XCOM 2
Additional Proving Ground Engineer
92 Comments
Tan Albino 25 Jan, 2023 @ 8:04pm 
FYI to anyone else trying to figure stuff out, this mod was causing me to crash on startup.
lyravega  [author] 6 Nov, 2018 @ 12:01pm 
@ADVENT Avenger, keep the mod man, I'll update the description actually
Juravis 5 Nov, 2018 @ 8:05pm 
Fixed it: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1558040541

Feel free to take my code captain. I love this mod, and I felt the compulsion to fix it.
Dragon32 15 Jun, 2018 @ 2:37am 
@=LD=Icefirex:
You just need to subscribe to this mod. Nothing else is needed.
=LD=Icefirex 14 Jun, 2018 @ 3:09pm 
Where and how to I download the required files?
Cúchulainn 14 May, 2018 @ 3:19pm 
no way for there to be a WOTC version :(?
Sir Luis 15 Jan, 2018 @ 9:38pm 
can you make it possible to hold four enginners
Arrakhis 5 Sep, 2017 @ 5:21am 
I think this one no longer work with wotc
Nasarog 29 Aug, 2017 @ 12:52pm 
it's true. Modders like you fixed so many problems with XCOM2, and now some of them are returning. I wish Firaxis paid closer attention!

Again, thank you for your hard work!!!
lyravega  [author] 29 Aug, 2017 @ 12:51pm 
@Nasarog, thank you very much, very kind of you to say such things!
Nasarog 29 Aug, 2017 @ 12:50pm 
I understand, and thanks for your hard work. This was a fantastic mod.
lyravega  [author] 29 Aug, 2017 @ 12:49pm 
@Nasarog, not any time soon unfortunately =(
Nasarog 29 Aug, 2017 @ 12:37pm 
Willl this be updated for War of the Chosen?
Dęąth Viper 20 May, 2017 @ 12:09pm 
doesnt work
DERPKING1991 22 Jan, 2017 @ 2:28pm 
One thing is for sure dont need this with lw2
SentySent 11 Jan, 2017 @ 12:08pm 
I gotta ask: does this mod works with the current XCOM 2 update?
Og-the-Trog 10 Dec, 2016 @ 12:32pm 
@mandrake (and anyone reading his comment)
Those are the only products of 'experimental heavy weapon'.
You have to run 'experimental POWERED weapon' to get the upgraded stuff.
Mandrake 18 Jul, 2016 @ 2:16am 
For some reason I can only build flamethrower and shredder gun as experimental heavy weapons. I have tried about six times, and it'a always the same two weapons that come out. I have no idea if this mod has anything to do with it, so I thought I should ask if it's a known issue. The only other proving ground mod I have is unlock proving ground items.
Strayone 4 Jul, 2016 @ 12:02am 
Shen's Last Gift DLC has made this incompatible, well so far as the tutorial stage completition, starts the vid clip of returning the commander, than goes to mission failure screen. As for without tutorial, as yet unknown compatibility.
starkim7 4 Jun, 2016 @ 3:43am 
There is no upgrade button right side of additional engineer on your screenshot. That whole box is just gray color, no upgrade button. What i gonaa do?
Strayone 1 Jun, 2016 @ 2:55am 
I have played through a few times, this mod works with the DLC and so far with other mods aswell, no issues ive found with it.
Kanan 16 May, 2016 @ 4:56am 
Does this still work as the DLC messed up a lot of stuff?
Makko 15 May, 2016 @ 2:38pm 
Still working?
lyravega  [author] 26 Mar, 2016 @ 11:07am 
Used Modbuddy.
Weebos 25 Mar, 2016 @ 3:47pm 
Hey, was this mod created using ini tweaks or the full mod maker package?

I want to make a similar mod for the Psi Labs and I'm wondering how involved it will be.
Juravis 21 Mar, 2016 @ 1:05am 
Can you add support for a 3rd slot in an INI file? I did it myself and I use it locally and I wouldnt want to upload your mod in ripped-off mode, I would rather you implement it.

It's a good place for extra engineers especially late game when you have some sitting on their ass if you don't have the continent bonus.
I'm Mr Meeseeks, LOOK AT ME! 13 Mar, 2016 @ 8:52am 
There is a crash that happens when researching plasma grenade happened to me first time, i think @sraray is probably searching for the same problem haha.
lyravega  [author] 11 Mar, 2016 @ 8:51am 
As far as I can tell, the mod does OK with the new patch. And thanks!
sraray 11 Mar, 2016 @ 8:39am 
great mod btw
sraray 11 Mar, 2016 @ 8:38am 
Is this mod not doing well with the patch? I am trying to figure out what mods are causing my game to crash when I scan.
lyravega  [author] 4 Mar, 2016 @ 8:16pm 
Can you give a link to the other mod? I'd like to inspect it and see what may be causing it.
Wren 4 Mar, 2016 @ 12:57pm 
im pretty sure at this point its not this mod. Dont worry. after removing the additional ammo, it seems to have solved it.
lyravega  [author] 3 Mar, 2016 @ 3:03pm 
I booted the game up today, finished around 12-14 ammo+grenade projects, did a few missions, quit the game, come back, played a bit more... Still cannot reproduce anything like that. I hope it's not this mod, because it already gave me enough headache to stop me from making other mods =/

By the way Zender, feel free to add me on Steam; I try to help anyone that I can.
Wren 3 Mar, 2016 @ 5:11am 
Update! I have a sneaky feeling that the issue was linked to the additional ammo available, the unlocked additional content that some mods allow. Which is unfortunate because i love the bullet types =p

I had the idea that it seemed to only happen to bullets and grenades, which would make a lot of sense. However i havn't comfirmed it because i purged everything exept this mod so that it could give you peace of mind, i believe it isnt this mod at all. So far in a fresh playthrough everything is working fine.
lyravega  [author] 2 Mar, 2016 @ 11:37pm 
@Zender Railen, I'll check the issue, but I haven't encountered this on my playthroughs. And nobody else reported this.

And I make from my changes from outside, rather than overriding a class completely. If this is conflicting with Engineer2Scientist, then you should be reporting this to Engineer2Scientist.

@IceMaverick, Thanks for the heads up, but I've got rid of unnecessary stuff that ModBuddy generated already :)
IceMaverick 2 Mar, 2016 @ 12:09pm 
Hey. I'm posting for broadcasting volume to mod authors I'm subbed to, in case this applies to you and you haven't yet fixed the Memory issues inherent to many mods due to a ModBuddy error: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
Wren 2 Mar, 2016 @ 7:56am 
Oh, missed a spot >.<

It's also difficult because you have to start an entirely new playthrough when a mod caves in like this ;_;
Wren 2 Mar, 2016 @ 7:56am 
Normally with mod issues, you can root out the issue based on the issue itself. but this one, i got nothing. It's difficult to trouble shoot because of how long it takes to get a proving grounds project going, and of course the fact i have to do a mission, and even then, if it works, i have to do more missions just to be sure >_<!!!

See my dilema? lol
Wren 2 Mar, 2016 @ 7:56am 
hm. I need help trouble shooting an issue. It COULD be this mod, but i really dont know.

I have a few mods relating to the proving grounds, but none of them clash. Mostly it's just stuff adding new tech, new bullets for example. It started when i added this and the scientist slot mod, which DO clash. But i've since removed the scientist slot, completely.

I'll be double checking this after i send this comment.

My issue is that after a mission, the proving grounds project, SOMETIMES dies. I just get this.

" : 3 days" So whatever i was up to turns into a simple space bar, and when it finished, it pops up with a blank page saying " " is finished, and it's essentially nothing, it eats up an elyrium core and the days wasted so far.


lyravega  [author] 26 Feb, 2016 @ 7:53am 
Look at lyr_apge_persistence.uc it might help you. If not, add me on Steam, I may be able to help.
LuceVentress 26 Feb, 2016 @ 2:16am 
Hi I made a similar mod for the Laboratory based on your mod, but there seems to be a problem, where the new slots dissapears after a mission. Did you have a simillar problem, if yes, how did you manage to fix it?
lyravega  [author] 25 Feb, 2016 @ 7:31pm 
2 blank boxes? Open Engineer slots like in the screenshot, or just 2 blank boxes?

Do you see orange staff slots when you are looking at the facility grid?
Tubercle1801 25 Feb, 2016 @ 7:29pm 
Hi, I seem to have a problem with your mod where I can't select the engineers to staff the proving grounds. All I get are 2 blank boxes. Any ideas on how I could fix this?

Cheers.
lyravega  [author] 20 Feb, 2016 @ 6:47am 
It's on Nexus as well, Ser Lancelot.

http://www.nexusmods.com/xcom2/mods/108/?
Ser Lancelot 20 Feb, 2016 @ 6:28am 
Obligatory-on-my-knees-begging-for-Nexus-pose: Nexus, please? Thanks!
lyravega  [author] 20 Feb, 2016 @ 5:28am 
@ADVENT, thanks! I tried to keep it "as vanilla as possible"

@fLaMaster, as far as I know, mods do not disable achievements.
fLaMaster 20 Feb, 2016 @ 3:18am 
Can i get achievements with this mod?
Juravis 19 Feb, 2016 @ 8:31pm 
I was looking for a mod to shave 10-20% off the Proving Grounds time for building projects, but this is much more in line with the game experience. Well done.
lyravega  [author] 16 Feb, 2016 @ 10:28am 
You probably subscribed 2 updates ago. I broke the mod for previous users on that update, then fixed it, and apparently it broke the mod for you.