XCOM 2
Guaranteed Interchangeable Upgrades/PCS Research
23 Comments
Dragon32 16 Jul @ 11:11am 
@Whyte One
Not that I see, no.
Whyte One 16 Jul @ 9:30am 
Is there a way to disable one of these researches so that one one of them is available?
HaziTru 26 Jul, 2023 @ 9:44am 
Never showed up for me, guess this mod is dead.
ᴰᵉᶜᵏ Rambo M 25 Dec, 2022 @ 11:51pm 
PSA if you have the tactical legacy DLC: having this mod on, of all things, seems to cause randomly generated resistance ops to crash on map load.
XpanD 26 Aug, 2021 @ 1:46pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, great QoL indeed.
khumak 2 Mar, 2021 @ 9:59am 
This is a nice QOL mod. These 2 breakthroughs IMO are essential to getting me to actually use weapon mods and PCS upgrades before I have plasma weapons. It always felt like a waste otherwise. Same with the PCS upgrades I would sell anything that wasn't a superior one without these.
TeslaRage 12 Nov, 2020 @ 3:35pm 
Hi, are you still maintaining the mod? I was wondering if you could make it configurable i.e disable one of them if not needed.
白眉鹰王 11 Jul, 2020 @ 5:05pm 
Am I the only on who can't find these research projects after installing? I am in a very late game, almost no more projects can be researched.
Cryoflair 23 Apr, 2020 @ 7:41pm 
One thing I never understood was that for some reason you can easily attach a scope onto a pickatinny rail but you need a group of scientists 10 days to figure out how to slide it off.
If anyone wants to change the cost or time requirement go to Steam\steamapps\workshop\content\268500\1708759846\Config\XComGuaranteedResearch_Set and then mess around with the numbers. 1 unit of time is = 5 minutes of researching
Noob Train 27 Jul, 2019 @ 3:07pm 
Is there a mod that guarantees that all technologies are discoverable (or are these the only two that can be potentially missed in a playthrough)?
Fritzchen 23 Jun, 2019 @ 12:34am 
THANKS for that ! :steamhappy:
Elster 21 Jun, 2019 @ 10:40pm 
@ Old Man Circa

As noted in the description, the original breakthroughs weren't touched, so they still appear even if you researched them as part of the standard research.
OldManCirca 28 Apr, 2019 @ 4:57pm 
Had a bug with this mod. The standard research for these showed up like normal, however when I got breakthrough and used it, the standard research still showed up to learn. I uninstalled the mod to get rid of the research and didn't seem to suffer any issues.
Dyne 14 Apr, 2019 @ 3:03pm 
Interestingly I haven't had a single playthrough where I didn't get these projects.
Sumatris 14 Apr, 2019 @ 9:24am 
While I like the idea behind the mod, I find the combination of research and supplies... odd. I'd recommend either making it a "real" research project that takes time (basically as it is in vanilla, only without the randomness), or turning the whole thing into a Proving Ground project or Engineering upgrade with its associated cost in supplies. Do you think that would be possible?
Democritus 14 Apr, 2019 @ 5:05am 
Nice
Respect 13 Apr, 2019 @ 5:07pm 
I have been wanting this for so long! Thank you. :)
tinsmith59 12 Apr, 2019 @ 9:40pm 
Needed in the intermediate stages in the game , quick thinking , is this good for the earlier versions of X-Com?
d_valroth 12 Apr, 2019 @ 3:05pm 
It makes it so Tygan doesn't have to randomly come up with the idea that you would remove the scope and stock from one gun and put it on another. You know, like aftermarket scopes and stocks usually work.
Daniel_USA 12 Apr, 2019 @ 12:21pm 
what exactly does this do?

I use loot piñatas and grimy's loot drops do I even need this?
daguruvjt 10 Apr, 2019 @ 4:01pm 
Thanks so much for this!
Arkhangel 10 Apr, 2019 @ 1:45pm 
is guaranteed in the base game as a breakthrough.. just depends how long you play ;) good mod though.
ColossusUltra 10 Apr, 2019 @ 11:46am 
You're on a roll, BibleThump. Keep up the good work.