XCOM 2
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[WotC] Limited Reloads
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2.619 MB
6 Jul, 2019 @ 12:13pm
15 Aug, 2021 @ 4:40am
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[WotC] Limited Reloads

Description
This mod limits the number of reloads during a mission.

Both XCOM and enemies have a configurable number of reloads during a mission. XCOM can search corpses for the chance to find extra reloads as well as equip magazines in utility slots (configurable). Soldiers can toss each other magazines if they have matching weapon types (e.g. shotgun to shotgun). There is an AWC Perk that removes the matching weapon-type restriction (AbilityName="ExtraMagsPerkLL"). Check out the configurable exclusion list to remove limited reloads from weapons of your choosing.

NOTE: Secondary infinite-ammo weapons will not have limited reloads. Primary Secondaries will have limited reloads if bPrimaryPistolsInfiniteAmmo = false (Requires X2CommunityHighlander). This is the default setting in XComPrimarySecondaries.ini.

This mod was built from Richard's awesome Limited Reloads mod, and is incompatible with that mod. This release is intended to provide continued support for the original mod concept.

Configure your campaign before you start:

XComFR_OPTIONS.ini provides a bunch of configuration options

XComFR_EXCLUSIONS.ini can be edited to remove weapons from having limited reloads

XComGameData.ini can be edited to provide rookies with the Extra Magazine utility item instead of grenades (commented-out by default)

HUGE thanks to Richard for doing the heavy lifting on the original! Also, thanks to all those that offered suggestions and help with the original mod. Thanks to Ketaros for his 2D icon pack which provides a few of the icon images. Big thanks to Pavonis and Favid for a few scripts I stole from Extended Perk Pack. Big thanks to Musashi for the help with compatibility with weapons. Thanks to all of you posting feedback and suggestions.



FAQ:

Where are the config files? Typically they are found in Steam\steamapps\workshop\content\268500\1794422889\Config

Is the X2CommunityHighlander required? The highlander is required only if you want to have Limited Reloads work with Primary Secondaries.

Why is -bg-'s Free Reload Anytime mod required? FREE RELOADS WILL NOT WORK PROPERLY WITHOUT IT! The Free Reload Anytime mod allows you to see how many free reloads remain from equipped Auto-Loaders. The free reloads are kept separate from the normal reloads, allowing you to choose when to use your free reloads. This is better than the vanilla way of handling free reloads, so it is required. Free reloads from Auto-Loaders cannot be given to an ally.

Can this be used mid-campaign? I recommend starting a new campaign. You can add the items via console commands. The item templates are called ExtraMagazineLL, DoubleMagazineLL, TripleMagazineLL, and QuadMagazineLL.

What weapons are compatible with Limited Reloads? This mod patches all weapons automatically. Or you can choose which weapons have Limited Reloads. Check out XComFR_EXCLUSIONS.ini.

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Please try the Alternative Mod Launcher[github.com]
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Popular Discussions View All (2)
4
13 May, 2020 @ 11:38am
PINNED: Tips & Tricks
looplick
0
27 Jan, 2023 @ 2:35pm
PINNED: CRASH LOGS (post here)
looplick
431 Comments
Soul 4 May @ 5:31am 
Is there a way to add a mobility penalty to the magazines?
Currently they all take up exactly one slot, so there isn't much of a drawback to pick anything else than the quadmag pouch.
I understand that the mod provides other ways to balance it, but im still curious regardless, as the mobility penalty seems to be the best way to balance it in my opinion.
@looplick

So it turned out something in LWOTC overrides the mod's ability to affect pistols. Don't know what, but I installed RPG Overhaul instead of LW and i'm able to limit their shots and make them reloadable again. Only downside is that sidearms don't seem to subtract from the mag pool when I reload them. Don't know if you're still doing updates to this, but figured I'd mention it if you are.

Still one of my favorite mods and I love how tactically engaging it makes the lost and drawn out firefights.
MakuBexx 22 Dec, 2024 @ 3:03pm 
is there a munitions supply drop mod that you could do mid mission that would really make this mod shine I know I've said it before but this mod is favorited in hope of that coming out one day. Adding to enemy pods numbers with new enemies of varying health values while limiting my ammo doesn't sound smart. I could add to the number of utility items but that would be a logistical nightmare I already spend about 30 mins to an hour per character in the customizations alone before the loadout.
looplick  [author] 16 Sep, 2024 @ 11:32am 
@riphimfromhisfuckingthrone

There was a feature in the highlander that could allow a modder to set the mod install order. This mod has to go after Primary Pistols or it doesn't work. If they patched out that feature (it was a bit suspect anyway) that could account for why it's stopped working. I'll look into it.
@looplick

I know I got it to work for sidearms years ago, but I think whatever file I edited got patched out since then because I have not been able to replicate it.

Anyway, I have community highlander and Musashi, but pistols still seem to be infinite.
looplick  [author] 15 Sep, 2024 @ 4:40am 
@riphimfromhisfuckingthrone

You can only apply this mod to primary pistols using the community highlander and Musashi's mod. It doesn't work for secondary pistols.
Still can't get this to apply to pistols of any kind. Does LWOTC override it somehow?
=[NK]= Col. Jack O'Neil 14 Sep, 2024 @ 4:55pm 
I also added the lines of the to the ability that was about sustained fire in the ini as well
looplick  [author] 14 Sep, 2024 @ 8:51am 
@=[NK]= Col. Jack O'Neil

Sounds cool I'll check it out!
=[NK]= Col. Jack O'Neil 8 Sep, 2024 @ 11:42pm 
To get the Marines sustained fire ability to work with the Proficiency class mod, you can open up XComWOTC_APA_MarineSkills.ini

And add the lines (I don't know which one it is, so I added both)
+SUSTAINED_FIRE_VALID_ABILITIES = ReloadLL
+SUSTAINED_FIRE_VALID_ABILITIES = FiniteReloads