XCOM 2
Timed Loot per Mission +1
48 Comments
downBikachu 2 Sep, 2024 @ 10:21pm 
Can confirm this works in wotc. I have a playthrough with a bunch of modded enemies and the loot is spawning on said enemies. This is a great mod so far for me as I needed a way to get more loot drops because of how my setup is done.
XpanD 5 Sep, 2021 @ 5:23am 
Looking at the mod's sources, it seems like it just changes the config setting David mentioned internally. I prefer the mod approach here, should be a bit more resilient when you need to refresh your configs.

For anybody curious... Just did a quick compatibility test with WOTC, Loot Pinatas and this mod tweaked to provide 5x loot, and everything worked great. Got piles of loot as expected, and even overlapping loot would get picked up in sequence with no issues that I noticed.
Zeonista 15 Dec, 2019 @ 10:53am 
I like my loot drops, and they can't come fast enough or frequent enough for me. I have always had enough cores, enough weapon mods, and enough PCS with this. Heck, I've gotten enough basic weapon mods that I've sold some of them to the Black Market for supplies.
david.larsonaz 15 Feb, 2018 @ 7:31am 
C:\Users\....\Documents\My Games\XCOM2 War of the Chosen\XComGame\XComGameData.ini
Change the line TimedLootPerMission=1 to whatever you desire.
I Darkstar X 23 Oct, 2017 @ 5:44pm 
WOTC compatible? I'm making a collection for when I get the DLC ^^
Kittah Khan 28 Sep, 2017 @ 9:35am 
@sirius
This should work for WOTC.
Safiye 1 Sep, 2017 @ 11:49am 
Don't you have a plan to update WoTC version...?
aZmoDen 26 Dec, 2016 @ 1:42am 
also quick question.
in the config file there are 2 entries, the second one i changed to 200 and there is loot per soldier (i also have x300% enemies installed)
what does teh first one change?
aZmoDen 24 Dec, 2016 @ 2:53am 
So the big elephant in the room... whos figured out how to increase loot timers?
3 turns is... impossible with 3x enemies installed + grimmys attrition....
anyone? :)
=[NK]= Col. Jack O'Neil 16 Nov, 2016 @ 11:51pm 
Haha yeah, I did the same! You can edit the ini for more
Conefed 16 Nov, 2016 @ 5:31pm 
oh! this whole time I was thinking this mod was bugged.
It's not "loot timers +1" it's "+1 loot drop instance"!
xanbalest 11 Nov, 2016 @ 1:31pm 
Hi, i'm planning on creating a conglomerate mod that contains the info from the multiple mods I already use, and creditting all the authors whose mods will be part of it. I just wanted to inform you and give you a chance to deny me permission to use your code specifically. If you do so, I shall respect your wish and remove your portion, and continue to use your mod personally for gaming purposes. There will be no additions or subtractions from your mod as I lack the knowledge and desire to change your work, with the minor exception of where the sdk considers it necessary in order for the mod to actually work. Thank you for your time, and good luck with your continued modding efforts. I shall check back in three days for a response, should it not exist, I shall move forward in the assumption that you are not denying me permission at that time.
b9thirty99 11 Nov, 2016 @ 4:58am 
nope
75338 10 Nov, 2016 @ 8:17pm 
Did this mod get broken by the recent update?
b9thirty99 6 Nov, 2016 @ 4:38am 
I thought default was 3. Sorry:csdsick:
=[NK]= Col. Jack O'Neil 4 Nov, 2016 @ 6:19pm 
Why does it need updating? It's working for me?
b9thirty99 4 Nov, 2016 @ 5:07pm 
Needs updating.
Arkhangel 8 Jul, 2016 @ 12:30pm 
It's funny, considering how fast you go through Cores between SPARKs, Ammo, Grenades, etc, you kinda NEED this mod now, especially if you also run larger squads with LWT.
[=VF=]-Ray Jefferson 13 May, 2016 @ 9:29am 
this mod work with new dlc and new patch?
Kontrahent 10 Apr, 2016 @ 7:27am 
donnu why u state incompatibilty with grimys loot mod? i used both mods together! It work fine throughout the campaign! mostly got 2 lootz per mission!
DabHand 10 Mar, 2016 @ 11:37am 
Unsub from mod.
Find gamestate info:
C:\Users\<yourloginusername>\Documents\my games\XCOM2\XComGame\Config
Open XComGameData.ini in notepad.
In there find TimedLootPerMission=2.
Change it to a 1
Save, close etc..
SweetPete 10 Mar, 2016 @ 11:05am 
What file does this mod affect? Unsubbing doesn't actually uninstall this so I suppose I need to know where to do that myself.
DabHand 9 Mar, 2016 @ 1:54pm 
Isn't there a value in one of the default game ini that you change from a 1 to a 2 to do the same thing as this mod. I was looking for something else at the time so l am not 100%. Maybe it's been inserted by this mod?

Might explain why some people can't seem to disable it?
DabHand 9 Mar, 2016 @ 1:54pm 
I run this and Grimy's loot mod and everything works fine. I get two lock-box drops per mission usually. The only odd behaviour is auto-collect bug already explained above. Grimy's mod is way down the load order (assuming they load in the order given in the opening splash screen from the top)

I am looking to remove the +1 mod as its left me with a LOT of elerium cores. With the proving ground mod change where a scientist can be assigned to automate (instant complete grenades and ammo) l am roflstomping legend IESS+ rocking mostly conventional weapons. (I got one mag rifle and one shard gun only as am using Finite Armory)

There's nothing like a burning, acidified, gassed muton shot to mist with various ammo's to brighten one's day.

Banished 7 Mar, 2016 @ 1:17am 
Yo Sakura, can you do us all a solid favour and list which classes you edit and if you are overwriting lines or adding new info altogether? I see a few folk asking, prolly trying to combine it with a few othermods like Expanded Enemy Loot and Grimy's Loot Mod and all that jazz.
I like the concept and want to use it, but I gotta know what it affects first.
Prosims 5 Mar, 2016 @ 6:28am 
How do you disable this? Unsubbed but it's still active and screwing up Grimy Loot Mod.
Bosman_Rosh 4 Mar, 2016 @ 10:16pm 
How do you disable this? Unsubbed but it's still active and screwing up Grimy Loot Mod.
Saga 4 Mar, 2016 @ 9:38am 
Head's up: Either this mod, Expanded Enemy Loot or Grimy's Loot mod are now entirely disabling loot. I havne't gotten any in the last three missions, not a single one, without using explosives.
Frission 28 Feb, 2016 @ 7:11pm 
What do you edit to create this mod, anyways? What line(s) in what file(s)?
ferret 26 Feb, 2016 @ 2:46am 
This does indeed work perfectly with Expanded Loot...makes things far more interesting now...do I go for the second drop and risk my soldier or not. :steamhappy:
Savage1 25 Feb, 2016 @ 6:40pm 
Dropping picked up loot and picking it up again will cause the second drop to vanish with 4 turns left on the timer.
ferret 25 Feb, 2016 @ 7:09am 
Thanks, i'll give this a go then.
SakuraKoi  [author] 25 Feb, 2016 @ 4:15am 
There ain't any conflicts, I am playing with Expanded Enemy Loot myself.
ferret 25 Feb, 2016 @ 3:40am 
Will this mod work with the Expanded Enemy Loot mod or will they conflict?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=620445360&searchtext=loot
SakuraKoi  [author] 17 Feb, 2016 @ 10:16am 
Since I do not know of any .ini entry regading that (and there are few true/false value anyway, mostly just numbers and references).... one does most likely have to check the source code for that and change it accordingly. All I may be able to do would be to track said code down but changing unreal code is sadly only what I'd like to be able to do. I'm still overwhelmed by it.
Solling 17 Feb, 2016 @ 10:03am 
Is there a mod that just disabled destroying loot by using explosives?
Arkan 16 Feb, 2016 @ 1:33pm 
I love this mod, it is a 'must-have' mod. And making a combo this mod together with another mod called 'improved enemies A.I', it is quite a challenge to be able to grab the precious l00t without dying. (Aliens with boosted aim and damage). OMG, we love to suffer :cwat:
Jarjarniks 16 Feb, 2016 @ 7:02am 
Ah, my total bad, forgive me for not even reading the damn description thoroughly, haha :D
SakuraKoi  [author] 16 Feb, 2016 @ 6:09am 
Actually, it was "intended" that it could be raised, otherwise it would not have been in an .ini, it was simply not throughly tested (or at all).
Diedel 16 Feb, 2016 @ 5:05am 
Yeah, there sure are some bugs in the loot, most likely because it wasn't intended to be raised. Just put it to 10 and you will see how buggy it is. I tried to raise the timer, but haven't had any luck modifying that class, as the 3 rounds are hard coded in the class.
SakuraKoi  [author] 16 Feb, 2016 @ 4:47am 
As you may be able to see on the ModPreview Screen, it does not increase the timer but the number of loot that is dropped.

I now noticed that it may indeed rarely happen that the 2nd loot will be collected automatically and I think I saw a timers going up so I will add this to the description. Mind you, that these bugs are not my fault but are caused by the underlying code not accounting properly for the case that another batch of loot or more appear on a mission.
Jarjarniks 16 Feb, 2016 @ 3:46am 
Didnt work for me. As I killed an enemy, loot dropped and the timer showed 3 as is usual. When my next turn came, it said 2, but by the end of the turn, the timer increased by one. However by my next turn, the loot disappeared..
Arkan 14 Feb, 2016 @ 11:38am 
Yes, you are correct. Player need to pay attention to it, don't forget. :csgox:
Diedel 14 Feb, 2016 @ 10:01am 
The only other problem i had was that the loot timers on the screen all show the same number, even if that numebr is wrong, but that probably also only realyl happens with loot set to 10 ;)
SakuraKoi  [author] 14 Feb, 2016 @ 9:55am 
@Diedel, I have yet to encounter that bug and if it indeed exists it would be because of some code not accounting for whatever triggers this rather minor bug. The trigger might very well entail a large number of drops. A case I tried to force was a CQC Kill resulting in picking up the loot right away but with increased enemy squad sizes, I had yet to find the chance to get an early (before the 2nd loot drops) kill without risking my soldiers life.

@Invisigoth, you appear to misunderstand, it does not affect the loot timer.

@Sera, you're welcome. :)
Endymion 14 Feb, 2016 @ 9:19am 
Thanks!
Arkan 14 Feb, 2016 @ 4:14am 
That is very good because, from time to time, we need just one extra turn to eliminate all enemy aliens right next to the fat l00t so my soldiers won't die point blank. :shockjockey:
Diedel 14 Feb, 2016 @ 12:50am 
Did you jsut change the INI ? I actualyl ramped mine up to 10 per mission, but after you loot the first item, most of the following drops are auto-looted by a soldier, regardless of where it droppe.