XCOM 2
Item Durability
55 Comments
Shaggoth (Ищезаяц) 28 Aug, 2023 @ 4:04am 
Mhm
Stukov81-T.TV 2 Mar, 2023 @ 11:06am 
if you could set that a specific item is destroyed after it reaches 0 health that would be awesome
Orionox 7 Oct, 2022 @ 10:22am 
compatible with Long war of the chosen?
TheProtofire 5 Aug, 2022 @ 3:20pm 
Since the new update, I have items that are showing as Good for a negative number of days. is that intended?
silverleaf1 19 Jun, 2021 @ 10:41pm 
@RealityMachina I have run into an issue with this mod. I have one golden pistol that I got off of an Advent general but my list of events shows that it will finish being repaired in two days and in ten days. I have two entries for the same item which does not make sense.
spekk 31 Jan, 2021 @ 8:13am 
Everything can be customized for your game.You need an option with a chance of removing the item, if it breaks.Thanks.
TyrantLyzardKyng 15 Jan, 2021 @ 10:26pm 
Is there any way to make this compatible with Grimy's Loot WOTC?
Hashbrown 14 Jan, 2021 @ 6:29pm 
Don't get me wrong I kinda like the idea of this but its a bit much. So baring any damage taken in 3.3 missions your stuff just breaks just from showing up to a mission? Uh what. If you clean and take care of your gun even in horrendous conditions they won't just fall apart. Oh dang went onto 4 patrols this time and my poor service rifle just fell pieces. Powered armor supposed to be real sturdy stuff cant handle some walks in the rain? I understand power armor taking a bit longer to repair but it should be very standardized and easy to repair like our modern vehicles. Rifles and armor shouldn't take 50 dam days to repair at base level. That is ridiculously immersion breaking.
RedDobe 9 Jul, 2020 @ 11:44am 
I Second that, this is a really fantastic mod.
EvilPolygons 9 Jul, 2020 @ 2:49am 
Clearly I must hate myself because I love this mod. :steammocking:
It keeps me from using the Chosen & Alien Hunter weapons (which I rely on way too much) in every single mission. The degradation rate seems fine even on Legendary (in fact it may even be a bit too tame).

This also works perfectly with the new True Primary Secondaries mod!
HotelCharliHill 15 Mar, 2020 @ 2:21am 
This sounds like a really cool idea.... Definitely going to edit it though because, as an infantry veteran who deployed to afghanistan, your weapons DO NOT degrade this rapidly, nor does your kit. It's game breaking.

Other than that, can someone confirm it's NOT causing the issues @reddobe is talking about? Thanks
RedDobe 8 Mar, 2020 @ 12:02pm 
@RTMa - it was primary secondaries causing the duplicates.
Rtma Eros Paragon 8 Mar, 2020 @ 6:52am 
@RedDobe I had something similar happen with Balanced Finite Items.
RedDobe 12 Nov, 2019 @ 2:52pm 
One other question for other users. I am having an issue where items are being duplicated. Can anyone else confirm that items aren't being duplicated?
RedDobe 12 Nov, 2019 @ 2:36pm 
I added this mod to my most recent playthrough. I have noticed that when I lose soldiers and don't recover the bodies, I still am able to recover the items that they were carrying. I suspect that it is this mod causing that. Can anyone else confirm that while using this mod soldiers gear IS lost when the body is not recovered?
Star¤Dagger 20 Aug, 2019 @ 6:04pm 
Realism mod, love it!!
Nitsah 11 May, 2019 @ 10:18pm 
Okay deleting config then loading the save without the mod fixes it.
Nitsah 11 May, 2019 @ 4:52pm 
There seems to be a bug where any item that breaks during chosen avenger assault prevents the item from ever being used even after repair. Building another of them if possible actually does not show up. It could also be having the mod that changes the squad size for that specific mission type has the extra's stuff bug out. Currently testing right now.
NotaKing 10 Mar, 2019 @ 1:09am 
Cock and Ball Torture : The Mod
smoke gank everyday 11 Feb, 2019 @ 2:46pm 
Why would anyone use this aside from masochism?
Orionox 29 Jan, 2019 @ 9:06pm 
Does this mod make items non infinite or doe sit simply make non-infinite items have durability? If it doesn't make items non-infinite, do you have any suggestions for mods that do make items non-infinite?
4rrakis 29 Jan, 2019 @ 1:39am 
It is.
Frightener_One 28 Jan, 2019 @ 6:39pm 
Is this compatible with A Better Barracks?
mynameactually 16 Jan, 2019 @ 9:58pm 
How do you configure something to be treated like a mimic beacon?
Aaewen 3 Dec, 2018 @ 10:26pm 
Will we lose the items completely if we missed repairing them?
Wolf-Rayet 27 Nov, 2018 @ 6:05am 
Great Mod - Thanks :)
d_valroth 11 Oct, 2018 @ 3:04pm 
Is there any possibility that grenades and other "deployable" items (like the Mimic Beacon and Frost Bomb) could lose HP on *use*, rather than on deployment? It would make more sense, and be far more balanced for their vanilla power level, if what mattered was how often you used them, not just how often you brought them along. Heck, I'd even say let both uses from a Grenadier count against the HP. No free lunch because your perk dupes explosives.
badassgrunt 4 Aug, 2018 @ 8:38am 
Actually that was a dumb question, the words indicating conditon didn't show up at first.
badassgrunt 4 Aug, 2018 @ 8:29am 
Quick question: is this compatable with Realistic Non Infinite Constructions?
RealityMachina  [author] 19 May, 2018 @ 9:17am 
They're treated like normal utility items unless otherwise configured.
mynameactually 18 May, 2018 @ 12:24pm 
Does this make Celetid turrets, deployable turrets, etc. function like how the mimic beacons work?
D0NG-CH0PS 22 Apr, 2018 @ 6:41am 
@RG_Predator : I like to think of it more of equipment maintenance. You clean your guns and boots after use, right? Cant expect your stuff to run in the long haul if you dont take care of it
Grizzly 29 Mar, 2018 @ 12:38am 
Durability is dumb in games. I've had weapons for years, shot thousands of rounds through them and have yet to have a failure. I've had an axe for years and have yet to have it break. For that matter, I've had boot laces for a couple of decades and have yet to have them worn out. This is an over-rated game mechanic used to ballance a game that lacks content. It doesn't belong in any game, much less this one.
Orionox 7 Mar, 2018 @ 11:23pm 
where can I get a mod that makes weapons limited and rebalances their cost?
Hard Gridlock 27 Feb, 2018 @ 8:44pm 
Ah yes, Weapon Degradation -- a most welcome and loved feature in any videogame.
p6kocka 9 Feb, 2018 @ 10:52am 
Hi. Does this mod work mid campaign pls? Have subbed mid campaign and after first mission with this mod some have description like "good" or "worn". My frost bomb says it' s worn....
Thunder 3 Feb, 2018 @ 4:43pm 
Is there any chance for you to create a mod that disable the automatic unequip happening on vanilla game?

Me and many other apparently (by google search) would like to set specific equips for specific soldiers like in Xcom1 but Xcom2 keeps unequipping the soldiers when they are unavailable...
Skarsatai 2.0 17 Jan, 2018 @ 9:11am 
Hello RealityMachina. Is there a chance that the two mods are going to work ?
Conflict found for 'UIArmory_LoadoutItem':
[WOTC] Tons Of Utility Items
Item Durability
-bg- finally converted the lw mec class mod to wotc (this mod needs the tons of...). now your mod is affected. Any chance to fix it ?
Brahson 7 Jan, 2018 @ 2:51am 
im gonna use this cuz i hate myself
RealityMachina  [author] 6 Jan, 2018 @ 12:37am 
Today's update requires a bit of work for those in active campaigns with it installed:

1) Hit the Geoscape if you're not there. Make a save there.

2) Close game, disable mod.

3) Load save, save again once you're fully loaded in. The game will have removed all references to the old gamestates by then.

4) Close game, re-enable mod.

5) Mod will now work in its new state.


This is required to have your campaign fully switch over to the new method of tracking repair progress on items. This was done to fix a major bug that could happen where the game would crash trying to update already existing repair states, due to them being component objects of item states. For whatever reason, this was a combination that the game did not like.

Now the repair states are no longer tied to the item states, instead containing their own reference to the item state they're attached to. Testing has indicated no presence of the previous crashing bug.
ODSTbag337 2 Jan, 2018 @ 4:11pm 
The ONLY game that item durability makes sense in is Fallout.

That being said, I am willing to give this a try, so long as the Chosen don't have a say in it . . .
Player 1 Jan, 2018 @ 2:53am 
But whyyy?
Zombie Flesh Eater 31 Dec, 2017 @ 11:38pm 
Item durability, that's a great mechanic to have in ANY game! Said no one, ever.
BionicCinamun 30 Dec, 2017 @ 2:13pm 
Hang on, does this work with weapons that have mods attatched to them, and thus are "not infinite"? It doesn't seem to be but maybe I'm just not using them enough.
pauloel7 30 Dec, 2017 @ 1:59pm 
Thanks for the MacOSX mention
BionicCinamun 28 Dec, 2017 @ 6:06am 
Man, finally a way to make the Grimy Loot balanced!
What's An Airport? 26 Dec, 2017 @ 8:31pm 
It's just like Zelda: Breath of the Broken Weapons, but not as bad and is completley optional.
Gradash 26 Dec, 2017 @ 6:04am 
GREAT!!!
Aegelweard 26 Dec, 2017 @ 12:45am 
So in the future all weapons and armors are made of glass?.. Guess I'll pass.