XCOM 2
[WOTC] Savage Items BETA 0.63
426 Comments
Hudson Savage  [author] 10 hours ago 
@Skarsatai 2.0 - Thanks for the report. - I'm tackling a patch this week for sure so I'll have a fix up by next weekend.

@BhOLa - A number of things have changed in the mod, so check engineering and your soldiers for content from this mod. The last update removed almost every free item and made you pay of it. - let me know.
Skarsatai 2.0 5 Sep @ 12:16am 
hi hudson savage. about the ignition ammo. after researching the lost it was announed in the lab after successful research but it is not showing up in engineering or proving ground
BhOLa 4 Sep @ 1:57am 
Hello people !!! Quick question -- Is this compatible with LWOTC ?

I swear I remember having used it with it some 3/4 months ago, but when I re-downloaded Xcom 2 today and started a new LWOTC run with this mod, they aren't showing up.

Any help/suggestions ??


BTW; Excellent mod Mr. Savage !! :D :D
Hudson Savage  [author] 21 Aug @ 7:38pm 
Agreed!
Soul 21 Aug @ 7:12pm 
Damn didn't knew the other mods combat knives worked with it lmao,I thought it was only the hidden blades,maybe making it clearer in the partisan desc would be a nice touch
Hudson Savage  [author] 21 Aug @ 6:12pm 
@gz331903 - Combat knives, Hidden Blades and LW combat knives should all be affected by the Partisan AMod. Let me know if you are sure that they aren't.
-As for the hidden blades ability text, yes this is an error. I'm going to fix it soon.
gz331903 21 Aug @ 6:41am 
and did WotC Combat Knives will give extra value to the Partisan AMod?this https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1135248412&searchtext=Musashi+Specops
gz331903 21 Aug @ 5:48am 
Hidden blades describe say it's free action,but when I use,it end the turn
Hudson Savage  [author] 21 Aug @ 5:24am 
@gz331903 - Thanks, noted.
gz331903 20 Aug @ 11:06pm 
the light vest describe say it give 2 Mobility,but it did not improve the stats
Hudson Savage  [author] 19 Aug @ 8:33pm 
@onestrongbow GocleCD - I can shift that to config I think. I'll make a note.

@Skarsatai 2.0 - Yes they were moved to the Lost Autopsy, they also require some Lost corpses now. They may be bugged right now, I'll be putting out a patch, hopefully later this week.
Skarsatai 2.0 14 Aug @ 6:13am 
quick question. IgnitionRounds. I miss them from the start. Was there a change to the old version ? where to get it ?
onestrongbow GocleCD 12 Aug @ 11:08am 
is there a way to make the mission expiration longer ? to make it compatible with lwotc , there must be a time to make inflitration when u use data pad that lead u to a missions , the mods data pad that gives u missions , give u only 24 h to inflitrate them
Hudson Savage  [author] 28 Jul @ 7:07pm 
I'll be on holiday for the next two weeks. when I come back I'll work on another patch for various small issues with this mod and finish off my new mod. Have a good August.
Stukov81-T.TV 25 Jul @ 11:43pm 
i used it together with no issues
Sniffy 25 Jul @ 1:52pm 
I haven't managed to find anyone discussing this yet, but is this compatible with Weapon and Item Overhaul by shiremct?
Hudson Savage  [author] 18 Jul @ 1:06am 
@SportyHeadShot - I believe it should be. It certainly works with TeslaLoot, which is similar.
SportyHeadShot 14 Jul @ 8:12pm 
Is this compatible with Grimy Loot?
Soul 14 Jul @ 6:20pm 
Just a mini suggestion,but Red Haze could use more description,unlike the other syringe that say either in the abilities desc or the flavor text what they increase/moves they give,Red Haze just say you attack allies if no enemy left and can go berserker and "enter Red Haze state",but don't say what they increase/move they give,at least from what I could see. It does say it drain will and make you bleed.
Hudson Savage  [author] 8 Jul @ 5:46pm 
@Stukov81-T.TV - I should check that all the drop probabilities are exposed to config so people can tune them up and down as they prefer.
Stukov81-T.TV 8 Jul @ 11:56am 
You know i tend to have different opinions than most, so playing yourself is definetly a great way
Hudson Savage  [author] 8 Jul @ 5:22am 
@Soul - That was an old version of the vest, it used to give a little mobility, and the crit vulnerability, but also gave a utility slot. Which was bananas because it was also a free infinite item at that point.

I've been making this mod since about 3 months after WOTC came out, there is some deep lore to this thing :D

There is supposed to be one in the Black Market each month, though it is inconsistent, (I might have broken the loot table, because it used to work just fine)

@Stukov81-T.TV - Thanks for the feedback. I'm actually playing a real campaign now, so I want to tune the changes since I last did a real play-through. I reduced the number you could get with the 0.7 update, though it's very possible further reductions are needed. They are supposed to be a fun, exciting bonus, not something you get all the time.
Soul 7 Jul @ 3:46pm 
Saw the update,nice changes,I like the knife mini rework
Just wondering since I was checking some files to remove the slot back on base Amods I saw the lightvest bonus is commented,that intentional? (;+AbilityUnlocksLightVestSlot=SavLightVestBonus)
Just wondering cause since I saw it got some changes I was wondering if those bonuses were tied to that line of command.
Soul 23 Jun @ 8:55am 
So far I got one,didn't made a PG yet so couldn't open so I don't know yet if whats in these really strong or something.
I'll say having 3 of these always in the black market + 1 covert of it each month (at least so far in 3 months it always spawned,dunno if its a chance or just always there) made me swim in crates real fast lmao,and I didn't do a PG yet,got 7 crates
Stukov81-T.TV 23 Jun @ 4:01am 
i think the chances could get reduced quite a bit :p
i did get more caches than i could open :)
Hudson Savage  [author] 23 Jun @ 3:53am 
It's a die roll, you will get a notification telling you what you got if you get lucky on a mission. Different mission categories have differing chances to drop a bonus item and the items that drop can also vary depending on mission type.
Soul 22 Jun @ 8:32pm 
Man so far its a really neat mod with fun additions (I did remove the free utility slot on standard armor cause it feel a tad too strong,rest great so far)

One lil question tho,I realised since I installed it now I get a "good job mission done" message after missions.

Sometime I did get something like a cache and the message was something like "the resistance give you this for a job well done" which is neat.It was a Resistance haven mission.
But sometime it just say "nice,good job" and I do get something,but sometime I get a similar message and get nothing.

TL;DR : Do the messages actually hint if I got something this mission,or is there a way to make these appear only if I did get something? Also just wondering whats the reqs for a chance,or if its always a chance,whats the %. Thanks!
Hudson Savage  [author] 21 Jun @ 11:45pm 
Check it out if you think my mod is too generous.
Hudson Savage  [author] 21 Jun @ 11:44pm 
I'll plug your mod for you :D
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3047058412&searchtext=stukov+savage
reduces the clutter of items a bit and removes the Armor Mod slot from a soldier's loadout.
Stukov81-T.TV 21 Jun @ 11:23pm 
i used it a lot in the past with CI. it has no issues appart from having a ton of items. And when i played you got so many strong items so early. But i think that last part was changed by Hudson Savage

it is an awesome mod
Hudson Savage  [author] 21 Jun @ 6:17pm 
Lol, thanks!, I'll adjust the description to be clearer! I've hardly changed it since release. To be clear, it should be working fine with CI (I use CI myself), as for LWOTC it is semi compatible, though there are many issues with compatibility for now.
Soul 21 Jun @ 6:54am 
So just a (admittedly) silly question to be sure I ain't about to mess anything lmao.
But is it actually compatible with CI?
Cause it say "Currently Covert Infiltration and LWOTC are unsupported."
But then "As of 0.2 this mod natively supports Strategy Overhaul: Covert Infiltration!"
Just wanna be sure if the top part is just old or theres still more troubles with it and its back to be wonky or something.
Same with Armor upgrade,the desc seem conflicted on it lmao,might need some redo on it.
Hudson Savage  [author] 21 Jun @ 1:28am 
Small patch correcting various things folks had reported.
Hudson Savage  [author] 21 Jun @ 12:56am 
Part 2
Repair Kits
√ other soldier can use repair kit to heal proxian;
- good, as a robotic unit they should be fully effected by it.
× proxian class cant use repair kit to heal himself
- self healing is not yet set up for the item, may come in future.
× soldier can use repair kit to heal other human soldier but not any effect, I think its a waste, the skill should be invalid to human;
- This is allowed as it can repair armor on any unit, but only heal robotics. I slightly changed the Item description to make this clearer.

Ration Type items still don’t display rations as their unique equip type. This item has two lines in XComGame.int [SavRationBar X2WeaponTemplate] FriendlyName="Ration Bars"
item cat name cant link to "UtilityCatHeal = ", still display "UtilityCatHeal" not "HEALING ITEM". for example, "AMMO ITEM" can display correctly, not "UtilityCatAmmo".
-Can’t find a fix for this issue yet. It is a long standing issue with several item categories.
Hudson Savage  [author] 21 Jun @ 12:55am 
@Tommy
The Lightweight AMod grants bonus stats based on the Lightweight ability
Default settings
AMOD_LIGHTWEIGHT_DODGE=5
AMOD_LIGHTWEIGHT_MOBILITY=2
AMOD_LIGHTWEIGHT_DETECTION=0.25f

3. proxian class cannot use armor mod.
- There is a ini setting in XComSavageItemsSlots.ini
FindAllowRobotAModSlot = false
Try switching this to true

5. 'Bundle of Blades Armour Mod' is a vest? or an armour mod? Now its vest, but I think it should be an armour mod like 'Lightweight Jacket AMod'.(I used 2644686699_[wotc]Armour Upgrades, so it was changed to a vest module now.)
- Yes that should be a TeslaRage Armor Mod. It seems to be set up correctly, so I'm unsure what is happening.

7. 'Alloyweave Vest' cannot be used
- What form? Is it a TR armor upgrade, or a normal utility vest item?
Stukov81-T.TV 18 Jun @ 12:45pm 
Stukovs Toolbox has a console command to print out a loottable. you could try that to see where your problem is
solvius90 18 Jun @ 11:40am 
So I definitely found out the incompatibility with loot mods Psionics ex Machina, Loot pinatas and lite, maybe World of lost. In general, I tested in different variations. And without these mods, the loot drops normally (I mean in conjunction with Savage items)
Hudson Savage  [author] 17 Jun @ 5:18am 
I started a special category of issues; Tommy's Big List Of Bugs.
Lightweight jacket I'm not sure, I'll check it is correct.
Hudson Savage  [author] 17 Jun @ 5:09am 
@Tommy - thanks! Adding to the list of things to check.
Hudson Savage  [author] 13 Jun @ 8:18pm 
@tommy - Thanks, I'll check that it is behaving as intended.
RustyDios 12 Jun @ 7:38am 
@Tommy
Your link to the Proxian class was broken because steam included the ()'s ... you need to airgap the link for it to be valid (it's a steam quirk)

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2961938793
Tommy 12 Jun @ 7:15am 
Proxian class is a Mechanical unit.
(https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2961938793)

√ other soldier can use repair kit to heal proxian;
× proxian class cant use repair kit to heal himself;
× soldier can use repair kit to heal other human soldier but not any effect, I think its a waste, the skill should be invalid to human;
Hudson Savage  [author] 12 Jun @ 12:57am 
@Tommy - thanks!
Tommy 11 Jun @ 11:11pm 
1.
This item have two lines in XComGame.int
[SavRationBar X2WeaponTemplate]
FriendlyName="Ration Bars"

2.
item cat name cant link to "UtilityCatHeal = ", still display "UtilityCatHeal" not "HEALING ITEM".
for example, "AMMO ITEM" can display correctly, not "UtilityCatAmmo".

3.
this line in XComGame.int:
[DumbTracerDebuff X2AbilityTemplate]
-<Ability:DUMBTRACER_SHOOTER_DEFENCEDEBUFF/>
The "-" is redundant. for example, the effect of "DumbTracerDebuff" display --4.
solvius90 6 Jun @ 11:49pm 
In general, I went back to my old settings and deleted Grimmy loot and, most importantly, Psionics ex Machina. It is Psionics ex Machina that brings chaos to the loot. And so even Loot pinatas lite works well with everything else, including Savage items. Well, just in case, I deleted Shield attachments, because there are also a lot of changes in the loot there
Stukov81-T.TV 6 Jun @ 11:06pm 
it's quite easy to know how loot drops not much to figure out. it's all in the config files
solvius90 6 Jun @ 5:08pm 
In general, I understand. There is something in the Grimmy mod (or in Grimmy loot no boxes from Viper) and Loot pinatas in common, some configs, compatibility. In general, with this bundle, everything drops out evenly for me - cores and PSP, and Psionics, and alloy's. Also, boxes from both mods (Tesla and Grimmy) open normally. FPS is stable. By the way, do you use artificial intelligence to evaluate and write code? And the second question: have you figured out how loot drops yet?)
Stukov81-T.TV 6 Jun @ 9:27am 
Also ... mind you loot pinatas light will lead to you getting considerably less Elerium Cores
Stukov81-T.TV 6 Jun @ 9:27am 
i can only say Grimys Loot Boxes led to multitudes of Problems in my games. From incompatibility with PEXM to Mod Conflict with UFE leading to 1 fps.
You can create your own loottable no problem, but any mistake will totally delete the loottable so that's the risk you take.
I myself have had for a time every item of Savage Items only obtainable as loot. Currently i am not using Savage Items though.
solvius90 6 Jun @ 9:18am 
No, Stukov, that's the point, I just installed it now. But Psionics ex Machina introduces too much variation in loot. I'm testing it now too. I like the change in psionics from Iridar more, but I decided to diversify my experience.