XCOM 2
[WotC] Research Rework
53 Comments
silverleaf1 10 Nov, 2024 @ 6:31am 
@Lago Does this mod prevent automatic autopsies?
Stanley 18 Dec, 2021 @ 2:38am 
We are Bloodborne now
PreConceptor 10 Feb, 2021 @ 3:31pm 
Just wanted to add more mod autopsies to the list, IF you need to update again for whatever reason. Bio Division as well?
Lago  [author] 4 Feb, 2021 @ 7:29pm 
It's all in a config file, so it's pretty easy to add them yourself. Updating resets everyone's configs, so I'd rather avoid that if I'm not doing something vital.
PreConceptor 4 Feb, 2021 @ 2:00pm 
If you update this again could you include the Pathfinders for autopsy?
Thalioden 3 Feb, 2021 @ 9:56pm 
No, better labs does not rebate insight costs
Lago  [author] 3 Feb, 2021 @ 10:34am 
As for Insight costs, as long as you have enough autopsies, you should be fine raising it as high as you want.
Lago  [author] 3 Feb, 2021 @ 10:33am 
No idea, but it shouldn't.
PreConceptor 3 Feb, 2021 @ 10:01am 
Does Better Labs provide rebates on Insight? I'd like to use Better Labs but I want to keep the Insight costs the same (I also boosted some costs to more than 3, if that might make a difference)
Thalioden 12 Jan, 2021 @ 12:15pm 
Got it. Thanks @RustyDios
Thalioden 9 Jan, 2021 @ 1:04pm 
How do I find the autopsy template name to add to the config?

I have a couple mods with autopsies ( Salarian Engineer , Turian Striker ) that aren't recognized by Research Rework, but I can't seem to find the relevant template to add...
Thalioden 9 Jan, 2021 @ 12:43pm 
I've confirmed that my proposed fix works. Researching autopsies that have been patched by this mod give an insight and also give supplies rebate if Better Labs is installed.
Lago  [author] 9 Jan, 2021 @ 1:57am 
I've marked Better Labs as incompatible for now: if you can confirm that fix works for both (Better Labs gives an Insight and a rebate) I'll integrate it into the mod.
RustyDios 8 Jan, 2021 @ 3:58pm 
Huh.. going by how BetterLabs wraps the research reward (which is damn clever btw! ) ... the below solution might just work
Thalioden 8 Jan, 2021 @ 3:47pm 
I modified the XComGame.ini for this mod to read as follows:

[ResearchOverhaul.X2DownloadableContentInfo_ResearchOverhaul]
DLCIdentifier="ResearchOverhaul"

[ResearchOverhaul CHDLCRunOrder]
+RunBefore="BetterLabs_WOTC"

I ran both mods with this alteration, and Research Rework successfully completed its patches according to the log. I'm not sure how this affects Better Labs, however. I'll have to do some in game testing later.
Thalioden 8 Jan, 2021 @ 2:17pm 
I found it. [WOTC] Better Laboratory seems to be the conflicting mod. Removing it from my load order meant that this mod's patching was successful, according to the logs anyway. Do you know if it's possible for me to make these two mods play nicely together?
Lago  [author] 8 Jan, 2021 @ 10:48am 
You have another mod installed that's modifying the autopsies.
Thalioden 8 Jan, 2021 @ 10:43am 
Here it is. [gist.github.com] Hope it helps. Let me know if you need something else.
Lago  [author] 8 Jan, 2021 @ 10:13am 
It seems so.

As for your previous issue, you're not the only one having Insights not work for no clear reason.
Could you set bEnableLogging to True in your XComResearchOverhaul.ini and start the game? Then open your Launch.log file and search for 'Lago_ResearchRework'. That'll tell you what the mod's doing and hopefully help me get to the bottom of this.
Thalioden 8 Jan, 2021 @ 10:05am 
When I saw that his mod updated with the option to make all autopsies non-instantaneous, I removed [WotC] RW Realistic Non Instantaneous Autopsies, but now I have instantaneous autopsies available . Shouldn't this mod prevent instantaneous autopsies in it's default config? Do I have to start a new campaign for that setting to be effective?
Thalioden 8 Jan, 2021 @ 10:04am 
I love the idea of this mod! Unfortunately, I don't think it's working correctly for me. I installed it on a new campaign. But I've received no insights even though I've completed six autopsies . I did add the insights with the console, so I'm "caught up," but I don't appear to be getting the insights automatically.

I also had [WotC] RW Realistic Non Instantaneous Autopsies installed when I started the campaign. Could that be interfering?
Lago  [author] 7 Jan, 2021 @ 2:56am 
No idea why that'd be happening, but it could explain some of the reports of Insights randomly not being given out. Thanks for the report.

I've added a toggle that'll disable Instant Autopsies entirely. They're not really in the spirit of this mod and it should fix the no Insights issue.
Oblivious Naga 7 Jan, 2021 @ 12:40am 
I think theres a bug with instant autopsies that doesnt reward insight
RustyDios 12 Dec, 2020 @ 10:11am 
@jmoren01

I may have gotten the commands completely wrong ... try "additem Insight X" as TeslaRage pointed out (with X being the number of insights to add)
jmoren01 12 Dec, 2020 @ 6:35am 
@RustyDios I tried both but it's not working so I'm going to have to deactivate the mod because I'm stuck with tier 1 otherwise.
silverleaf1 8 Dec, 2020 @ 6:54am 
@Lago figured that might be the case. Thanks for the quick answer.
Lago  [author] 8 Dec, 2020 @ 6:49am 
You'll need to configure them in the .ini file.
silverleaf1 8 Dec, 2020 @ 4:33am 
@Lago Will this mod work with the mods that add coil and laser weapons to the game? In other words will those weapons have the same kind of requirements.?
Philadelphus 5 Dec, 2020 @ 5:47am 
Ok, thanks! I probably won't add this to my on-going campaign out of an abundance of caution, but I'll definitely use it in the future.
Lago  [author] 5 Dec, 2020 @ 4:52am 
Only if it's possible to get Inspiration for a tech you don't have other resources for.
Philadelphus 5 Dec, 2020 @ 2:47am 
Just thought of another question after I got inspiration for the Elerium tech in my last play session: is it possible to get inspiration for a tech for which you do not have the required number of insights?
Rockfire ✘ 4 Dec, 2020 @ 3:09pm 
This is genius.
Syro System 4 Dec, 2020 @ 9:06am 
In general, I would advice against installing mods that alter the research somehow mid campaign.

I did that once, and everything worked just fine for a while, and then suddenly I hit a brick wall that I could not progress beyond without hard crashing the game.

Of course, you could gamble it and it might work, but I really don't recommend it.
TeslaRage 4 Dec, 2020 @ 6:46am 
Additem actually ☺
RustyDios 4 Dec, 2020 @ 1:31am 
mid-campaign you can look at your research archives and work out how many Insights you should have. Add 1 for every 'autopsy', subtract for every Main Tech.

then use console command "giveresources Insight x" where x is the number you worked out
hmm.. it might be "giveitem Insight x"
Philadelphus 4 Dec, 2020 @ 1:21am 
Ok, thanks. I'll save it for the next campaign then. :)
Lago  [author] 4 Dec, 2020 @ 1:08am 
It'll work, but it won't add Insights retroactively.
Philadelphus 3 Dec, 2020 @ 11:38pm 
Like this idea! Would it work adding it to an in-progress campaign?
Seraphim Sword 3 Dec, 2020 @ 8:31pm 
This is a great idea, and I like your reasoning behind it as well. Thanks for the mod Lago.
jlars 3 Dec, 2020 @ 5:37pm 
I appreciate the response and hopefully won't screw anything up too much. Thanks!
Lago  [author] 3 Dec, 2020 @ 5:06pm 
Find XComResearchOverhaul.ini in the mod's folder and add them to the list of MainTechTemplates. You'll need their Template Names, which you can find in whichever Laser and Coil mod you're using's XComGame.int file in the Localisation folder.
jlars 3 Dec, 2020 @ 10:42am 
Like this idea a lot. Can you add or show us how to add laser, coil weapons, or other items to the list? I'm technically ignorant.
jmoren01 3 Dec, 2020 @ 9:32am 
Great idea.
Jestimac 3 Dec, 2020 @ 9:06am 
@ Lago. Thanks for the detailed answer. I really like the idea, it's brilliant. One will definitely need to carry the campaign differently. I'll give it a try in my next campaign. Rgds
Lago  [author] 3 Dec, 2020 @ 7:09am 
With just WotC, the default tree costs 16 insights and there are 18 autopsies. I deliberately left it a hair lower in case one pesky enemy just won't show up or something.
Alien Hunters adds another three, and any mod autopsies will count too if they're set up in the ini.
TeslaRage 3 Dec, 2020 @ 6:57am 
Oh I see. Yeah they should be enough autopsies to get all the Insights you need ☺
Jestimac 3 Dec, 2020 @ 6:04am 
@ TeslaRage. I did understand all that. I was just woried about having enough autopsies to generate the insights necessary for all researches. RustyDios answered.
@ RustyDios : Thank you.
TeslaRage 3 Dec, 2020 @ 5:28am 
@Jestimac you can only autopsy the same alien one time. For example, sectoid autopsy can only be done one time. This mod does not change that behaviour. What it does is reward you with 1 insight every time you complete an autopsy and then make Insight a cost for some of your techs.
RustyDios 3 Dec, 2020 @ 5:05am 
From what I understand you only get 1 insight per autopsy, and the default values are based around the default amount of autopsies.

There are enough autopsies to have 'spare' insights.