XCOM 2
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[LWOTC] Permanent Weapon Upgrades
   
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2 Jan @ 10:51pm
4 Jan @ 8:58pm
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[LWOTC] Permanent Weapon Upgrades

Description
  • Weapon upgrades are now permanent and cannot be removed, only replaced by another upgrade, destroying the replaced one.
  • To compensate, the cost of weapon upgrade Proving Grounds projects and their Engineering build costs are reduced by 80%.

This is my personal tweak for Long War of the Chosen. Weapon upgrades being reusable makes perfect sense from the standpoint of realism, but in gameplay terms, if you want to be optimal with your loadouts, you have to go through incredibly tedious process of juggling weapon upgrades before every mission.

The single-buildable system of LWOTC already adds a good amount of tedium, but juggling weapon upgrades is easily the worst part of it, so I wanted to get rid of it.

REQUIREMENTS

Can be safely added or removed mid campaign.

Long War of the Chosen is required, obviously.

COMPATIBILITY

This mod OPTC patches Costs on tech templates and upgrade templates via a configurable inclusion list. It shouldn't have any hard conflicts or incompatibilities beyond other mods also trying to patch up these Costs.

Remove Weapon Upgrades - not hard incomptable, but no reason to use them together either.

CONFIGURATION

This mod is entirely configurable via:
..\steamapps\workshop\content\268500\3399334920\Config\XComPermanentUpgrades.ini

COMPANION MODS

[WOTC] Iridar's Loadout Manager - further helps reduce the tedium on the squad loadout screen. Works well alongside this mod, since the Loadout Manager can't add or remove weapon upgrades to weapons.

CREDITS

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
12 Comments
Iridar  [author] 9 Jan @ 11:55pm 
There's no way in history of ways this mod could have anything to do with any UI issue, like missing the Manage Haven button.

As for Strip Weapon Upgrades, it shouldn't do anything with this mod present unless you specifically configure the Remove Weapon Upgrades mod (that you shouldn't even be using alongside this mod) to allow removing upgrades in the absense of required tech.
Avaritia 9 Jan @ 7:17pm 
I ended up having to investigate deeper, because I was with a few bugs in my campaign, and I tracked it back to when I subscribed to this mod. The bugs kept in my campaign even when I unsubscribed to this mod.

Bugs:
- The button 'Manage Haven' disappeared from the screen where we select soldiers for a mission
- While a weapon upgrade indeed was lost when it was replaced by another, it was possible to work around this by using the buttons 'strip weapon upgrades'
Avaritia 8 Jan @ 8:03pm 
But really liked the idea, I also find it frustrating to micromanage the weapon upgrades.
Avaritia 8 Jan @ 8:02pm 
It is not working for me, it may be due to a conflict to some other mod I am using (I am using the minimalistic modjam https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3384675662) .
Pokey1751 8 Jan @ 12:07am 
fair enough
Iridar  [author] 7 Jan @ 9:57am 
No, sorry, I can't really do mods every time someone asks.
Pokey1751 5 Jan @ 1:02pm 
would like instant squad upgrades for weapon intead of buying individual weapons one at a time. can you do a mod for that please?
Iridar  [author] 4 Jan @ 8:54pm 
No, I forgot to do that part, I'll update the mod.
Forty-Eight Thirds 4 Jan @ 4:15pm 
Does this also reduce the cost of the items in the black market? I could see an infinite money exploit happening if you are able to build elite items for cheap and resell at their usual price.
yes 4 Jan @ 4:10pm 
I would love this if I got stuff from loot mods off the weapon then I could pick where to put them. I pretty much play with them perm I just need to remove stuff first.