XCOM 2
Tesla Loot Mod - for Advent
36 Comments
Stukov81-T.TV  [author] 26 Mar, 2024 @ 11:54am 
Only MOCX.
Can be done rather easily just look in the config files ...

+PatchItems = (ItemTemplateName = "Dark_AssaultRifle_MG", Rarity = "AdventRifleNoRank", ApplyNick = false)

ItemTemplateName is the template of the weapon of the unit. With Rarity you can select what kind of upgrades will be there
Canthyse 25 Mar, 2024 @ 10:59pm 
Does the factions heroes from the sitrep mods gets the TLM weapons too? If not, its there a way to equip them?
Killerkitty641 18 Feb, 2024 @ 11:33am 
Okay gotcha, thanks!
Stukov81-T.TV  [author] 18 Feb, 2024 @ 11:26am 
it depends ... if they use the same weapons it would be compatible. If weapons are changed it would do nothing
Killerkitty641 18 Feb, 2024 @ 10:11am 
Would this be compatible with mods that change ADVENT to a different faction? I don't see why they wouldn't but I thought I'd check to be sure.
Denis 2101 20 Dec, 2023 @ 3:12am 
Thank you for the tip on the modification and for the realized opportunity to add your abilities through configs.
Now I know that in the file "XComCSA.ini", in the section "CreateStatsAbilities.CSA_Abilities" there are examples for adding abilities (which change the characteristics).
Stukov81-T.TV  [author] 19 Dec, 2023 @ 10:25am 
many things are possible. The Ranks are part of Stukovs War Perk Pack, and in there can be changed, deleted ir added. the chance can be edited in the config files of this mod, getting abilities depending on rank is not really possible though
Denis 2101 19 Dec, 2023 @ 2:54am 
@Stukov81-T.TV,
In the current mod, is it possible to change the rank settings for enemies in the "ini" files? The possibilities are listed below
For example,
1. The ability to create your own ranks in config files. Analog: creation of genetic modifications in "[WotC] Gene Mods"
2. The ability to customize the advantages / disadvantages of stats for each rank. Health, accuracy, mobility, evasion, shield points, will, and more.
3. Adding the specified abilities for each rank. As well as random abilities. Analog: the soldier classes have this.
4. The ability to limit the use of ranks for enemies.
ShinyNobody 20 Aug, 2023 @ 1:24pm 
ohhh then i was unlucky and got many stronger ones. Multiple veterans on the first mission where realy punishing pushing them over 4 health =D. It would be still nice to now on the page. And i sadly could not find in the files what the ranks are doing.
Stukov81-T.TV  [author] 20 Aug, 2023 @ 10:52am 
The ranks also reduce stats, depending on which level gets choosen.
ShinyNobody 20 Aug, 2023 @ 9:32am 
this mods seems to adding ranks to advent? Because they disapeared after i removed this mod. if this is not just a coincidence please say this in the description. i wanted items for advent not ranks that give extra health PLUS better weapons.
PandaFlame 23 May, 2023 @ 1:59pm 
It appears that my question has already been answered. By 🅱️ad
PandaFlame 23 May, 2023 @ 9:33am 
is there any way to make it affect groups that you didn't specifically include?
Stukov81-T.TV  [author] 23 May, 2023 @ 9:00am 
because i have set it up to work with mocx - just check the folder in the config to see what enemies are affected
PandaFlame 22 May, 2023 @ 9:21pm 
Does this mod have work on Raider factions? I figured they would, but none of the bandits i've run into have these upgrades. Mocx did though, and i'm not necessarily sure why.
bryan_03_93 16 Apr, 2023 @ 3:04pm 
hell yea! thanks a lot man i'll try it out
Stukov81-T.TV  [author] 10 Apr, 2023 @ 8:53pm 
find their weapons and do something similar to this
+PatchItems = (ItemTemplateName = "Viper_Trooper_Rifle_M1", Rarity = "AdventRifle", ApplyNick = false)
bryan_03_93 10 Apr, 2023 @ 5:17pm 
i am definitely loving this mod as it is. now what if i wanna kick it up and add the similiar function to any raider faction enemies so they can spawn with the upgrades too, how can i add them?
Stukov81-T.TV  [author] 23 Jan, 2023 @ 9:29am 
I am glad you enjoy it
onestrongbow GocleCD 22 Jan, 2023 @ 8:14pm 
man , it's been a long time since i was looking for a way to play beyond Legend difficulty , thank you for this mod /sub mod, u just made me fear every battle again !
Stukov81-T.TV  [author] 19 Oct, 2022 @ 4:23pm 
i hope you suffered at least a little
Dęąth Viper 19 Oct, 2022 @ 3:48pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Krakenous 16 Aug, 2022 @ 2:23pm 
Gotcha I'll have a fiddle, thanks :).
Stukov81-T.TV  [author] 16 Aug, 2022 @ 11:55am 
you would need to make a new "Rarity" and then make upgrade decks what you want. and apply those decks to the rarityand then apply the rarity to the militia weapons.

Or you can delete the Militia folder, and Militia will no longer get upgrades on their weapons
Krakenous 16 Aug, 2022 @ 11:18am 
Another quick question, can I limited the stuff the militia get? Having them use 1337 tier ammo wiping out the advent around them is wholly hilarious but also a bit daft, personally. I'd like them just using AP, Stilletto maybe and also Silver rounds for lost and maybe some others but certainly not psionic ammo, bitterfrost ammo and other epic tier stuff. Happy to make my own deck if need be, otherwise, I'll just yank them off the militia entirely :).
Krakenous 30 Jul, 2022 @ 3:00am 
No worries :). I actually think I need to ramp up TLM drops because I am getting barely any armour upgrades and barely any spark weapon upgrades and very few drops across the board. Onwards!
Stukov81-T.TV  [author] 30 Jul, 2022 @ 2:55am 
Also Frost Legion will not get any ammo :)
Stukov81-T.TV  [author] 30 Jul, 2022 @ 2:55am 
It can be done somewhat with making additional decks and applying the decks separately. But a) it gets complicated and extensive. b) you can also get end game ammo upgrades from TLM at the start of the campaign.
Krakenous 30 Jul, 2022 @ 2:27am 
Here's a question. Would it be possible to make certain upgrades "force level dependant"? Reason being is even early on I'm getting advent using corrosive rounds, needle rounds, bitterfrost etc so I'd like to spread it out a bit. I mean heck going one step further and only assigning certain types of upgrades to certain type of units would be neat so no Bio Division using blue screen rounds or Frost Legion using fire rounds etc. I realise that would probably require a huge amount of work so perhaps for force level dependency would be easier? I'd love more mods that allowed you to define certain parameters across force level ranges especially since I play up to FL 30.
Stukov81-T.TV  [author] 3 Jul, 2022 @ 12:37pm 
Works perfectly together. This mod does nothing for the ME weapons but does affect the weapons if they roll non-ME weapons. AND Mass Effect Cooperation does Tesla Loot Mod behavior with the ME weapons if you run Tesla Loot Mod
Nero 3 Jul, 2022 @ 10:06am 
ok so how does this work with that other mod that adds Mass Effect weapons to advent?
Syrett 1 Jul, 2022 @ 7:52pm 
aaaaw heck
Sgtknispel23 29 Jun, 2022 @ 2:14pm 
yay more suffering !! :)
Deacon Ivory 29 Jun, 2022 @ 1:36pm 
I've got a bad feeling about this . . . :D

Tell my kids . . I . . . . .

Excellent work yet again.
Stukov81-T.TV  [author] 29 Jun, 2022 @ 11:39am 
Most natural Melee Attacks won't be influenced as of Now ... but you may be in for a surprise or two
Krakenous 29 Jun, 2022 @ 11:25am 
Bloody excellent idea, really cool! I am absolutely using this, as yes, I too want them to use upgrades woop! How are enemy melee weapons handled like with Berserker variants and things like Sectopods/Codex/Gatekeeper and other such oddities? I am interested to find out!