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Just started a brand new game, and it seems that the venom and tracer rounds, as well as the gas grenade that I had access to in my other game, are already there for me to make. If I understand the description correctly, they shouldn't appear in this save until I unlock them in the proving grounds, right?
Side note - I never even researched the venom rounds or gas grenade in my other game, I just picked them up as loot.
This mod will not pick up Tier III grenades and will only let you build "bomb" level grenades rather than "warhead" level grenades. Also, because of the problem when many items will only show up for build when you return to the build item screen the 2nd time and later, these grenades will not show up for you to choose eventually until you reload the save file.
Would be great if there is one mod integrating these 2 mods and perhaps other mods that don't conflict but also don't fully support each other.
IIRC, the unlocked items are all hardcoded. So, no I don't believe it will work with unique, mod-added items. Well, unless you edited the code and recompiled it.
Never noticed that with this mod, been using it for two (well one and about three missions to go) campaigns.
Maybe -bg-'s Reward Decks Refresher will help, although I don't think that's quite the error it's designed to fix.
Sounds like a bug, I need to pay for them in my game.
as usual thanks for the info lol
IIRC, the unlocked items are all hardcoded. So, no I don't believe it will work with unique, mod-added items. I have no idea about vanilla items changed by mods, depends on the mod I guess. E.g. it works fine with the ammo changed by "Custom Ammo Chance".
I doubt it. From what I've seen LW2 radically overhauls Proving Grounds items, removing the tombola effect. So I really don't think this mod is needed even if it does work with LW2
thats what i meant for it being updated.
What needs to be updated? It worked flawlessly for me in my last campaign.
Admittedly, I have no idea how this will play with LW 2 but I believe they're radically changed the Proving Grounds mechanic and I think this mod would no longer be needed.
Pretty sure they had costs for me last time I played with this...
For what they should be, check
Steam\SteamApps\common\XCOM 2\XComGame\Mods\ExperimentalItemUnlock\Config\XComUnlockableCosts.ini
Doesn't this mod do that? Admittedly last campaign I didn't build any of the armoured vests so it's a while ago now.
over at normal enginnering when unlocked vs in the proving grounds?
Searched in the workshop, couldnt find any...