XCOM 2
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[WOTC] Proving Ground Overhaul V2
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16 Oct, 2020 @ 7:13pm
21 Oct, 2020 @ 7:24pm
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[WOTC] Proving Ground Overhaul V2

Description
OVERVIEW
I've never liked how the Experimental Projects were implemented in the base game. It just doesn't make sense to magically forget how to build an item after it has been researched.

To fix this inconsistency, I have created a system that tracks which item has been researched through Experimental Projects.

Once an item has been rewarded, it becomes buildable in the Engineering Bay and cannot be obtained anymore through the Experimental Project. Once all items in an Experimental Project have been researched, the project disappears.

To keep things consistent, repeatable projects like "Skulljack" or "E.X.O. Suit" will also behave in the same manner.

Finally, I also added a bunch of new projects to the Proving Ground. These projects were requested by many players over the years.

IMPORTANT NOTE
This mod is a complete rework of the previous version and it is now much more compatible with other mods as it no longer disables the Experimental Projects.

Also, I designed the code to work 100% from configs. This means two things:
  • Anyone can make a "bridge" patch with other mods through configs
  • You can create custom projects 100% from configs, no coding required
    (e.g. you could create a new project that costs X resource, has Y requirement and rewards Z item)

For a full list of features, read this.

COMPATIBILITY
This mod can be added mid campaign and should be compatible with most mods as it mainly adds new stuff.

However, Experimental Items added by other mods will not inherently use the new unlock system.

It is possible to force any Experimental Item to use the new system by adding a single entry in the config files. No coding required.

I encourage mod creators to create bridge mods for the community. Since everything is done through configs, it should be really easy and fast. As an example, I have created this bridge mod for Cut Content Ammo. It took me around 5 minutes to create thanks to the new system introduced by this mod.

If you want to create your own bridge or a custom Proving Ground project but you don't know how to create a mod, use this mod that I have created for you. I created this second mod to make your config modifications persist when I update the main mod.

COMPANION MODS
I recommend the following mods:

CONFIGURATION
The configuration files should be in the following location:
<Your Steam Install> \steamapps\workshop\content\268500\2259746446\Config\

You can configure anything as everything is done through configs.

If you need to alter the items or projects, I highly recommend you do it through [WOTC] WSR - Configuration. If you do it direclty in this mod, your alterations will get wiped on every mod update.

BUG REPORT
If you encounter any bug, please post it here.

CREDITS
I'd like to thank the following persons:
  • The devs of Covert Infiltration as I have learned a lot from their Prototype Armoury mod
  • Iridar for helping me with the code to dynamically hide the Experimental Projects
Popular Discussions View All (5)
34
19 May, 2024 @ 9:18am
PINNED: BUG REPORTS
Hotl3looded
1
13 Apr @ 2:21am
Russian Translation
OmG RoNIKS
1
8 Sep, 2024 @ 8:22pm
PINNED: MOD FEATURES
Hotl3looded
146 Comments
Hoogley 20 May @ 5:33am 
Figured it out! Though, I had to use Iridar's Template Manager to edit the cost and tech requirements for the weapon attachments so they would work properly in Engineering.

Couldn't have done it without this mod. Thanks again!
Hoogley 18 May @ 5:15am 
@ Hotl3looded - Long time user, first time commenter. Great mod.

Is it possible to use the PGO: Custom Projects & Bridges mod to add a Proving Ground unlock for weapon attachments so that I could then tweak Prototype Armoury to have them buildable in Engineering?
Пони-Киллер 23 Apr @ 12:41pm 
How do I set the price for projects of the attachments?
Dęąth Viper 19 Jan @ 1:42am 
If I have a script that blocks one of these items from being built, will this override that and have that item still show up as a research in the proving grounds?
Shezagorath 3 Jan @ 9:57am 
I feel that Core creation is too cheap but terrific mod, doubt I'd play without it again.
the__mentat 16 Nov, 2024 @ 11:31pm 
This is an interesting an important mod, thanks. I reviewed the configuration files as well as installed and reviewed the recommended companion mods, and I am unclear on how to set the ammo cost once you unlock it. It is set to 75 supplies (playing on legend, if it matters).
bring_me_to_life.mp3.exe 30 Sep, 2024 @ 9:49pm 
Shredstorm cannon fix is no longer needed as it's incorporated into Highlander.
VII 27 Aug, 2024 @ 6:59pm 
seems to be a compatibility issue with lwotc with experimental armors
one refers to some of the research as PlatedVestProject (lwotc)
the other refers to to it as PlatedVestunlocktech (PG)
this stops certain vests being build in engineering after do pre-reqs.anyone able to tell me what i need to do to fix this?
Pneuma 18 May, 2024 @ 3:59pm 
Slight update on the below
Due to a different naming scheme, for the Incendiary Warhead only it must be changed from "FireGrenadeM3" to "FirebombMk3"

Below is still fully correct for Acid and Gas
Pneuma 18 May, 2024 @ 3:53pm 
Hey, as @MalteseFalchion said below there is a problem with the Superior Explosives compatibilty caused by a typo in the config. In WeaponTuning.ini for this mod the Tier 3 explosives for Acid, Gas, and Incendiary are all labeled as "GrenadeM3" where it should be "GrenadeMk3". Updating this manually restores intented functionality.
If the author could push this as an official update it would be much appreciated :steamthumbsup: