XCOM 2
OnlyLootBoxes
75 Comments
Dragonlord  [author] 3 Jul @ 3:10am 
Go into xcomtlm.ini of the tesla's loot mod. Change the Numofcategoriestochoosefrom into a big number like 20 or something and then open a box. If you don't get all categories then something is borged in your setup.
LordDeTracy 2 Jul @ 4:55pm 
Yes about half of them under the supported list. I get this in game
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3515028946
Dragonlord  [author] 2 Jul @ 12:23pm 
Have you installed any of the mods for it? If not then probably. You need to install some of the supported mods.
LordDeTracy 2 Jul @ 11:25am 
I getting a strange error where i only get Arc Throwers appearing in the loot boxes.
Dragonlord  [author] 25 Jun @ 6:55am 
Do you get all the weapons? Or some of them? What tier?
Oddish 25 Jun @ 6:52am 
Hello, I am using this mod alongside mass effect weapon pack + halo weapons (linked from this mod). I am NOT using covert infiltration. I am getting the weapons from their mods added to my armory. Any suggestions as to why?
Dragonlord  [author] 24 May @ 6:58am 
What does config errors mean? You have to be specific. Did you just see some errors in your log? If you don't load up the mods that have these weapons you probably get "errors" i'll need more info. Do they not work properly? Did you got them from a box and don't have the right stats?
EasyName12345 23 May @ 7:03pm 
Hello, you've got Config errors in the WeaponSkinReplacerini and TemplateEditor.ini

BorderlandsZeroSword
Stormridersword
DoomEternalCrucibleSword
VoidLight 17 Feb @ 7:39am 
thanks
Dragonlord  [author] 13 Feb @ 7:34am 
Glad it worked
IffBeaFate 13 Feb @ 7:28am 
Hey, totally forgot to update you! sorry 'bout that.
I fixed it by just downloading more supported mods.
TY for the help!!
Dragonlord  [author] 11 Feb @ 7:18am 
No sorry but you can modify the files. I'll give you a guide. Well fist you need to locate where the weapons is. In this case we have a seperate folder for halo. You go into the xcomtemplateeditor.ini and remove the lines (or comment out) that reference spartanlaser. But keep in mind that if you don't want to appear as a reward you need to remove it also from XcomTLM.ini
VoidLight 11 Feb @ 7:13am 
so this removes the supported weapon mods from being buildable correct? Is there a way to toggle that feature for some weapons (spartan laser for example)?
Dragonlord  [author] 13 Jan @ 9:41am 
What you can do is a playtest. Find this line on Tesla's loot mod NumOfCategoriesToChooseFrom = 2 and change to 100 it doesn't matter just a big number. And then open one box it should SHOW you all the categories available if you are missing alot of them something is wrong.
IffBeaFate 13 Jan @ 8:30am 
it only provided options for spark rifles and grenade launchers.
I re subbed. have yet to test after re subbing. also subbed to more supported mods for a larger pool.
I chose both options and then only the random was there, then "random" provided nothing.
I successfully received both item types when selected.
I agree that it might have been "empty, that's why I subbed to more supported, figured I'd expand the pool and see what happens.
ty for the response! If you don't hear from me again, assume it's fixed, because I'll likely forget to update.
Dragonlord  [author] 13 Jan @ 3:10am 
This hasn't been updated for weeks so something is screwed up on your installation. I would suggest resubbing to make sure you have the correct files and also check if you installed another mod that modifies the TLM tables. Also you have to be precise. What category you chose? Or what category item did you get? My only possible explanation that i can come up is that you haven't installed a mod to cover this category. Like swords or rifles etc. Since we are removing the default if it doesn't find a custom it MIGHT be "empty"? A stretch but maybe.
IffBeaFate 12 Jan @ 6:11pm 
just ran a game where the packs opened properly the first 1-2 times, but then were functionally empty every time afterwords.
tried both the (instant) and the timed opening, and same-rarity boxes after the second opening were consistently empty.
Skarsatai 2.0 7 Jan @ 4:40am 
great. thanks for your patience ! now understood :-)
Dragonlord  [author] 7 Jan @ 4:29am 
You cannot have both. This mods purpose is to add UNIQUE looking and with UNIQUE abilites weapons from Various Mods added into loot boxes. So your engineering isn't being cluttered. Now if you just want mass effect weapons of that mod to appear into boxes i had made this mod in the past https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2914554063 WHICH IS to be used with this mod https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2786441148 and ANY mods you want that are being supported as the description of that mod says. I hope i cleared it up. Trying to be as detailed as possible to help you understand your options
Skarsatai 2.0 7 Jan @ 4:07am 
rtfm. how dumb. ok understood. which mod of yours make them both available ? you talk about your other mod but I cannot identify it. I would like to have both
Dragonlord  [author] 7 Jan @ 1:47am 
@Skaratai ofcourse it does that is the whole point of the mod. If it is in the supporter list it means you can only get them from loot boxes. That is the whole point to avoid flooding your engineering. If you want them to be just buildable you can always use just the mass effect weaponpack and my other mod that makes them available in lootboxes
Skarsatai 2.0 7 Jan @ 1:44am 
Is your mod hiding in the armory the mass effect weaponpack ? they are gone for normal equipping.
Dragonlord  [author] 1 Jan @ 12:14pm 
Cooking SOMETHING really special. Let's just say noble team, shepard, and doom guy is coming in a theater (mod) nearby you
Dragonlord  [author] 31 Dec, 2024 @ 12:30am 
Made a Discussion thread for recommendations
Nero 30 Dec, 2024 @ 11:17pm 
Nero 30 Dec, 2024 @ 9:17pm 
>Real life emergency had me storming out of the house hours ago. Tomorrow will be pushing an update adding a bunch of guns.<
no problem bro, irl things comes first, i hope everything is fine o7
jahsinha 30 Dec, 2024 @ 7:45pm 
M60 The Pig is another mod to checkout. Perhaps, a thread is better for recommendations.
jahsinha 30 Dec, 2024 @ 6:54pm 
Yes. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1935901704&searchtext=planetside
Good mod. Maybe didn't notice issue/bug because I stopped using Protype Armory.
Dragonlord  [author] 30 Dec, 2024 @ 2:28pm 
Oh you meant to check the mod to integrate? Yeah will do but i am guessing it will have the issue that all of his mods have with Prototype Armory with guns appearing out of nowhere. Sadly.
Dragonlord  [author] 30 Dec, 2024 @ 2:24pm 
That 5 tier should be okay. The loot tables check for requirement of research so when you research advent lancer you get mag swords, when you research advent lancer and magnetics you get all the magnetic tier available. So yes the weapons will be available probably in these tiers.

Prototype armory or not the mod doesn't care it works fine with everything since you are not building anything just opening boxes.

Any mod that adds weapons it's okay. The only thing that will be affected is that if that MOD has a tlm.ini meaning compatible with Tesla's loot it will just dilute the tables and make it less likely to get guns from this mod depending ofcourse the settings they have.
jahsinha 30 Dec, 2024 @ 1:46pm 
Dragonlord, how would this interact with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3350314521?

Your weapons would just be available at magnetic and beam tier? The five tier overhaul above is a godsend for me since I have no ability/patience to modify Iridar's work but the above does and will be newly used in my next campaign. Then, you come out with this though and I want to try it alongside. Just affirming as it should based on the mod description.


Second comment, I use CI w/o Prototype Armory with no issues. Any issue with that for this mod?
Final comment, You should check out Planet side weaponry by Lord Poncho too unless that will be same issue. I use those as well.
Dragonlord  [author] 30 Dec, 2024 @ 11:47am 
So pretty much all @troopercoon suggested and more are now integrated.
Dragonlord  [author] 30 Dec, 2024 @ 11:46am 
Okay huge update dropped. Section 9 now joins the fight. More nerfs on guns and finished the support for 3 different beam tier swords. Check the supported mod list. Happy new year
Dragonlord  [author] 29 Dec, 2024 @ 2:42pm 
Real life emergency had me storming out of the house hours ago. Tomorrow will be pushing an update adding a bunch of guns.
Dragonlord  [author] 29 Dec, 2024 @ 8:08am 
Added stormbinder blade and zero sword will push the update later. Is the mark 21 a beam or mag weapon? Meaning it's animations and projectiles where would you want it? Any special abilities like?
Dragonlord  [author] 29 Dec, 2024 @ 7:36am 
Thanks i am checking them all out will push an other updates in a couple of hours
Nero 29 Dec, 2024 @ 7:34am 
oh, the mark 21 railgun has a sniper rifle and rifle version, you could probably disable the sniper rifle version of the weapon?
Nero 29 Dec, 2024 @ 7:31am 
aquillo's deadspace weapons
Nero 29 Dec, 2024 @ 7:18am 
or deadput's stormbinder blade
Nero 29 Dec, 2024 @ 7:17am 
does Max's Zer0 sword work for beam tier sword?
Dragonlord  [author] 29 Dec, 2024 @ 7:13am 
Added both the bruteshot from halo and the doom crucible as a beam sword. If anyone finds a cool looking BEAM like sword tell me. Also any weapon More likely for magnetic or beam tier since they are used more in loot boxes as you won't open alot of boxes in conventional tier.
So if you find a really cool looking weapon with different animation set or something else weird about it post it and i'll take a look.
Dragonlord  [author] 29 Dec, 2024 @ 7:05am 
yeah i'll add that probably as a beam sword let me look it up. I keep finding errors in the code by playtesting and fixing them. I need to also add support for the new grenade launcher in the halo weapons.
Nero 28 Dec, 2024 @ 7:18pm 
Doom eternals crucible?
Stukov81-T.TV  [author] 28 Dec, 2024 @ 7:52am 
i can always complain
Dragonlord  [author] 28 Dec, 2024 @ 7:32am 
Took 2nd round of nerfing pretty much everything. Some guns now even have less damage than vanilla if they are adding other stats. Now STUKOV can't complain about them. Again if anyone FINDS anything that he thinks need balancing post it and we will take a look at it.
Stukov81-T.TV  [author] 27 Dec, 2024 @ 10:55pm 
the crates are totally different ones. though i think the ABBA crates drop too often base line, i made a small change it is much better now
Nero 27 Dec, 2024 @ 10:01pm 
How about xcom legends exalt weapons ghost template, zudjari pulse rifle and the bureau smg and blaster launcher cosmetics?
Nero 27 Dec, 2024 @ 11:18am 
Huh... so you can run both abba and tlm? I always wondered what would happen since both provides those weapon crate things
Dragonlord  [author] 27 Dec, 2024 @ 8:39am 
@troopercoon ABBA already uses the mercenary plasma weapons them as ghost templates as "someone" told me and it's a popular mod so i'll skip them don't want to spoil anyones run or make it impossible to run ABBA next to this mod. I already added some cool looking ones and i am preparing the BFG and a railgun just need to see where i put them and adjust stats.
Dragonlord  [author] 27 Dec, 2024 @ 5:31am 
6 new weapons dropped since we lost sadly the mass effect ones check the discussion tab