XCOM 2
Finite Armory
181 Comments
Savar Belmont 2 Sep @ 7:53am 
there's several decent alternatives for this on WOTC
Aldran 2 Sep @ 4:12am 
How is the progress on converting to WOTC?
mrPoonPoon 23 Jan, 2018 @ 3:16am 
I still love you
mrPoonPoon 15 Jan, 2018 @ 5:12pm 
wotc still being worked on?
Cpt_Chaos 29 Sep, 2017 @ 4:43pm 
any update on the ETA?
mrPoonPoon 4 Sep, 2017 @ 8:04am 
awesome!
Kvalyr  [author] 4 Sep, 2017 @ 7:50am 
An update for WotC is in the works (literally testing new version right now). My current plan is to reduce the scope of this mod for the WotC version and limit it to affecting Weapons and Armor only.

Leaving grenades, upgrades and techs untouched to avoid some of the more problematic balance issues, exploits and bugs.

No ETA on when the new version will be uploaded; but work is ongoing.
mrPoonPoon 4 Sep, 2017 @ 7:41am 
would love for wotc
alfn86 2 Sep, 2017 @ 3:43pm 
Understood brother, good work to you! =)
Badger 2 Sep, 2017 @ 6:34am 
beautyy...finite weapons and a marathon mod are my two most crucial mods from vanilla
Savar Belmont 2 Sep, 2017 @ 6:10am 
You live!
Kvalyr  [author] 2 Sep, 2017 @ 5:49am 
This mod was made in the early days of XCOM2 and hasn't been updated to account for various patches and DLC releases since then. I'll look into updating it for WotC and fixing the bugs, but it's no small task.
alfn86 15 Jun, 2017 @ 6:09pm 
It has a bug wich allow you to sell frag grenades in black market. Gives you 45 frag to sell for 25 to 54 (when very interested) each. Also has problems with amount of itens in armory too.
Savar Belmont 5 Dec, 2016 @ 12:32pm 
wonder if this will ever be updated? it's one of my favorite mods but it makes sparks unusable.
tilarium 11 Oct, 2016 @ 9:18pm 
Sadly looks like this mod doesn't play well with the latest patchs/DLCs and isn't friendly with mods that add weapons. It's making everything finite and only granting extra basic items with new recruits and promotions. Sense modded in weapons don't get granted on promotion you don't get any extras and only get the 1.
baden 12 Sep, 2016 @ 12:10pm 
Finite Armoury does not work with the battle rifle mod from Uejji. Or do i need to adjust some of the ini files to get it to work if so please give me some info on what to do.
Green Raven 11 Sep, 2016 @ 9:21am 
Seems like this mod hugely lowers the time needed to build things...
Gerishnakov 3 Jul, 2016 @ 7:31am 
By default this currently seems to make conventional weapons finite, based on soldier classes (i.e. after Gatecrasher I have 4 assault rifles and 1 of each other weapon). This is of course contrary to the description. I'm 99% sure I have no conflicting mods.
Badger 17 May, 2016 @ 9:03pm 
Noticed a new bug with the DLC. Resistance Warrior armor gets affected by your mod now, so you only have 2 suits available to you per campaign; the one in your inventory, and the one that comes pre-equipped on the Resistance Warrior recruit. Turned off only your mod, and the problem dissappeared.
Bullett00th 29 Apr, 2016 @ 6:53pm 
I have no idea whether or not it has to do with this mod but Advanced Explosives project doesn't appear in my Proving Grounds despite having the prerequisites. Could this have smth to do with the mod?
Bullett00th 25 Apr, 2016 @ 4:37am 
Is it possible to somehow sell the created items? I've built 2 swords by mistake and I don't need one
Cmdr.P33N 20 Apr, 2016 @ 10:01pm 
Would you know where your mod shows up in a log file? I'm wading through my log file to try and find a conflict.
Cmdr.P33N 19 Apr, 2016 @ 1:08am 
I think the conflict could be with either "Unlock Experimental Items" mod or the "Grimys Loot" and "Mod Everything" mods. The latter two I know are compatable with each other, but I don't know about the first.
Cmdr.P33N 19 Apr, 2016 @ 12:48am 
So I think I've run into a compatability error. Your mod is no longer really working. When I try to purchase a tier 2 weapon, it only shows it for squad upgrade. BUT when I purchase the squad upgrade, it leaves the upgrade avaliable to be purchased again for the whole squad. It also breaks my game, as although the tier 2 weapons should be researched and unlocked, they are unavaliable to be equiped.
superslayer 17 Apr, 2016 @ 4:30pm 
is their any compatibility issues with other mods, I can't use this anymore for some reason which sucks because this is one of my favourite mods
Bullett00th 12 Apr, 2016 @ 5:20am 
It's a minor thing, but this mod has switched the icons for predator armor and spider suit. Could you change it back?
marshmallow justice 5 Apr, 2016 @ 10:12am 
I changed the prices in the config, from 0.333 to 0.166f, for example, but the changes were not reflected in game? Do I have to start a new game for it?
Math67 3 Apr, 2016 @ 10:27am 
Well I think I encountered a bug, no idea if it's know or not, but, if you give one of your rookies one of your new magnetic rifles, it will vanish forever if you train them with the G.T.S.
Anisotropic 28 Mar, 2016 @ 7:41pm 
Great news! In the meantime, anyone affected can fix it through the console, eg.
AddItem AcidGrenadeMk2
(+Not sure how to remove an item?)

Bug reports aside, this mod has a really neat effect on the game.
The gradual tech rollout opens up all sorts of difficult choices and makes you appreciate each tier a lot more.
Kvalyr  [author] 28 Mar, 2016 @ 11:07am 
@andbruu @anisotropic @eldiabs:

Noted. Will try to get a fix out soon™
andbruu 28 Mar, 2016 @ 4:05am 
@Kvalyr
Same as Anisotropic and eldiabs. Just finished advanced grenades, but my next experimental project created a normal grenade and not a bomb. My current grenades remain normal, and I cant find a way to upgrade them. I can craft plasma grenades.
Anisotropic 27 Mar, 2016 @ 11:22am 
@eldiabs I'm seeing the same thing. I think this mod might make it impossible to build the advanced grenades (Gas Bomb, Acid Bomb, etc). Shame.
andbruu 23 Mar, 2016 @ 6:15pm 
@Kvalyr
Never touched the INI of this mod before, so I wonder why it has none default values... as default? Predator armor is very expensive compared to EXO and spider

; Cost multiplier for Supplies - Kv_FA Default: 0.333f
SCHEMATIC_COST_MULTIPLIER_SUPPLIES = 0.75f

; Cost multiplier for Alien Alloys - Kv_FA Default: 0.333f
SCHEMATIC_COST_MULTIPLIER_ALIEN_ALLOYS = 1.25f

; Cost multiplier for Elerium Dust - Kv_FA Default: 0.333f
SCHEMATIC_COST_MULTIPLIER_ELERIUM_DUST = 1.25f

; Cost multiplier for Artifacts (Corpses, etc.) - Kv_FA Default: 0.333f
SCHEMATIC_COST_MULTIPLIER_ARTIFACTS = 1.0f
eldiabs 23 Mar, 2016 @ 1:49pm 
Would this mod by any chance cause issues with grenades upgrading to bombs? I get emp and smoke upgrades to bombs, but no gas, fire, or acid. They stay grenades after advanced explosives upgrade. Can't think of any other mods I might have that affect grenades or the proving grounds.
superslayer 21 Mar, 2016 @ 1:09pm 
is their any compatibility issues
eldiabs 17 Mar, 2016 @ 4:51pm 
You can modify costs in the ini. It's right in the description.
Bullett00th 17 Mar, 2016 @ 4:00pm 
That is quite a lot of resources. Having to build all separately is enough challenge. Is it possible to have their prices reduced at least slightly?
Stahp hacking my acc 17 Mar, 2016 @ 7:24am 
@Detroit Jones yep, thats whats up.
Swords 17 Mar, 2016 @ 6:42am 
So it seems to be working, I just built 1 suit of Predator armor and it showed up as a x1, but the build costs are at 10 Advent Troopers, 115 Supplies and 20 something crystals.
SharpChipmunk 16 Mar, 2016 @ 1:11pm 
thanks
Bullett00th 16 Mar, 2016 @ 2:40am 
guys, how is it working now? I really want to use it but afraid to mess with my ironman save
Gas Head 16 Mar, 2016 @ 12:25am 
THANK you thank you so much!!!!! This mod is a must!!!
루시퍼 15 Mar, 2016 @ 5:36pm 
I'm really happy you fixed this epic mod! thank you so much
Xeraphale 15 Mar, 2016 @ 5:14pm 
I'm fairly certain that text was added in the patch and isn't anything to do with this mod.
Cat Catz 15 Mar, 2016 @ 4:54pm 
Alright thanks for the update! I am sure the single items purchase works no problem. Though I do not remember their being text that said "(squad upgrade)" next to the item when purchasing.
V3RTIGO 15 Mar, 2016 @ 3:15pm 
Yay! One of my favorite mods is still alive!
Kvalyr  [author] 15 Mar, 2016 @ 2:49pm 
Pushed another update out. The mod should be working again now in theory, but I don't have the time to test it myself.

The crashes should be fixed at this point, so it only remains to be seen if the code that makes the items properly finite and disables free/forced upgrades also works.
andbruu 15 Mar, 2016 @ 2:33pm 
Glad to see that work continues. I'll be happy to wait a while longer for this mod.
DabHand 15 Mar, 2016 @ 2:03pm 
Problem is that removing it stops you building any more or getting the vanilla squad upgrades. Campaign over.

Look on the positive side, many people use the mod and clearly like it - hence all the posts.

Least you're alive!
Kvalyr  [author] 15 Mar, 2016 @ 1:45pm 
Quick fix pushed out which may prevent some of the crashes, but don't expect the mod to work as it should right now. No need to report item upgrades being messed up - I know about it.