XCOM 2
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Advanced Modular Weapons
   
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149.318 KB
16 Feb, 2016 @ 4:04pm
3 Mar, 2016 @ 1:53pm
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Advanced Modular Weapons

Description
Ever wondered why you could miss out on a weapon upgrade slot depending on your regional bonuses? Well wonder no longer!

Advanced Modular Weapons adds a new project to the Proving Grounds that unlocks an additional upgrade slot for all of your soldier's primary weapons upon completion. Also removes the "Armed to the Teeth" regional bonus from the game, which has had its functionality replaced by this.

F.A.Q.
Q: Can I plug this into an existing campaign?
A: Yup, go ahead! For obvoius reasons I advise against adding this to any campaign where you've already unlocked Armed to the Teeth. If the bonus is on the map but you haven't unlocked it yet, then you should be fine.

Q: How long does the project take? How much does it cost
A: By default, the project takes 20 days to complete without an Engineer staffed in the Proving Grounds and 10 days with one staffed. It costs 200 Supplies and 20 Alloys. This, of course, can be altered in the .ini files included in the mod.

Q: Will this work with [INSERT MOD NAME HERE]?
A: If the mod in question doesn't run into issues when a player unlocks Armed to the Teeth in the vanilla game, then you're probably fine.

Q: GIMMIE LOCKED & LOADED!
A: That's not a question. Anyways, I'll get around to this, but I feel it isn't as in-line with XCOM 2's balance as the base mod is, so it's a smidge low on my list of priorities at the moment.

Compatability
Classes this mod overrides: None. Hooray!

To-Do
  • Replace Armed to the Teeth's existing effect with a new bonus perk and reintroduce it.
  • Provide an optional replacement for the "Locked & Loaded" bonus.
  • Add resource/time scaling for varying difficulty levels.
  • Add more localization options.
Popular Discussions View All (2)
7
3 Aug, 2018 @ 8:19pm
Adding Localization.
thunderbeast
6
13 May, 2022 @ 4:00am
Bug Reports/Feedback
S.Flo
159 Comments
[TuP]tammi 8 Sep, 2024 @ 1:20pm 
This still cause autofail to my gatecrasher of lwotc run
Limer 29 Aug, 2024 @ 7:37am 
This mod works perfectly fine if you install it AFTER the first mission of a new campaign (the "Gatecrasher" mission).

And remember to uninstall it before starting a new playtrough .
FryingPanEm 6 Jan, 2024 @ 8:15pm 
As stated below, this mod is associated with a bug that causes important missions to auto-fail or crash. Do NOT download.
VS-lockon 12 Nov, 2023 @ 4:03pm 
thank
MasterChef101 1 Jun, 2023 @ 1:30pm 
This mod autofails missions! DO NOT USE!
Dęąth Viper 10 Apr, 2022 @ 8:44am 
How did you get this to work with armor? I have been trying to figure out how to add more slots to armor for grimy loot mod and release it as a patch in the loot mod no box mod...
Zyhgar The Phoenix 6 Nov, 2020 @ 8:51pm 
You know you can just copy and paste the name into the workshop and find the WOTC version ?
Here's the Link :feste:
Effortless Progress 6 Nov, 2020 @ 10:33am 
Please link WOTC version. Thought it would work, instead spent 40 hours trying to find what braks the game.
♠.brT 26 Apr, 2020 @ 8:52am 
it still auto fails in the gatecrasher mission.. (it even auto fails mid cutscene if you enable the tutorial), reminder that there is an WOTC version of this mod, don't know how well it works though.
Voidlord597 9 Jan, 2020 @ 5:28pm 
Is auto-failing missions still a problem? I'm also curious how this mod would be related to such a problem.