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Do you have the Highlander enabled?
Try clearing your user configs
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Under [XComGame.X2AbilityTemplateManager] there is instructions in the file for how to add a utility slot. All one must do is delete the ; in front of +AbilityUnlocksExtraUtilitySlot="Overdrive" to activate the utility slot.
Not exactly the one in the picture, but there is this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1768418191
When equipping a launcher on a MEC Trooper w/ 2 utility slots (Tactical Rigging) it's possible to permanently delete items by mistake!
Example: With a vest in slot 1 and a launcher in slot 2, you may find that the vest in slot 1 gets "stuck". Only way to dislodge it is to exchange the slot 2 launcher for some other item, which will reset your slots. If you change utility slot 2 to a SIMILAR item type as what's stuck in slot 1, the item currently in slot 1 WILL BE DELETED from inventory. This applies to ALL mutually-exclusive non-infinite items.
Normally, you won't see this bug happen to SPARKs because they usually only have 1 ammo and/or 1 utility slot from mods. But MEC Troopers can have 2 utility slots via Tactical Rigging. I'd imagine this bug can affect SPARKs modded to have two utility slots, but I haven't tested that.
The bug is 100% reproducable. I managed to delete my entire inventory of non-infinite grenades, ammo, and vests in testing.
(I'll see if I can't push out an update for it tonight)
I translate the Simplified Chinese language for this mod.
Of course it was in the description the whole time.
"Fits into the utility slot, Metal over Flesh adds this if you don't have another mod that adds a utility slot to SPARKs"
In addition to
Metal Over the Flesh.
There are other
sparks slot
mod
I had a Spark already in progress of being built (so its not done yet), the mod will affect it correctly, right?