XCOM 2
[WOTC] Buildable Items
20 Comments
Axe guy 9 Jan @ 3:39am 
loved the mod, but i have to admit, the type-4 lancer vest is so overpowered that there is no reason to not equip every soldier with it in the end game. +2 mobility is super powerfull
WorldWalker128 7 Jun, 2024 @ 12:30pm 
Now see, a mod like this is makes sense to have been the standard from the get-go. A "Proving Ground" is a place to test a proof of concept. Once it's been proven to be possible it doesn't make sense for that project to be there anymore.
Alpha115  [author] 17 Jul, 2023 @ 6:17am 
@lichen93 yes, since this mod does something similar.
lichen93 16 Jul, 2023 @ 11:58pm 
Is the "useful autopsy" mods conflict ?
Alpha115  [author] 25 Jun, 2023 @ 10:11pm 
@S. Agent Gadriel Fixed.
S. Agent Gadriel 25 Jun, 2023 @ 7:47am 
So, I just got 1400 supplies from the black market because they were very interested in Combat Vests, so interested they bought them for over twice the price to build them.
Might want to look into that.
Alpha115  [author] 9 Apr, 2023 @ 3:46pm 
@Fonzo, seems like an error with installing the mod mid campaign.
Fonzo 9 Apr, 2023 @ 3:14pm 
Guess this is a bug as the Hazmat Vest cost includes the line 0 Andromedon Wrecks. Should probably be 1 or just remove that requirement.
Also are flashbangs suppossed to be free with this mod? They are on my save after installing this.
Zigg Price 24 Mar, 2023 @ 11:50pm 
Has anyone figured out how this interacts with PGO2? Since PGO2 is incompatible with the "Better Autopsy" mods, I am afraid this is incompatible, as well.
Fortune 10 Apr, 2022 @ 1:58am 
One thing I've noticed, this doesn't seem to add the ability to build acid bombs. Could this be added? possibly requiring andromedon research?
Gleem 14 Feb, 2022 @ 5:38am 
Is there any way I could convince you to add PCS and the more advanced weapon mods? Or even just pointing me in the right direction for making the changes myself.
Alpha115  [author] 25 Sep, 2021 @ 7:29am 
it would require editing the source code.
Zigg Price 25 Sep, 2021 @ 2:15am 
Gotcha. I haven't dug around into the mod too much, yet, but what's the process to try to add more tech unlocks through autopsies? I assume it's more than just a few ini edits.
Alpha115  [author] 24 Sep, 2021 @ 10:25pm 
Yes that is a mod so it wont upgrade the buildable grenades in this mod. This mod is has no interactions with other mods. If you use that mod it wont conflict but the buildable grenades wont be tier three. the random grenade thing in the proving ground would give you tier three grenades.
Zigg Price 24 Sep, 2021 @ 9:20pm 
Superior Exosives upgrades the vanilla tier 2 explosives to tier 3.
Alpha115  [author] 24 Sep, 2021 @ 4:35pm 
If its from a different mod then no. If you are talking the base game explosive upgrades then yes.
Zigg Price 24 Sep, 2021 @ 2:55pm 
It's like PGO Lite. I love it. Also makes way more sense to have the stuff locked behind autopsies, rather than random lotto draws in the Proving Grounds. Would this still allow use of the upgraded items, including Superior Explosive upgrades?
Vacuumrider 17 May, 2021 @ 7:17am 
I really like this idea. I suggest poison rounds with viper autopsy as it's one of the weakest ammo and chryssalids appears late. Of course acid grenade with andromedon. The other heavy/powered weapons could go with gauss weapons, storm gun, beam cannon and plasma lance, and maybe MEC and sectopod. I thought about more frost bombs with viper king autopsy but it's probably a bad idea.

Is it possible to make sure this mod is compatible with "[WOTC] Proving Ground Overhaul V2" ?
toby353535 9 May, 2021 @ 2:21pm 
Spelling error Stasis not statis
QMagi 22 Apr, 2021 @ 1:12pm 
Hmm... what have we HERE?