XCOM 2
344 ratings
High Quality Rounds [WotC + Vanilla]
   
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Tags:  item, Ammo
File Size
Posted
Updated
194.303 KB
26 Apr, 2016 @ 4:29pm
3 Jun, 2016 @ 9:12pm
2 Change Notes ( view )

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High Quality Rounds [WotC + Vanilla]

In 3 collections by Mythrell
Mythrell's Season 4 LP installed mods.
47 items
Season 5 LP mod list
47 items
Mythrell's Let's Play Game Balance Mods
34 items
Description
High Quality Rounds XCOM 2 Mod, this mod adds new ammo item into the game. Works both in WOTC and vanilla XCOM 2.

Originally intended to be a part of the Ammo and Vest Slots mod but works also just fine as independent mod.

Features Added:
- New High Quality Round you can build from Engineering. Costs 25 supplies and one is required to build experimental ammo.

By default High Quality Rounds add +5 to accuracy (half the amount of tracer rounds) .

Configurable via XComHighQualityRounds.ini:
- Aim and Damage mod of new ammo
- Critical Chance and Critical Damage bonus
- Armor Penetration
- Supply cost
- Enable or disable experimental ammo build requirement.

Recommended mod:
-Ammo and Vest Slots Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=674420475

Thanks for everyone who is sharing information and script examples in forums and reddits, I have been through most of it and I would never been able to do any of this without those examples.

Also available on Nexus: http://www.nexusmods.com/xcom2/mods/555/?
73 Comments
BlueFénix 1 Jun @ 12:40pm 
The mod loader says this doesn't work for war of the chosen and now it does not launch at all
Marcus 6 Apr @ 8:09am 
RequiresXPACK=true - copy this into the XCOMMOD.file and save. It will be there when you restart the game. I had the same trouble as you, with it not showing up in the game, this fixed it for me.
J. FAITH 21 Nov, 2024 @ 12:20pm 
stopped working with the new launcher
Mythrell  [author] 25 Jul, 2024 @ 12:44pm 
I don't see how it would, but you can always try setting your load order so that the HQ Rounds is loaded first and then the other mod.
Daddy Takeda 16 Jul, 2024 @ 8:26am 
Your mod and this one (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1533457608) are conflicting and it makes little sense. One is for armor, yours if for an item in the shop. The conflict appears to prevent an ability to phase through walls. The mod I've shared above makes the wraith suit ability passive, but your mod appears to prevent that and make it cost a use. Anyway to make them compatible? Maybe removing lines your mods doesn't need that interact with the other mod? Thanks.
zin 5 Apr, 2023 @ 2:28pm 
@MightNight Late, but you could perhaps change the cost to 0 supplies.
zin 20 Mar, 2023 @ 12:53pm 
Sweet!
Mythrell  [author] 20 Mar, 2023 @ 12:47pm 
yes
zin 20 Mar, 2023 @ 12:15pm 
Is it safe, and does it work, if you add this mod mid-campaign? :)
MightNight 23 Sep, 2021 @ 12:27pm 
Could you add a way to make these a starting unlimited ammo please?