XCOM 2
[WotC] Research Rework
53 kommentarer
silverleaf1 10. nov. 2024 kl. 6:31 
@Lago Does this mod prevent automatic autopsies?
Stanley 18. dec. 2021 kl. 2:38 
We are Bloodborne now
PreConceptor 10. feb. 2021 kl. 15:31 
Just wanted to add more mod autopsies to the list, IF you need to update again for whatever reason. Bio Division as well?
Lago  [ophavsmand] 4. feb. 2021 kl. 19:29 
It's all in a config file, so it's pretty easy to add them yourself. Updating resets everyone's configs, so I'd rather avoid that if I'm not doing something vital.
PreConceptor 4. feb. 2021 kl. 14:00 
If you update this again could you include the Pathfinders for autopsy?
Thalioden 3. feb. 2021 kl. 21:56 
No, better labs does not rebate insight costs
Lago  [ophavsmand] 3. feb. 2021 kl. 10:34 
As for Insight costs, as long as you have enough autopsies, you should be fine raising it as high as you want.
Lago  [ophavsmand] 3. feb. 2021 kl. 10:33 
No idea, but it shouldn't.
PreConceptor 3. feb. 2021 kl. 10:01 
Does Better Labs provide rebates on Insight? I'd like to use Better Labs but I want to keep the Insight costs the same (I also boosted some costs to more than 3, if that might make a difference)
Thalioden 12. jan. 2021 kl. 12:15 
Got it. Thanks @RustyDios
Thalioden 9. jan. 2021 kl. 13:04 
How do I find the autopsy template name to add to the config?

I have a couple mods with autopsies ( Salarian Engineer , Turian Striker ) that aren't recognized by Research Rework, but I can't seem to find the relevant template to add...
Thalioden 9. jan. 2021 kl. 12:43 
I've confirmed that my proposed fix works. Researching autopsies that have been patched by this mod give an insight and also give supplies rebate if Better Labs is installed.
Lago  [ophavsmand] 9. jan. 2021 kl. 1:57 
I've marked Better Labs as incompatible for now: if you can confirm that fix works for both (Better Labs gives an Insight and a rebate) I'll integrate it into the mod.
RustyDios 8. jan. 2021 kl. 15:58 
Huh.. going by how BetterLabs wraps the research reward (which is damn clever btw! ) ... the below solution might just work
Thalioden 8. jan. 2021 kl. 15:47 
I modified the XComGame.ini for this mod to read as follows:

[ResearchOverhaul.X2DownloadableContentInfo_ResearchOverhaul]
DLCIdentifier="ResearchOverhaul"

[ResearchOverhaul CHDLCRunOrder]
+RunBefore="BetterLabs_WOTC"

I ran both mods with this alteration, and Research Rework successfully completed its patches according to the log. I'm not sure how this affects Better Labs, however. I'll have to do some in game testing later.
Thalioden 8. jan. 2021 kl. 14:17 
I found it. [WOTC] Better Laboratory seems to be the conflicting mod. Removing it from my load order meant that this mod's patching was successful, according to the logs anyway. Do you know if it's possible for me to make these two mods play nicely together?
Lago  [ophavsmand] 8. jan. 2021 kl. 10:48 
You have another mod installed that's modifying the autopsies.
Thalioden 8. jan. 2021 kl. 10:43 
Here it is. [gist.github.com] Hope it helps. Let me know if you need something else.
Lago  [ophavsmand] 8. jan. 2021 kl. 10:13 
It seems so.

As for your previous issue, you're not the only one having Insights not work for no clear reason.
Could you set bEnableLogging to True in your XComResearchOverhaul.ini and start the game? Then open your Launch.log file and search for 'Lago_ResearchRework'. That'll tell you what the mod's doing and hopefully help me get to the bottom of this.
Thalioden 8. jan. 2021 kl. 10:05 
When I saw that his mod updated with the option to make all autopsies non-instantaneous, I removed [WotC] RW Realistic Non Instantaneous Autopsies, but now I have instantaneous autopsies available . Shouldn't this mod prevent instantaneous autopsies in it's default config? Do I have to start a new campaign for that setting to be effective?
Thalioden 8. jan. 2021 kl. 10:04 
I love the idea of this mod! Unfortunately, I don't think it's working correctly for me. I installed it on a new campaign. But I've received no insights even though I've completed six autopsies . I did add the insights with the console, so I'm "caught up," but I don't appear to be getting the insights automatically.

I also had [WotC] RW Realistic Non Instantaneous Autopsies installed when I started the campaign. Could that be interfering?
Lago  [ophavsmand] 7. jan. 2021 kl. 2:56 
No idea why that'd be happening, but it could explain some of the reports of Insights randomly not being given out. Thanks for the report.

I've added a toggle that'll disable Instant Autopsies entirely. They're not really in the spirit of this mod and it should fix the no Insights issue.
Oblivious Naga 7. jan. 2021 kl. 0:40 
I think theres a bug with instant autopsies that doesnt reward insight
RustyDios 12. dec. 2020 kl. 10:11 
@jmoren01

I may have gotten the commands completely wrong ... try "additem Insight X" as TeslaRage pointed out (with X being the number of insights to add)
jmoren01 12. dec. 2020 kl. 6:35 
@RustyDios I tried both but it's not working so I'm going to have to deactivate the mod because I'm stuck with tier 1 otherwise.
silverleaf1 8. dec. 2020 kl. 6:54 
@Lago figured that might be the case. Thanks for the quick answer.
Lago  [ophavsmand] 8. dec. 2020 kl. 6:49 
You'll need to configure them in the .ini file.
silverleaf1 8. dec. 2020 kl. 4:33 
@Lago Will this mod work with the mods that add coil and laser weapons to the game? In other words will those weapons have the same kind of requirements.?
Philadelphus 5. dec. 2020 kl. 5:47 
Ok, thanks! I probably won't add this to my on-going campaign out of an abundance of caution, but I'll definitely use it in the future.
Lago  [ophavsmand] 5. dec. 2020 kl. 4:52 
Only if it's possible to get Inspiration for a tech you don't have other resources for.
Philadelphus 5. dec. 2020 kl. 2:47 
Just thought of another question after I got inspiration for the Elerium tech in my last play session: is it possible to get inspiration for a tech for which you do not have the required number of insights?
Rockfire ✘ 4. dec. 2020 kl. 15:09 
This is genius.
Syro System 4. dec. 2020 kl. 9:06 
In general, I would advice against installing mods that alter the research somehow mid campaign.

I did that once, and everything worked just fine for a while, and then suddenly I hit a brick wall that I could not progress beyond without hard crashing the game.

Of course, you could gamble it and it might work, but I really don't recommend it.
TeslaRage 4. dec. 2020 kl. 6:46 
Additem actually ☺
RustyDios 4. dec. 2020 kl. 1:31 
mid-campaign you can look at your research archives and work out how many Insights you should have. Add 1 for every 'autopsy', subtract for every Main Tech.

then use console command "giveresources Insight x" where x is the number you worked out
hmm.. it might be "giveitem Insight x"
Philadelphus 4. dec. 2020 kl. 1:21 
Ok, thanks. I'll save it for the next campaign then. :)
Lago  [ophavsmand] 4. dec. 2020 kl. 1:08 
It'll work, but it won't add Insights retroactively.
Philadelphus 3. dec. 2020 kl. 23:38 
Like this idea! Would it work adding it to an in-progress campaign?
Seraphim Sword 3. dec. 2020 kl. 20:31 
This is a great idea, and I like your reasoning behind it as well. Thanks for the mod Lago.
jlars 3. dec. 2020 kl. 17:37 
I appreciate the response and hopefully won't screw anything up too much. Thanks!
Lago  [ophavsmand] 3. dec. 2020 kl. 17:06 
Find XComResearchOverhaul.ini in the mod's folder and add them to the list of MainTechTemplates. You'll need their Template Names, which you can find in whichever Laser and Coil mod you're using's XComGame.int file in the Localisation folder.
jlars 3. dec. 2020 kl. 10:42 
Like this idea a lot. Can you add or show us how to add laser, coil weapons, or other items to the list? I'm technically ignorant.
jmoren01 3. dec. 2020 kl. 9:32 
Great idea.
Jestimac 3. dec. 2020 kl. 9:06 
@ Lago. Thanks for the detailed answer. I really like the idea, it's brilliant. One will definitely need to carry the campaign differently. I'll give it a try in my next campaign. Rgds
Lago  [ophavsmand] 3. dec. 2020 kl. 7:09 
With just WotC, the default tree costs 16 insights and there are 18 autopsies. I deliberately left it a hair lower in case one pesky enemy just won't show up or something.
Alien Hunters adds another three, and any mod autopsies will count too if they're set up in the ini.
TeslaRage 3. dec. 2020 kl. 6:57 
Oh I see. Yeah they should be enough autopsies to get all the Insights you need ☺
Jestimac 3. dec. 2020 kl. 6:04 
@ TeslaRage. I did understand all that. I was just woried about having enough autopsies to generate the insights necessary for all researches. RustyDios answered.
@ RustyDios : Thank you.
TeslaRage 3. dec. 2020 kl. 5:28 
@Jestimac you can only autopsy the same alien one time. For example, sectoid autopsy can only be done one time. This mod does not change that behaviour. What it does is reward you with 1 insight every time you complete an autopsy and then make Insight a cost for some of your techs.
RustyDios 3. dec. 2020 kl. 5:05 
From what I understand you only get 1 insight per autopsy, and the default values are based around the default amount of autopsies.

There are enough autopsies to have 'spare' insights.