlin users with Iridar sparks that burn through reloads?
My first solution was just to increase ammo search range and make it a free action.
A solider with only search actions lefts kinda peevs me though.
So would a gremlin help me supply my squad?
Could it be made perhaps that only the gremlin could provide ammo?
Might make gremlin roles bigger in my squads.
Victor de Noir 15. juli 2023 kl. 7:01 
@looplick ah ok, I see I was thinking there are mod settings within the xcom 2 interface itself like I see for some other mods. Thanks for the hint.
looplick  [ophavsmand] 15. juli 2023 kl. 4:02 
@Victor de Noir

It's a setting. If you navigate to the XComFR_OPTIONS.ini file you can set all sorts of options.
Victor de Noir 15. juli 2023 kl. 4:00 
@looplick pain mode is a setting or another mod?
looplick  [ophavsmand] 15. juli 2023 kl. 3:55 
@Victor de Noir

You only have to pay for mags in Pain Mode (which is experimental so use at your own risk).

Here's a great mod that allows you to equip secondary weapons in utility slots!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1194081262
Victor de Noir 15. juli 2023 kl. 3:41 
@Skarsatai 2.0 so you are saying that I need to pay if I choose a 4 mag pack? It seemed to me that I have an unlimited number of these at no cost.

@looplick one thing that should be added to this mod is that every solider receives either a sidearm with unlimited ammo, like the sniper or at-least a melee attack (something that does at-least a bit of damage), as otherwise once you are out of ammo your solider is effectively a sitting duck, while they should be still able to hit stuff with their gun (like sometimes you can see that the lancer doesn't use his sword for the melee but his gun).
Skarsatai 2.0 4. juli 2023 kl. 12:39 
interresting side effect: with iridars famous dynamic deployment . You give those soldiers for dynamic deployment mags in the slots. When they called into battle the mags are missing.
RedDobe 29. juni 2023 kl. 16:39 
@Skarsatal - I don't think consumable items are equiped automatically in the base game. i could be wrong.
looplick  [ophavsmand] 29. juni 2023 kl. 16:26 
@Skarsatai 2.0

I'll have to take a look at a better way of doing Pain Mode. The reason the mags don't stay equipped is because they are removed from the utility slots and placed in the backpack before mission start.
Skarsatai 2.0 29. juni 2023 kl. 1:59 
I have another question looplick. When I equipp the soliders with grenades weapons etc all stays in the slot for the next mission if not used. the magazines not. I have to put every mission the mags from utilities back into the slot from each soldier. With a squad of 4 I see no problem. With a squad more than 12 its really work. Can it not be like the other stuff once in a slot stays in a slot ? or is there a switch in the config I did not see? anyway for me still my first nr1 core mod
d_valroth 6. juni 2023 kl. 13:08 
Not sure bringing a not particularly great class just to babysit ammo requirements on a heavy cannon is a very effective use of resources compared to just sticking extra ammo on them. Plus that would require not only using Denmother but also training up at least three other Keepers.
looplick  [ophavsmand] 6. juni 2023 kl. 11:39 
The magazine only slot is a great idea. The only problem is that it would require the Highlander to implement, and I try to keep my mods Highlander free. But I'll add the idea to the list for version 3.0.
Skarsatai 2.0 6. juni 2023 kl. 1:48 
@d_valroth. tip. use a keeper besides the spark with the one shot sniper rifle.
Skarsatai 2.0 6. juni 2023 kl. 1:47 
another idea. an magazin slot only.
d_valroth 24. maj 2023 kl. 12:24 
I just use the 4s for SPARKs with Iridar's heavy cannons, since those things are single shot and only having four shots total is not particularly cool.
=[NK]= Col. Jack O'Neil 24. maj 2023 kl. 4:47 
If yiu use the weight inventory mod you can make each one cost mobility.
Skarsatai 2.0 24. maj 2023 kl. 1:18 
Victor de Noir . Wenn you have to pay for the mags and do not have enough money. Than you have to choose which soldier gets more than two ( sniper) or get less than two ( assault/ frontline fighter ). Its a matter of costs ( in painmode)
Victor de Noir 23. maj 2023 kl. 21:00 
One question, I see the mod allows me to take 1, 2, 3, 4 extra clips as an item in my inventory. In which case would I want to take 2 instead of 4? It seems to me the choice is obvious.
looplick  [ophavsmand] 23. maj 2023 kl. 11:56 
Ah I see. Yes that's doable.
Skarsatai 2.0 23. maj 2023 kl. 11:32 
Yes I use the pain mode. I love it. What I think is as a loot drop from the aliens
looplick  [ophavsmand] 23. maj 2023 kl. 4:26 
@Skarsatai 2.0 Glad to hear you found the issue. As for magazines as loot, I don't quite get what you mean. If you use pain mode, the magazines you bring are moved to the backpack and drop as loot if the soldier is killed. Is there another feature you're looking for?
Skarsatai 2.0 22. maj 2023 kl. 13:34 
Finnally ater a long search I found the problem. It was not your mod it was the redfog switch from another mod. With redfog on sometimes the crash occured. Your mod is great and works fine. Is it possible to bring magazines as loot ?
looplick  [ophavsmand] 27. jan. 2023 kl. 14:41 
@Skarsatai 2.0 I'm unable to replicate your issue at the moment, but if you're willing, please post your log in the pinned discussion CRASH LOGS above. The log is typically found here:

...\Documents\my games\XCOM2 War of the Chosen\XComGame\Logs\Launch

I'm curious so I'd like to dig a bit deeper.
Skarsatai 2.0 27. jan. 2023 kl. 13:07 
Yes. Best modification
looplick  [ophavsmand] 27. jan. 2023 kl. 12:48 
@Skarsatai 2.0 Are you using Pain Mode?
Skarsatai 2.0 27. jan. 2023 kl. 12:39 
It happens on both. The interesting thing is: I can reproduce the error. But I think is is in my crazy modlist. Because when your mod came out since then this ctd on heaven assault was seldom. I do not know what mod alters munition or magazines for this Mission Typ. And why it only happens now for this Mission.
looplick  [ophavsmand] 27. jan. 2023 kl. 12:23 
Also which type of haven assault mission is it? The one where you have to tag 6 civilians or the one where you have a small group to free then the larger group after?
looplick  [ophavsmand] 27. jan. 2023 kl. 12:20 
@Skarsatai 2.0 I'll look into it and see if I can find anything. Does anyone else have this issue?
Skarsatai 2.0 27. jan. 2023 kl. 6:36 
I have a strange behavior on the tactical mission when a heaven assault starts. When I send soldiers equipped with magazines to the site, after the landing and when I can see the Soldiers on the map, a CTD happens. Same Mission, same soldiers without magazines the heaven assault mission works. On every other mission there is no problem at all I can take as much magazines into the battle, erverthing works. its only the heaven aussault missions where I cannot take magazines with me. any hint ?