XCOM 2
[WOTC] TeslaRage's Loot Mod
589 Comments
Dragon32 22 Aug @ 11:08am 
@neur0n23
No worries. I think I got that from Zelfana on the modding Discord.

I don't know of a mod that adds the projects you're asking for though, I'm afraid.
neur0n23 22 Aug @ 8:42am 
@Dragon32 - you, dear Sir, know your stuff! This is exactly what I found in my load order.
Thank you!
I have since changed the string DontRemoveUpgradesFromNamedWeapons= to TRUE and think this should take care of this part.
If TeslaRage (or someone who knows) ever sees this however - my original question (how to add projects to remove attachments from named weapons for a supply+time cost) still stands.
Dragon32 21 Aug @ 11:02am 
@neur0n23
You shouldn't be able to remove the attachments. You're probably running "Remove Weapon Upgrades" with DontRemoveUpgradesFromNamedWeapons=false
neur0n23 21 Aug @ 8:53am 
Also, how would I go about reducing the selling prices of lootboxes in the Blackmarket? Playing LWotC the supply influx one can get from these boxes (be it rare epic or legendary) can allow to run your whole economy just from these items, and it trivializes the campaign somewhat. (obviously the answer is not to fall to temptation but I seek a more immersive solution...)

Maybe I could I edit the configs (but where) to reduce the drop rates of all boxes? I find the game is VERY generous with those and since the default LWotC experience is to be poor and miserable, it somewhat goes against this ;)
neur0n23 21 Aug @ 8:53am 
Hi TeslaRage! First of all thanks so much for this mod I mark it as essential!

I would want to find a way to strip upgrades on weapons obtained from loot boxes in your mod. I know that I can simply click "strip upgrades" - but it feels a bit too strong and OP.

I think a proving ground project - where for some supplies cost + time Shen could task engineers with reverse-engineering the weapons mods and having them then be able to use as regular mods on all weapons would be a nice solution.

How would I go about doing this? It could be a Lab project as well - if that would be simpler, but I think Engineering projects fits better here.

Thanks so much again for your work, this is an essential mod!
Oniwabanshu 13 Aug @ 3:15pm 
Editing in " +BaseItems = (TemplateName = "GrenadeLauncher_BM") " at XComTLM.ini is not enough to get beam grenade launchers in LWotC, it does seem to work for the standalone beam grenade launcher mod.
FastLite 12 Aug @ 2:17pm 
How hard is it to move unlocking lootbox from proving grounds to lab? I think I have conflicting mods and I don't get a screen after box is unlocked or any random loot. So I want to try and see if it works
Mr.Nuke 11 Aug @ 11:01am 
This s actually pretty cool on some guns. I'd say more of feature than a bug. The gremlin is the sore spot though. I want to put 3 mod slots on the mk3 gremlin
Mr.Nuke 11 Aug @ 11:00am 
I stripped all of the looted weapons of their upgrades trying to deploy elerium jets to armor. now I can't put them back but can put them on other weapons as upgrades. Is there a way to prevent this or just manually strip upgrades?
Lebowskichild 2 Aug @ 6:45am 
I wonder, has anyone ever thought of making the lockboxes recoverable from the extract supply missions? Having them only be available through those missions would give more incentive to do those missions later in the game when supplies have become aplenty.

I would still have the black market sometimes have them and also keys, but not dropping on timed loot or at the end of missions.
CommandoWaos 30 Jul @ 11:44pm 
For some reason, when I open a loot box of any rarity, I don't get the options to choose which weapon to open and only the random option appears, but when I choose it, it doesn't give me any weapons. Is there a solution?
Major Mozzer 23 Jul @ 5:52am 
Does this also give you weapons from mods like Resistance Firearms or does it only use the vanilla weapon models and/or weapons that aren't just reskins?
RustyDios  [author] 1 Jul @ 12:09pm 
Have you installed another mod/facility that 'poaches' the projects from the Proving Ground? for example the Combined Workshop&Lab ?
Lebowskichild 1 Jul @ 10:06am 
You need a lock box key @PornStarsAreButter?
PornStarsAreButter 30 Jun @ 10:38am 
Question for the class. Lockboxes are showing up, I have modular weapons researched, and I have the proving grounds built, but I don’t have the project option to unlock any boxes. What am I missing here?
Rey 25 Jun @ 7:25pm 
can you make the settings available in the mod menu like Grimy?
korflametank8 25 Jun @ 7:06am 
Thank you both for responses, I did finally get a gremlin, not sure why it wasn't showing up with the -1 config. I guess chemthrowers and tesla rifles need to be added to have other "common" primaries in the drop pool
Lebowskichild 23 Jun @ 9:52am 
@korflametank8

Do you have some of the suggested mods installed? I may be wrong, but you won't get swords or shields from loot boxes, if you don't have the shield or melee attachments mods.

I'm running a campaign at the moment, where I have received at least one gremlin and one grenade launcher from vanilla weapons.
Dragon32 23 Jun @ 7:21am 
@korflametank8
Not sure I'm afraid, when I last ran a campaign with this I'm pretty sure I was getting a mix of everything. Hopefully someone who knows will come along.
korflametank8 23 Jun @ 6:43am 
I'm only having primary weapons show up from the boxes. Even with "NumOfCategoriesToChooseFrom = -1" I dont have swords, armors, grenade launchers, ect... To choose from. I've poked around the config quite a bit but i dont see anything that says primary weapons only. What am i doing wrong?
Rozmetal 19 Jun @ 1:00pm 
What comments? In text file or here? I cant find that txt, where is?
Dragon32 19 Jun @ 7:06am 
@Rozmetal
Re-read the comments about bUpgradesDropAsLoot in the .ini
Rozmetal 19 Jun @ 12:43am 
Hello, Im pretty sure Im in max tech level, behind half of game progress, but still no lockbox drop. I get loot in every mission, but no lockbox. I changed bUpgradesDropAsLoot configuration to true, because I dont want any mod mentioned before this change. Why I dont get any lootbox? In proving groiunds are lockboxes visible.
Big Brother Max 11 Jun @ 10:42am 
Hey is there somewhere I can find all the loot that can br dropped or the loot boxes for a command in console?
Dragon32 11 Jun @ 7:54am 
@Eonflare
The unmodded game only has 2 tiers of grenade launcher. I don't know if the Beam Grenade Launcher is supported natively or would need a bridge mod. From what you say I think a bridge mod would be needed.
Eonflare 11 Jun @ 4:03am 
Hey, I'm pretty sure I'm at the point in the game where I've got the highest tier equipment (Plasma, Tier 5, whatever it's called), but I frequently get only mid tech grenade launchers, as opposed to the top tech ones. I've gotten at least one beam grenade launcher, so I know I should be able to get the best ones, but I frequently don't.
What exactly is it that you need to unlock get the best grenade launchers?
solvius90 6 Jun @ 2:28am 
Okey. I deleted mele and shield attachments, and keep Psionics ex Machina, Tesla loot and (suddenly) grimy loot no boxes, and Loot pinatas lite. And all works fine. Loot drops evenly and fairly
solvius90 5 Jun @ 4:50pm 
In fact, if you have mods installed that make changes to the loot tables, then you will rarely get anything. Accordingly, without Melee Attachments, Shield Attachments. And Psionics Ex Machina will rarely drop at all, even cores will not be there. And if you install Savage items - goodbye and Tesla containers. Mod fixes are needed for these mods to work and for uniform distribution of loot
david.kahil1 24 May @ 1:10am 
i dont knnow but i am playing LWOTC and it gave me a bad af legendary grenade launcher so it seems pretty cool but you have to build a proving ground. I am sort of stuck , torn between disabling that function or keeping it because it adds a twist to my normal facilities build
lety4ayavoropaeva 23 May @ 12:36pm 
there is no Inv_Random_TLM picture, the rest seem to be displayed normally
space is cool 21 May @ 8:42am 
researched mag weapons and it started giving mag though.
Dragon32 21 May @ 8:01am 
@space is cool
You're using LWotC? That'll be the problem.
space is cool 21 May @ 1:42am 
I have laser weapons unlocked, but not getting any laser weapons from the loot boxes ?
Daddy Kaneki 17 May @ 7:11pm 
Is there a way to sell the weapons to the Black Market? I have a long playthrough and I have a lot of them that I don't want to use, mostly because they come with ammo mods which make my ammo slot useless
space is cool 14 May @ 3:51am 
also does this work with other gun mods like mercenary plasma :D
space is cool 14 May @ 3:47am 
does this work with loot pinata and lwotc alright or no
DoctorVader 5 May @ 2:50am 
You can ignore that post. The Modification is from Stukov's mod, sorry, not the base mod.
DoctorVader 5 May @ 2:13am 
Love this mod, just rolled some armor that are supposed to give the soldier a vest slot but it appears to not being working. I do not have the "Armor Upgrades" mod installed, is that why? That appears to change the way vests work altogether vs. just giving a vest bonus slot to the soldier.
Daddy Kaneki 3 May @ 5:42am 
How does this interact with Loot Pinatas?
John Helldiver 29 Apr @ 7:21pm 
to answer some questions. In LWOTC you need to craft at least 1 weapon of the current technology to get that weapon from the boxes. Example: you unlock lasers and want laser rifles? craft 1 laser rifle then open the boxes, you have to do it with all weapons, including swords and knifes and stuff. What I would like to add is... Can the creator make an option so it drops chosen weapons????????? (I like to be all powerful)
Uguu 21 Apr @ 10:27pm 
Is there anyway to config the mod so it stop giving lower tier weapon when you unlocked higher ones?
☂dizzy 8 Apr @ 6:36pm 
hell yes, Grimy's Loot Mod was my favourite mod.
Madhouse 8 Apr @ 4:13pm 
I too have an issue on a new run of LWOTC with the boxes dropping regular weapons even after unlocking all laser weapons
Grunt 23 Mar @ 12:25pm 
And on other LWOTC runs, the moment i complete mag weapons research, it just gives me mag weapons when opening boxes
Grunt 23 Mar @ 12:24pm 
Does this mod work with LWOTC where you need to make all the weapons manually? When i tried it, even with advanced magnetic weapons research, it still gives me T1 weapons.
Scroller 21 Mar @ 11:13am 
@mimiji2121 - I seem to recall that a workaround for this is to have 'spare' weapons in your inventory list. For example, if you want to find a rifle in a loot drop then have a rifle in your armoury that doesn't get used.
mimiji2121 20 Mar @ 1:39pm 
I was running this mod alongside the Glaive melee weapon mod. It went fine until recently when I unlocked T3 Glaives through the loot box. Since then, I have only received either Glaive or random (which is also Glaive). For context, I also ran the Prototype Armory mod, so my weapon had to be bought individually and during that time, I hadn't upgraded my Glaive yet. Does this mod only choose to generate gear with the highest tech tier? I got soft locked and couldn't get anything other than glaive
Demyse 8 Feb @ 10:43pm 
Is there a way to make sure the Chosen weapons don't come with an ammo type? Very annoying to have venom rounds on the darkclaw and not be able to remove the mods or add different ones as the weapon is no longer able to be upgraded. I"ve dug around in the config files but can't find that specific one
Church.exe 25 Jan @ 1:30pm 
In the description it says "Many things are not carried over from GLM so please do not expect these 2 mods have the exact same things" but is there any list of the specific features that aren't carried over or behave differently between the two mods?