XCOM 2
2,319 beoordelingen
Reward Decks Refresher
2
2
   
Prijs
Toevoegen aan favorieten
Toegevoegd aan favorieten
Verwijderen uit favorieten
Tags:  modfix
Bestandsgrootte
Geplaatst op
26.812 KB
14 apr 2016 om 11:34
1 wijzigingsnotitie (weergeven)

Abonneren om te downloaden
Reward Decks Refresher

Omschrijving
Refreshes the reward decks array when you enter the avenger screen. Why does this matter? Because when a mod adds a new item to the experimental proving grounds project, it won't get refreshed immediately, as the reward deck only gets generated the first time you completed the relevant proving grounds experimental project. Which means any mods that adds new item won't have an effect if you activate them after your first proving grounds item, or if you disable those mods after you completed them once with the mod active from the start, the reference to those item will still exist in the reward deck, referencing to an item that no longer exist, causing 'experimental project complete' to pop up without giving you the relevant item when it completes, or gives you an xpad which doesn't exist. This mod fixes exactly that problem by refreshing the deck every time you restart the game.

Problems? Follow this guide first! it may solve your problems (applies to all mods) http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=625230005

Compability:
No overrides
WORKS WITH WOTC
115 opmerkingen
Dragon32 9 jun om 7:55 
@AyCe
afaik the only thing that could persist information across campaigns is profile.bin

I don't know of any mods that write to that

If mods are not enabled and user config. files have been cleared, then there's nothing to take effect
AyCe 9 jun om 4:28 
@Dragon32
As I said, no mods loaded that changed ammo types in this fresh campaign, yet it didn't work. So it has to be global or something. Dunno.
Dragon32 6 jun om 16:00 
@AyCe
That's pretty much my understanding, but I thought the deck that items are picked from is "generated the first time you completed the relevant proving grounds experimental project" so what mods you had loaded in a previous campaign won't matter.
AyCe 6 jun om 13:54 
I just started a game (some mods but no LW) with the bug - no message or item when completing experimental ammo. I did have LW enabled in the past though. Then I saved, activated this mod, and continued, starting another experimental ammo project. This time it worked. Thanks!

The way I understand it, the pool for "select next random ammo" is global, not savegame specific, and LW had added stuff into that pool that now no longer exists because the mod is disabled. As a result, when a random ammo type was picked, I got types that no longer exist. This mod always refreshes that global pool with current ammo types. As a result, one may get the same ammo twice in a row and such. Did I get that correct?
Dragon32 17 apr om 18:01 
@pas
I think the WotC Highlander fixes that, but check its change log
pas 17 apr om 13:50 
This mod doesn't fix the issue of experimental ammo project giving no reward. Is it supposed to?
Dragon32 2 dec 2024 om 7:45 
@John Dead By Daylight
Use something that works
https://github.com/X2CommunityCore/xcom2-launcher/wiki/Installation
Ricky Dicky Doo Daa Grimes 2 dec 2024 om 4:27 
this mod seems to have problems loading in the new launcher
J. FAITH 21 nov 2024 om 12:22 
not working with new launcher
Dragon32 31 okt 2024 om 12:21 
@the__mentat
Workshop.