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I'm especially grateful that I can now isolate available weapon attachments in order to sort out who gets what.
Thank you!
That said, the filtering is a little less than it probably should be. I'm seeing things in the "filtered" results that have nothing to do with the filters being applied.
(Nothing breaks, and sometimes it nails what I'm after, but for others, it is still a scroll fest to get to what I'm looking for as nonpertinent items are still showing up Then sometimes the thing I'm after doesn't show up in the filtered list at all even though I KNOW it is there. (I had this happen with some armor types recently. I went "unfiltered", scrolled, and there they were.)
Another issue is the very noticeable hang when going from squad select (yes I use Robojumper's mod) to build items.
I hope this is a mod that will continue to get updated, as I personally will continue using it as it is something I was hoping would get made.
If there is anything (log and such) needed, I'd happily toss them to you.
Again, awesome work!
Using true primary secondary and prototype overhaul.
WEAPONS: I have a bunch of vanilla and mod weapons of both Magnetic and Plasma tier in the list, those always appear regardless of filters selected. I have a single Conventional-tier weapon, which correctly doesn't appear unless the Conventional filter is selected though.
ARMOUR: I have the vanilla Proving Ground armours (EXO/WAR & Spider/Wraith) in the Engineering list, those are filtered correctly by the Plated/Powered filter. The only problem there is vests and mod-added armour, but those aren't tied to a specific tier so the tiers presumably don't apply to them.
If you do not mind me asking, do the technology filters not change anything, or is there at least partial functionality (i.e. do vanilla weapons get filtered by their tech level successfully for example)?
Overall, looking forward to when this is finished. Only the "Item" filter seems to be working for me right now, not the "Weapon" or "Technology Level" filters.
Please make your logging statements toggleable
eg;
`LOG("ButtonPressed");
>>
`LOG("ButtonPressed", default.bBoolValue, 'ModName');
But otherwise looking good, give me a shout on discord (at the XCOM2 modders discord) if you want some pointers, like how to insert 'linebreaks' between the elements