XCOM 2
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[WOTC] TeslaRage's Loot Mod
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28 May, 2022 @ 8:06pm
24 Apr, 2024 @ 7:15pm
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[WOTC] TeslaRage's Loot Mod

Description
Overview
We are currently in open beta and not expecting major issues. Potentially minor bug fixes, new upgrades for variety, and balance tuning.

This mod introduces lockboxes that drop from enemy kills that can reward XCOM with weapons/armors complete with randomized upgrades (Diablo-like). Obviously, this mod is heavily inspired by Grimy's Loot Mod (GLM) but has been built from the ground up to allow for better compatibility with other mods and flexibility in how it works i.e. configurable. The intent is for this mod to serve as an alternative to GLM. Many things are not carried over from GLM so please do not expect these 2 mods have the exact same things. Here is the basic idea of how this mod works in its default state.

  1. Lockboxes and its keys can be obtained from timed loot or from blackmarket. In its default form, there are 3 tiers of lockboxes: Rare, Epic and Legendary. The rarity of the lockboxes is independent of XCOM's tech progress.
  2. Lockboxes can be unlocked via Proving Ground (PG) provided Modular Weapons tech has been researched. There are 3 PG projects at start: Unlock Rare/Epic/Legendary Lockbox so that the 3 tiers of lockboxes can be opened.
  3. Unlocking a lockbox is free but takes time. Completing it once will allow more lockboxes to be unlocked using keys which will make their PG project instant.
  4. Every time a lockbox is opened, the game will pick a base item based on the current tech level i.e. Conventional Assault Rifle at start, but as XCOM progresses, opening a lockbox will reward a higher tier item.
  5. Every time an item is rewarded and depending on the lockbox tier, you can either get a Rare, Epic or Legendary item. The rarity determines the types of weapon upgrades the item will come with. Rare lockboxes has a small chance to produce an Epic item. Epic lockboxes has a small chance to produce Legendary. Legendary lockboxes will always net a Legendary item.
  6. The weapon upgrades are taken from base game, mod added upgrades (see compatibilily list), and new upgrades introduced by this mod (over 80 new custom upgrades!)
  7. Chosen Weapons will receive this mod's treatment as well i.e. randomized upgrades.

How flexible is this mod?
Many things are configurable including items that you can get, and what upgrades go along with it. I suggest you peruse the configuration files that explains more on what is possible. It is too long for me to describe.
Note: The config files could use better documentations. Will continue to work on this.

Required Mods
Community Highlander

Suggested Mods
You do not need these mods, but these mods are recommended because they will increase the number of possible upgrades:

Compatibility
  • Weapon upgrades from the following mods are fully supported and has a chance to spawn along with the reward item: A Better Barracks, Melee Attachments, Shield Attachments, Weapon and Item Overhaul, and my own Armor Upgrades.
  • Iridar's Five Tier Weapon Overhaul - compatible via configuration. Please see Config\Base Item Decks\XComTLM.ini
  • Not compatible with Grimy's Loot Mod. C'mon man...
  • Covert Infiltration (Note: It does make CI easier because you don't always have to build new weapons)
  • LWOTC - I do not know. Test and let me know how it goes.
  • Stukovs War mods aka even these weapons won't let you survive

How balanced is this?
"Balanced for a modlist designed to fight Gods and nothing else" -SpartanCaeca

Seriously, it depends on your modlist and how you set up this mod. By default, the upgrades on the weapons generated by this mod cannot be removed for balance sake. This can be changed in config but I find it too strong because 1) You can obtain weapons with 5 upgrade slots 2) You can fine tune the upgrades you slot into these weapons which makes them very potent. The option is all yours to make. You could adjust the drop rate of lockboxes, chances for Epic and Legendary and many more ways to balance this mod with your set up. Please ask if you are not sure.

From my own experience, and others who helped to Alpha and Beta test this mod: the weapons you get can be worse, at par, stronger, or slightly OP.

Loot Mode
This mod can be configured to not drop any lockboxes. Instead, the new upgrades introduced by this mod will drop as loot. This feature is a recent addition to the mod and will require the following mods to make it work:
  • Mitzruti's Perk Pack
  • Mitzruti's Additional Ammo
  • Cut Content Ammo
  • Armor Upgrades

If you do not wish to use any of the above mods, you will need to edit the loot tables in this mod's XComGameCore.ini
Enabling loot mode is as easy as flipping bUpgradesDropAsLoot configuration to true. This can be found in this mod's Config\XComTLM.ini

Mid campaign installs
Yes, this is fine but removing it mid campaign will 100% break things. If you suddenly do not want to play with it anymore, just delete the loot entries (LootEntry and LootEntryAlt) in Config\XComTLM.ini

Credits
  • Early testers! Thank you for feedback and bug reports. I am sorry I don't name you here, but I was worried I might missed out someone.
  • h4ilst0rm for ideas during early development which has remained as the basis of this mod.
  • Xymanek for technical guidance which has made this mod very flexible.
  • RustyDios for the shiny UI for lockbox tech and the mod preview image.
  • Ginger for implementing many of the Highlander features this mod uses.
  • Mitzruti for the wonderful perk pack.
  • SpartanCaeca for the quote in Balance section.
  • Folks over at MEME Modding Discord who has always welcome my mod ideas!
  • All modders from XCOM 2 Modding Discord!
  • Buying me a cup of coffee keeps me going![www.buymeacoffee.com]

This project is hosted on github: https://github.com/TeslaRage/TeslaLootMod

Let me know in the comments below if you have questions!
I hope you will have fun with this mod, I know I did. Thank you for reading!
Popular Discussions View All (5)
51
24 Aug @ 8:53am
Config tweaks
4rrakis
3
12 Jul, 2024 @ 1:12am
Chinese Simple Translation
冷酷的小笼
5
13 May, 2024 @ 6:00pm
PINNED: Frequently Asked Questions (FAQ)
TeslaRage
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.