XCOM 2
[WOTC] Prototype Armoury
198 Comments
Puro 15 hours ago 
Weird and specific thing, but certain modded things that don't have an immediately available bridge mod and are custom classes don't have certain upgrades like for armor, is there a way i can upgrade their armor for only the class or otherwise just get the armor upgrade for it?
asked because i can't be fucked to find a bridge mod for Playable Specters
MikeOxabigun 22 Jun @ 10:25am 
Not sure what mod is causing this, but I hope someone can help. My soldiers literally always say they have a weapon upgrade available even when there aren't any in my inventory. Anyone know what might be causing this or have seen it before? :cherrypie:
Hoogley 18 May @ 4:48am 
AgentSrell777 - I used to have this issue when using the old Primary Secondaries mod. If I understand it right, it makes a primary and a secondary version of each weapon which both show up in Engineering as build options. I think. Honestly, it's been a while.

This version might fix the problem as it's updated so that there's only one version which can be equipped in both primary and secondary slots: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2133399183&searchtext=primary+secondaries

You might get a warning if you have dependent mods but they're both made by Musashi so you can safely ignore it.
Hoogley 18 May @ 4:47am 
Lol. I was just talking to my son today about how I can name off the top of my head four of the most prominent and longstanding modders in this community: Veehementia, Iridar, Musashi, and RustyDios, and I just got to read someone arguing with one of them about how they don't know what they're talking about when it comes to mods.

RustyDios - Respect that you kept trying to inquire to the problem.
AgentSrell777 2 May @ 6:17pm 
Hello! I encounter an issue where I have an option to build the same thing twice? Not srue where this is coming from. For example
I go to shen to build items, I then see something like
mag pistol.........1
mag pistol.........5
mag shorty........1
mag shorty........1
etc

Any ideas for a fix or mod conflict that could cause this?
LeyShade 29 Jan @ 4:40am 
As such, if you want the premiere LWOTC experience, see the Collection's page, or try being nice to it's actual makers who do a lot of work making that goliath smooth enough to operate, and work closely with other projects who don't use LWOTC architecture but aim for similar goals when they could be as rude and animosity filled as that display was.

Once upon a time horses were the go to for transport, then along came Steam power and then Combustion. You're horse dropping dead because you fed it a Diesel based diet makes any 'but it ran faster yesterday after I fed it diesel' arguments irrelevant. Short term fortune is not the same as long term success.

Also, @RustyDios, you're too nice to people. Your patience and kindness is legendary, but try to recognise when someone is just out for arguments sake and wasting the time that you would otherwise be spending on making your world a better place.
LeyShade 29 Jan @ 4:33am 
"you bost miss the point again dude DontRemoveUpgradesFromNamedWeapons=false not in LWotC file but again you don't listen @Kexx it not toxic if some one like RustyDios not gettinn it "

They haven't missed the point. In many mods, the boolean options such as this are named slightly differently. Functionality doesn't require the specifics to be exactly the same.

The feature you request is already built into LWOTC, and outside of it's environment, exists through other implementations.

Can also verify, on the date you provided, you're setup didn't work as described - you had a LWOTC that was not functioning properly due to internal tampering, thus other mods would intermittently work 'somehow'. However, the extensive garbling in your save file from such tampering meant a simple creator side update bricked your save file.
DukeBurger 29 Jan @ 3:39am 
I want to add the bullpup , sidearm and Vektor rifle to the list of TLP weapons that are granted to you when you complete the corresponding weapon research , Which config Controls this ?
Deadput 27 Jan @ 9:11pm 
Just take the L lockon, you aren't understanding this stuff correctly. Plenty of other modders would be telling you the exact same thing Rusty/Kexx/Stukov have.
Stukov81-T.TV 27 Jan @ 8:08am 
okay very slow:
this line is NOT needed for a mod to have that feature. in fact a mod having that line does not ensure that it is even doing anything.

But of course if you know more about LWOTC than the current MAIN DEVELOPER ... well let's say you should code your own game
VS-lockon 27 Jan @ 6:02am 
you are missing the point.

DontRemoveUpgradesFromNamedWeapons= not in the LWotC files

file at all for so saying that LWotC has alll the feature in this mod build in is
fucking lie since the line DontRemoveUpgradesFromNamedWeapons= not in the LWotC any where https://prnt.sc/dHUkmJ99uMV8 two say that that this never work with LWotC is also a lie since in 2023 i had this mod and 211 other working with with LWotC making 212 mods
Stukov81-T.TV 26 Jan @ 1:39pm 
some mods don't have a single config line and still work. config ist just a bunch of text that does nothing by itself.
RustyDios 26 Jan @ 12:21pm 
No, you're the one missing the point.

That line doesn't need to be in LWotC. The strip upgrades button already exits in LWotC, without that. The feature is quite literally built in to LWotC's code.

Not that it matters much, but it's not even the main feature of this mod which is to make single-build weapons in Covert Infiltration.

If you think there is an issue with the built-in function of LWotC then that isn't caused by this mod and if you had this mod working at some point in LWotC, then well done you literally had conflicting code smashed together giving you an unintended result.

So, last time, what are you experiencing and expecting and what isn't happening and we can help you fix your issue?
VS-lockon 26 Jan @ 12:14pm 
you bost miss the point again dude DontRemoveUpgradesFromNamedWeapons=false not in LWotC file but again you don't listen @Kexx it not toxic if some one like RustyDios not gettinn it
Kexx 26 Jan @ 11:39am 
@Rusty, nah, man. His tone is extremely toxic and hostile with no provocation. I get frustration, but this isn't a nice person worth any attention. Fuck 'em and let them sort it out themselves. You don't need this.
RustyDios 26 Jan @ 11:25am 
a) LWotC has the feature built-in and enabled by default, it doesn't need the config line, it's not optional on/off, it just works internally
b) I've been playing this game since it released, and making mods for it since 2019
c) I've worked closely with the LWotC team and even directly with Kiruka on ModJam, I'm one of the people that made ModJam exist in the first place, I think I know what I'm talking about ...
d) This mod has never worked with either LWotC/Modjam -- LWotC's built-in system will always override even if they exist in the same modlist.

e) you still haven't answered the issue of what you think is 'wrong' ?
-- if you are finding you cannot remove upgrades in LWotC then THIS mod is not the issue, you have something else *removing* that functionality from LWotC ...

f) Your tone is completely disrespectful honestly. Now please drop the insults and let's try and figure out what the actual problem is?
VS-lockon 26 Jan @ 10:54am 
so @RustyDios only one not listen to sh is you
VS-lockon 26 Jan @ 10:52am 
DontRemoveUpgradesFromNamedWeapons=false

that line mean you can take off weapon upgrade like scope and other thing that both this mod and anothing mod call Remove Weapon Upgrades' add but thank to LWotC saying they have it in there mod now but when i look both in the LWotC file did not see line any where saying you can RemoveUpgrades! pulse i try just using LWotC i could not remove Weapons Upgrades you dumb fing kid get that in you skull! and pulse you think both Prototype Armoury. or another mod never work with LWotC you one never play this game back in 2023 or 2021 when mod jam was made a mode made to make lot of mod work with LWotC
RustyDios 25 Jan @ 11:02am 
Just because it's in your modlist does not mean it was supposed to work.

But considering the below two people are LWotC's longest Beta Tester (Deacon) AND the current Lead Dev (Tedster) of the project and BOTH of those are telling you, that you are wrong... I guess you are unwilling to listen. :shrug:


In short though.. this mod doesn't work with LWotC, *anymore*
... it never did anyway, but lets leave that topic in the past and ask you WHY you think it should work, what you were using it for, and what actual issue you are having and expecting to happen ??? -- otherwise there will be no resolution here and the whole thing becomes a pointless waste of time.
VS-lockon 25 Jan @ 10:34am 
@Deacon Ivory tell me where in the xcongame.ini of LongWarOfTheChosen is

DontRemoveUpgradesFromNamedWeapons=false

also +IncompatibleMods="WOTC_PistolSlot" umm that a lie as well since i have that mod in my list as well as LongWarOfTheChosen modjame

so im not apologize for call ppl out on there bullshit
Tedster 24 Jan @ 1:37pm 
LWOTC always had its single build system, and sets upgrades as interchangeable at campaign start, and has had the Strip Weapon button built in as well, handled by UIScreenListener_ArmoryWeaponUpgrade_LW
Deacon Ivory 24 Jan @ 1:22pm 
@VS-lockdon. Do us all a favor and open your Long War of the Chosen configuration folder here:

\Steam\steamapps\workshop\content\268500\2683996590\Config\XComGame.ini

We'll wait.

For the curious, this is what they'll find:

[LongWarOfTheChosen CHModDependency]
DisplayName="Long War of the Chosen"

+IncompatibleMods="RevivalProtocolFixes"
+IncompatibleMods="WOTC_PistolSlot"
+IncompatibleMods="NewPromotionScreenbyDefault"
+IncompatibleMods="LW_SMGPack_WotC"
+IncompatibleMods="LW_LaserPack_WotC"
+IncompatibleMods="LW_OfficerPack_WOTC"
+IncompatibleMods="WOTC_LW2SecondaryWeapons"
+IncompatibleMods="LongWar2AbilitiesForWoTC"
+IncompatibleMods="WOTC_LW2_Plating"
+IncompatibleMods="WOTCLW2PerkPack"
+IncompatibleMods="LongWar2"
+IncompatibleMods="[WOTC]EditedRagdollPhysicsandEffects"
+IncompatibleMods="StormEagleReplacer"
+IncompatibleMods="PrototypeArmoury"

See that last line there?

You can apologize to Rusty now for being so rude.
XpanD 24 Jan @ 9:26am 
:popcorn:
VS-lockon 23 Jan @ 4:31pm 
@RustyDios you put foot in your mouth bc in 4/7/2024 and with mobjam this mod did in fact work with LWotC also with out this mod you can not even use 'Remove Weapon Upgrades with LWotC and if you say oh LWotC has Remove Weapon Upgrades build in to it i hate to say it i look in the every file there nothing a bout Remove Weapon Upgrades in the file at all so you really really are put your foot in your mouth
RustyDios 23 Jan @ 2:46pm 
I'm sorry to say this mod has never worked with LWotC, with or without Modjam or TedJam (and never will work with LWotC - it's two conflicting methods of doing the same thing).

LWotC has always had it's own built in single weapon build system.

Removing attachments has nothing to do with this mod, or single build weapons. There are other mods that handle that functionality, which again is a base integrated feature of LWotC.

Lets start again, shall we?.. what problem are you experiencing and what are the results you are expected and not getting?
VS-lockon 23 Jan @ 2:02pm 
also you can;t remove the weapon gear that a part of this and LWotC soon you put like a scop on a gun say it all way on ther lam when you upgrade
VS-lockon 23 Jan @ 1:56pm 
so how that foot ?
VS-lockon 23 Jan @ 1:55pm 
bc in the past LWotC didn't have system built in it
VS-lockon 23 Jan @ 1:55pm 
@RustyDios im sorry it did with mod jam last year be for LWotC updated
RustyDios 23 Jan @ 3:54am 
LWotC never did work with this mod, LWotC has it's own system built in
VS-lockon 23 Jan @ 3:50am 
lwotc dise not work with this mod no more
Hillhome 22 Jan @ 7:49pm 
Thank you RustyDios so very much! It worked!
RustyDios 21 Jan @ 6:38pm 
Thankfully you just need an already made Bridge Mod . :)
Hillhome 21 Jan @ 5:43pm 
How would you edit the config to add in ballistic shields to function for the upgrades? the base shield works fine but that's all I've been able to get working thus far so I'm assuming a compatibility issue with global build vs individual build like this mod adds in.
Dragon32 1 Jan @ 6:49am 
@Pat The Cat
OK good luck in finding the problem. Not one I've experienced. To me, saying you followed a compatibility list isn't the same as saying you only installed mods on that list.
Pat The Cat 1 Jan @ 6:14am 
@Dragon32
As I said, I only used mods approved as compatible with Covert overhaul. this also isn't the first time this bug has appeared, thus why I was asking if anyone had ideas.

@Spanner360
yes! if you check the config files (specifically config/items/XComStrategyTuning.ini) you can scroll down to find the sections marked as "make single build" and "remove schematics". once there, add a ; in front of the lines with the weapons (and their upgrades) you wish to return to vanilla squad upgrades.
I'd recommend ; -ing out the same weapons in the "Blackmarket Value" section too, as I've had issues in past using the black market if they're still active.
hope that helps!
Spanner360 31 Dec, 2024 @ 6:44pm 
is there a way to set weapon upgrades to squad wide again?
Dragon32 30 Dec, 2024 @ 6:18pm 
@Pat The Cat
Possibly an incompatible mod not on the list then
Pat The Cat 28 Dec, 2024 @ 2:38am 
I should also add I don't believe it's a mod conflict, as I followed the list of compatible mods to the letter
Pat The Cat 28 Dec, 2024 @ 2:37am 
I've had an issue with the hero units never getting armour upgrades when the next tier is researched. just no available to buy as the normal armour is made to by this mod.

I've attempted to fix via the config files to make them act as vanilla WOTC, but they still refuse to appear as a purchase in engineering.

as it stands, all my heroes are too squishy to safely take into missions as of endgame now, so is there something I haven't tried yet that could fix this?
RustyDios 25 Dec, 2024 @ 8:24pm 
not really, it was designed for Covert Infiltration

LWotC already HAS a similar system that clashes with this design
genericplayer12345 25 Dec, 2024 @ 6:26pm 
Does this work with LWoTC?
Hermit CRABBO 19 Dec, 2024 @ 5:40pm 
all weapon mods are not compatible with this mod
mimiji2121 3 Dec, 2024 @ 9:27am 
this is not compatible with Grimy's loot mod. All the gear unlocks from the Grimy's loot mod remained at tier 1
AVIS 30 Nov, 2024 @ 5:28am 
Is this compatible with resistance firearms?
ArtanisKAI 28 Nov, 2024 @ 9:52pm 
is there a way to sorta "kick things up" after an ini update? i may have mad some typos in my own custom configs and finally fixed it but none of the stuff that fixed is sticking on an exsisting campaign. for context, i made the faction armor show as soon as the relative tech was research by removing their class presence requirement. i also fixed a type that i did when i incorporated the five their weapon and spark arsenal to the list and i mistype the artillerycannon and didnt included the iri_ prefix
RustyDios 7 Nov, 2024 @ 2:49pm 
Try looking into the Proving Ground Overhaul v2 mod ...
cptbilly10 7 Nov, 2024 @ 2:39pm 
HI all, is there a way to enable being able to build multiple ammos once unlocked through the Proving Ground experimental ammo project? EG, I want to be able to build multiple AP ammo as ADVENT seem unbelievably adept at picking the one person in each squad who has it equipped in a mission and disabling/wiping them instantly. Thanks in advance :)
the__mentat 1 Nov, 2024 @ 9:58am 
Is there are way to make various type of grenades (frag, plasma, flashbang) non finite as well? Is it possible to have a build time associated with each item as well (in hours or days)?
Aeterna25 24 Sep, 2024 @ 7:06pm 
Is this safe to turn off mid campaign? I only noticed it now after getting the predator armor and saw i had to buy everything again