XCOM 2
Ultimate Workshop Reloaded WOTC
100 Comments
Where is the file that I can edit the costs? I have no idea what you mean by Initial Release
bucktail0117 7 Jan, 2024 @ 12:29pm 
so is there a new version of this that makes you have to do some research before unlocking each tier?
Badger 6 Oct, 2023 @ 6:28pm 
You should maybe consider renaming this mod; it doesn't make these items buildable from The Workshop facility, it makes them buildable from Engineering.
MrBananaClipps 5 Oct, 2022 @ 9:35am 
Vanilla: "Craft Loot! Build Weapon Mods and PCSs" your welcome
Whyte One 27 Sep, 2022 @ 10:25am 
iS THERE A WAY TO MAKE THIS VERSION WORK WITH VANILLA? THE VANILLA MOD IS NO LONGER ACCESSIBLE. sorry for the caps
Moisesjns 4 Apr, 2022 @ 5:09am 
Wow it took a long time for me to find this mod. I think the Name threw me off into thinking this was an overhaul instead of a simple Craft items mods. Thank you for this.
Redgrape404 26 Jul, 2020 @ 8:09pm 
I like this mod. I wonder if you can give the Forst Bomb the same treatment?
Also, I was the one who gave an award.
Ginko  [author] 9 Jul, 2020 @ 3:11pm 
Thank you verry much for giving this mod an award whoever done it. :-)
Daddy Takeda 5 Apr, 2020 @ 9:22am 
On what matter? This mod seems to work fine? And do you know if your mod is compatible with the 'Useful Autopsies' mods?
Ginko  [author] 3 Apr, 2020 @ 3:45pm 
@All After trying to get the devtools to work for the fourth time by now without success im giving up on that matter.
If someone wants to overtake it feel free to do so.
Tim_ 8 Oct, 2019 @ 6:05pm 
I just completed a WOTC campaign with 104 mods including this one. It all went well.
Spaceman Spliff 10 Aug, 2019 @ 9:05am 
Anyone have a copy of the legacy version they can upload, or know somewhere I can find it?
Poking around steam and google it seems like it's been erased from everywhere.
Angel Phoenix77 6 Jan, 2019 @ 2:26am 
The legacy version is no onger available :(
COMMANDO ELITE 10 Oct, 2018 @ 11:09am 
anybody using this with abb?
Tim_ 6 Mar, 2018 @ 7:09pm 
Just completed a WOTC campaign with 63 mods including this one. All ran perfectly. I quite like this mod, I will probably keep using it.
Aegelweard 23 Jan, 2018 @ 11:47pm 
@Cahos I did "Advanced Explosives" project in PG and all acid/incendiary/emp grenades I purchased via this mod turned to bombs.
Aegelweard 22 Jan, 2018 @ 3:13am 
Oh? So if I purchase incendiary or acid grenade they will never become bombs?! Man... I already bought 2 of each :(
Also, I completed Bluescreen protocol project in PG, built 1 EMP grenade but I do not see it among utility items.
Yesterday I noticed that I have Darklance replica in my build list even though I have not fought the Hunter yet.
Cahos Rahne Veloza  [author] 16 Jan, 2018 @ 2:41pm 
Yes, if you use this one you can unsub to the other three. However this one's kinda OP though. And the grenades you purchase here do not auto upgrade to their bomb equivalents.
Aegelweard 16 Jan, 2018 @ 1:05pm 
If I am using this mod I do not need your other 3 little ones, right?
Grimxonic 8 Jan, 2018 @ 3:12pm 
WOW thanks so much for this mod!
aradyr 8 Jan, 2018 @ 12:47pm 
Any chance to have the chosen's weapons in this list ?
Coolio Wolfus 12 Dec, 2017 @ 10:02am 
@Ginko just a thought for a variation of this/the new version...
An option to have the proving ground built versions remove themselves from the proving ground's internal listings and become workshop craftable.
(So fed up of getting Plasma Beams and Hellfire Flame Throwers when I'm trying for a Blaster Launcher)
Ginko  [author] 5 Oct, 2017 @ 12:00am 
Yes. It is.
Nanoid 3 Oct, 2017 @ 10:30am 
Is it safe to remove this mod mid-campaign? I'm swapping over to the new Project.
Ginko  [author] 1 Oct, 2017 @ 11:34am 
The new Project is done.
Thanks to all who gave Feedback, suggestions and own time to make it happen.
This Mod will exist further because the changes are massive.
The new Project is Ultimate Workshop Revolutions.
It contains Requirements and ModConfigMenu Support.
You can find it by hitting my Profile or looking into the Collection.
Ginko  [author] 26 Sep, 2017 @ 2:22pm 
Thx @Cahos Rahne Veloza
My precious Helper. ;-)

Btw. @all
If you have that problem with an other mod
Open the mod site in an Browser and look for the ID Part.
Its the same as in the Workshop Folder.
For this mod its 1127190333 and the URL is

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127190333&searchtext=UltimateWorkshop+
Cahos Rahne Veloza  [author] 26 Sep, 2017 @ 1:24pm 
1127190333
THE COUCH MAN 26 Sep, 2017 @ 1:17pm 
@Cahos Rahne Veloza I meant the numbered folders in that directory. I have a bajillion mods and it's a pain to search through the folders.
Cahos Rahne Veloza  [author] 26 Sep, 2017 @ 9:29am 
@clusterlove:

Look within the "Seamapps\workshop folder".
THE COUCH MAN 26 Sep, 2017 @ 9:26am 
Could you please include a link to the mod's location for configuring the .ini? Thanks in advance.
Ginko  [author] 22 Sep, 2017 @ 8:12am 
@Cahos Rahne Veloza
Now it's your turn. FR is send.
;-)
Sorry for the delay but modding while on work is a bit complicated.
Cahos Rahne Veloza  [author] 21 Sep, 2017 @ 6:43pm 
Sure, I'll beta test it for you :)
Ginko  [author] 21 Sep, 2017 @ 1:06pm 
@Cahos Rahne Veloza
@anthonyjohnadlington
Alright i will give it a try rebuilding the mod Cahos asked for but i request you to test it out.
Will upload it when im done and set it to visible for friends so if i send you a Friendsrequest its your turn.
anthonyjohnadlington 20 Sep, 2017 @ 4:27am 
I love the mod when you get time would be great to update
Cahos Rahne Veloza  [author] 18 Sep, 2017 @ 2:04am 
That'd be great if you could at least recompile it for WotC so it could work again :)
Ginko  [author] 18 Sep, 2017 @ 12:37am 
im a bit unsure about that.
i rather think i'll stick to this project.
i'ts not easy to find the time to code or bughunt at the moment so the time for a third project would be cuttet from the time i invest in the current projects.

But from what i experienced by patching the two mods for WotC the one you mentioned could just be a recompile and maybe changing one Line of code to get it running.
Cahos Rahne Veloza  [author] 17 Sep, 2017 @ 5:07am 
And to be perfectly honest still, the reason I even mentioned that other mod is I am hoping you could look at it and make a WotC updated version as no one else is interested into redoing it for WotC. As for its author... well he hasn't been around for a long time now. As for myself... I have no coding nor modding knowledge to speak of.
Cahos Rahne Veloza  [author] 17 Sep, 2017 @ 5:04am 
@Ginko:

Just a suggestion here...

Why not just focus on the PCS and Weapon Mods aspect of this mod and get rid of the armours, ammo and Grenades bits of it.

To be perfectly honest, I only ever use those parts of the mod anyway as this outdated mod here...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=636193478

... handled those bits that are supposed to be crafted in the Proving Grounds instead.
Ginko  [author] 14 Sep, 2017 @ 1:44am 
Please notice the Last Part of the Description.
While recoding the mod i decided it would be more emersive to add the Buildingprocess to the Proving Grounds instead of letting it as an 1 Click Build at the Engineering because nothing you have to build is avaiable instant in a huge ammount.

Because that is a huge Change in the gameplay i will release a new mod that has the major changes in it.
Also every New content will be implemented into the new Mod and then if i find the time i give it a try to put it in this one.
Ginko  [author] 8 Sep, 2017 @ 10:06am 
If i remember right the costs can be adjusted fully in the config.ini
Sorry to Deep in 2.0 forgot the Code of this
Ginko  [author] 8 Sep, 2017 @ 10:03am 
Thx @Cahos
Nope no Cores craftable by me.
At General i won't add anything to this Version.
After the Release of 2.0 we can talk
Irley 8 Sep, 2017 @ 10:01am 
Are you sure those are compatible? I had a crash. Also, my cheat is not working for cores. It did well for money and intel :/ I just wanted to hurry a long and nice end game, even skiping missions, while the game traps me forever in a boring mid game like "finish it or be here forever, you will never have your perfect soldiers, muahahaha :steammocking:"
Cahos Rahne Veloza  [author] 8 Sep, 2017 @ 9:55am 
Irley 8 Sep, 2017 @ 9:50am 
Could you add a craft elerium core option? As your pic shows, without this f... frustrating rare resource, the mod is working under its potential. But it is already great, huge thx
Ginko  [author] 7 Sep, 2017 @ 11:14pm 
@Hawsy
As shown in the Roadmap.
Research restrictions are a feature of Version 2.0
CptWholesome 7 Sep, 2017 @ 5:43pm 
Is there a way to go into the ini of this mod and adjust it for balance? I'd like to be able to have options unlock as I progress down the research path or build facilities. Right now, with this i'm able to build everything with a fresh new game. I'd like to at least have the Proving Grounds up. Maybe the Training Center for PCS?
Ginko  [author] 7 Sep, 2017 @ 3:07pm 
Maybe later many versions later.
I Hope that many Mods will be updated because one mod can't fullfil every desires.
RainingMetal 7 Sep, 2017 @ 2:28pm 
Can there be an option to develop the heavy weapons via the Proving Grounds, but without the randomization? There's a mod that does that, but it hasn't been updated to be compatible.
Ginko  [author] 7 Sep, 2017 @ 3:49am 
Thanks Falco.
Sadly ist not just an Close arg but i Think ill try a different approach and Add config menu earlier than planned to get rid of that problem
Falcon2000 6 Sep, 2017 @ 10:36pm 
@Ginko No worries, I haven't tried modding but looking in the files I've seen some of the work people have done. Based on other unrelated coding experience probably a missing "close argument" tag somewhere :D Set it down, relax for a few hours, and take a fresh look tomorrow or something. You've already given us a straight recompile of the original, which is awesome! Anything beyond that is icing on the cake. Doesn't mean don't strive for more, but it does mean don't beat yourself up over working on it or getting it perfect right away :)