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What if your mod would leave all the vanilla ammunition stuff alone (buying, developing, finding) and create a "weapon mod" copy - so to speak - of all existing and future ammo and keep the stock numbers in sync .
Meaning if for example you by a Bluescreen Round you get both the vanilla " utility item " and the " weapon mod " but as soon as you equip it on a solider or weapon the other one gets removed from the stockpile too (the number of utility items & weapon mods of that type both get reduced).
I guess it would be more complicated to code (intercepting several more functions I assume) but it would be a lot more flexible for the player.
My serial+zone sniper for example always needs their ammo in utility form = all available weapon mod slots are required for other stuff (aim, clip size and later eg. auto loader or maybe ammo).
Long War 2, no WOTC if that helps
This worked in previous campaigns, maybe the new launcher broke it somehow?
awesome mod(s!) - Thank you for making them (some I consider essential).
RE "only newly acquired ammo becomes weapon mods (Should I change that?)":
My suggestion would be a button / set of buttons or console commands to switch all ammo back and forth.
In case someone wants to remove this mod after testing, it would be helpful in preserving the build ammo.