XCOM 2
Retroactive Upgrades
65 Comments
花兔 10 Nov, 2018 @ 12:54am 
[neoe] Chinese Names
Gender Bias
conflict
_b1ack0ut 3 Sep, 2017 @ 8:07am 
would this happen to work with war of the chosen?
MantisUK 18 Jun, 2017 @ 12:19pm 
Cool stuff good to know. I did used Xskin system but thats wwwwaay out of date now and not longwar compatible never mind WotC.
Tsybil  [author] 18 Jun, 2017 @ 12:17pm 
It might. If I remember how I did this there shouldn't be any conflicts. Although I would suggest using a different mod for your needs now. When I wrote this the best method at the time was very hacky and would sometimes randomly not work.

I would recommend using the Uniforms Manager mod for outfits instead. As for weapons I'm not entirely sure since the other mods I can find have comments suggesting they might not be compatible with LongWar or also have the random breakage issue.

Once WotC expac comes out, I might revisit this mod and do a complete rewrite.
MantisUK 18 Jun, 2017 @ 8:28am 
does this work with longwar?
ganjou241 15 Jul, 2016 @ 10:03am 
I've lost my T3 Cannons :( they had good attachments!
Sharblue 16 Jun, 2016 @ 1:08pm 
Nevermind.

Doesn't work. Meh.
Sharblue 15 Jun, 2016 @ 1:41pm 
To change slots, go to :

630101688\Src\RetroactiveUpgrades\Classes

And open Retro_Weapons.uc with Notepad/Else

Change the slots number. Enjoy. Just be carefull : 5 slots is the absolute max I recommend, due to not having scrollbar for Mods.
Dare Arkin 6 Jun, 2016 @ 3:33am 
Any chance anyone knows where to edit the number of upgrade slots per item? I'd love to be able to tweak that, as I have on my 'standard' playthrough.
WingBreaker 9 Apr, 2016 @ 1:36am 
@Tsybil Thanks for the mod, been looking into it a bit, not much of a coding person but apparently I've managed to determine the reason for my previous bug. For what I could tell, the SMG mod from LW had the same issue, when upgrading from tier to tier with a weapons equiped, an invisible weapon would be equiped to a soldier making them have two sets of shoot and overwath icons, for what the patch notes say in their workshop page, this issue has been fixed in their mod. Don't know if the mod changes something with yours but I just wanted to let you know. Thanks again :D
Andrew 5 Apr, 2016 @ 9:53pm 
@Tsybil Could you make armors to contain Anarchy's Children DLC's customizations? I really love the new ones especially in Kevlar Armor but Plate/Powered version does not contains them.
WingBreaker 2 Apr, 2016 @ 4:53am 
Ok... For some reason after upgrading to beam weapons, I've now got two shoot buttons and two overwatch button, I've got a weapon with an adv. scope and an adv. extended magazine and the first button shoots with a weapon with only a regular scope atachment. It's really bizzare D:
EasyCompany 20 Mar, 2016 @ 1:48pm 
@KriegerDx: If you complete continent bonus or 'advanced modular weapon'(mod) project, attachment slot of retroactive weapons will be added, too.
EasyCompany 20 Mar, 2016 @ 1:46pm 
Very good mod. I used conventional SR that have the spec of tier 2/3 weapons and finished Commander-Ironman. I like it because conventional pistol and SR has awesome sound.
After the latest patch, no proving ground project is needed(except armors).
Once you get the squad upgrades, the higher tier of conventional / mag weapons will be automatically added to your inventory. If you pick 'Sniper Rifle (Mag)' and get beam weapon upgrade, this weapon will automatically upgraded to 'Sniper Rifle (Beam)', remaining attachments.
But be noticed that if you don't have any squad upgrades, customized conventional weapons(weapons with attachment)'s model will be changed like vanilla.
KriegerDX 20 Mar, 2016 @ 6:40am 
Is there a way to change the number of upgrade slots for the retroactive weapons?
WingBreaker 19 Mar, 2016 @ 1:18am 
Ok, managed to make the conventional tier 2 weapons appear, but still no project in engineering
Tsybil  [author] 18 Mar, 2016 @ 9:27pm 
@WingBreaker: Hmmm... I'm unable to reproduce this bug. I'm thinking it's actually a bug with hiding things when certain research conditions are met. It sometimes comes up as "I should hide this" when it shouldn't. I think it's a bug in the game. I've removed any notion of hiding stuff from the mod now but I doubt it'll fix the issue.

As for Anarchy stuff not showing with the upgraded tiers; that's expected until I update the mod. Although I don't know how I can make this backwards compatible for people who dont have the dlc.
Iamnuff 18 Mar, 2016 @ 9:00pm 
The new DLC issue seems to be because all the item-addons for T1 and T2 armour aren't applied to T1/T2 upgrades. (Powered resistanct armour, for example)
Tsybil  [author] 18 Mar, 2016 @ 6:34pm 
Really? Man, this mod doesn't even touch the squad tech upgrades and it still breaks the game!. I'll look into it.
dankcoffin 18 Mar, 2016 @ 2:59pm 
Seems to be broken for those with Anarchy's Children. Hope you have time to look into this. Thanks for the awesome mod.
WingBreaker 18 Mar, 2016 @ 2:26pm 
Tried a new game... after re-installing the mod, for some reason, as soon as I reach the mag tier there is no squad update tech... only for mag rifles. Is there a reason for this?
Tinhead 16 Mar, 2016 @ 2:06am 
Ah, alright, pity. I fell in love with the realistic ballistic weapons and wanted to use them to endgame.
Thanks for taking time to reply! :)
Tsybil  [author] 15 Mar, 2016 @ 7:05pm 
@Tinhead, No sorry. I had toyed with the idea in the past with including other mods skins/weapons but the way the weapon templates are setup makes this extremely painful. Basically for every weapon you need at least 21 additional assets which are the skins/attachments. That quickly explodes in terms of code. If they were config options that too will be difficult as that would be 21+ configs strings per primary weapon.
Tinhead 15 Mar, 2016 @ 5:29pm 
Nice mod. Would it be possible to include other weapons in the upgrade mechanic? Namely the superb conventional weapon models from Yard1PL (HK416, G36, etc.)? Cheers
Spart117MC 13 Mar, 2016 @ 2:09pm 
Gotcha, no biggie.
StylePengu 13 Mar, 2016 @ 11:49am 
Nice work on the fixes.

This is the best "conventional/magnetic at higher tiers" mod I've seen.
WingBreaker 13 Mar, 2016 @ 11:12am 
Thx a lot for the mod, srly, been waiting for a way to get rid of the plasma tier since day one, it's Ok but it looks way out context compared to the previous tiers :D
Tsybil  [author] 13 Mar, 2016 @ 11:06am 
Ok that should be fixed now. Sorry to everyone affected by this. If you've installed the mod prior to the fix this wont fix it for you; hopefully you have a previous save w/o the mod or haven't reached the last tier of equipment yet. Again, sorry for the inconvenience.
Tsybil  [author] 13 Mar, 2016 @ 10:33am 
@WingBreaker Oh, you know what. Just realized that if you did not have the mod originally the new weapons wont appear retroactively. I'll think of a plan for that.
Tsybil  [author] 13 Mar, 2016 @ 10:25am 
@Spart117MC Yeah sorry, that is beyond the scope of this mod and my skill.
Tsybil  [author] 13 Mar, 2016 @ 10:24am 
@WingBreaker Yeah, the upgraded versions are purchased with the normal purchases. So for example when you buy the upgrade for Mag Rifles, you should automatically get the upgrade conventional rifle as well.
Iamnuff 13 Mar, 2016 @ 10:03am 
Thanks for the quickfix, much appriciated.
Spart117MC 13 Mar, 2016 @ 5:24am 
This is probably beyond the scope of this mod, but do you think its feasible to have it such that weapons could be visually customized like armor is now? For example, being able to choose which kind of optics should go on a gun much like how we can choose torso pieces.
WingBreaker 13 Mar, 2016 @ 12:58am 
Just tried the update on a running campaign, had just finished investigating mag tech and the project hasn't popped up in shen's screen, I suppose the upgrade is like the mag rifle purchase on that screen, am I wrong? Does that mean it can only appear once you've finished the mag tech investigation project?
Tsybil  [author] 12 Mar, 2016 @ 11:18pm 
Okay, fix out. If you have the resistance mod you'll get a PG project to upgrade it. Kinda suck that this has to be the exception with the way things are handled.
Tsybil  [author] 12 Mar, 2016 @ 10:11pm 
Okay, figured out how to remove dlc through Steam. Yeah, Resistance Armor doesnt play nice at all you dont have the dlc. Fix incoming. The fix will probably need a PG project
Tsybil  [author] 12 Mar, 2016 @ 10:07pm 
Alrighty. So the new way of handling upgrades and so on is way superior since the patch. So that means there are no more Proving Ground projects to upgrade weapon and armor tiers! Just buy the thing from Shen and you'll get the new item(s). And this still ensures zero mod conflicts!

Unfortunately I think they may have broken how armors and weapons are hidden when certain tech requirements are met. I've disabled that for now until they fix the issue, assuming it is a bug.

EXO armor and Spider armor is handled the same way as before, converting through the Proving Grounds.

PS. I have a feeling the resistance armor wont play nice if you dont have the mod. If someone can test that I would greatly appreciate it!
The PM 11 Mar, 2016 @ 4:38pm 
Thanks for the response, Tsybil.
Funk 122 10 Mar, 2016 @ 9:32pm 
Thanks for the hotfix.
Tsybil  [author] 10 Mar, 2016 @ 7:34pm 
Okay, hot-fix out. I'll work on a more permanent solution sometime in the near future. This fix is just to get people's saves working again. Again, this makes it so attachments don't transfer and armor auto-upgrade; use care.
Tsybil  [author] 10 Mar, 2016 @ 6:59pm 
Well. I think I see why the mod is breaking. They changed the object structure of Tech objects somehow. The problem is they havent updated the dev tools so I have no idea what the change is. Specifically, they removed the ItemToUpgrade property of PG/Research items. This property is then used later to say what items the game should look for to upgrade. I'll have to do a stupid fix until they update the tools. Unfortunately the fix will be to completely disable this property, which means weapons and armor wont automatically upgrade and their attachments wont transfer.
Iamnuff 10 Mar, 2016 @ 4:53pm 
Looks like the recent update to XCom 2 (10th of March) breaks this mod.

When I try to load up the game, I don't even get to the main menu before I get "Xcom 2 had to close" error message. If I disable this mod the game seems to boot up fine. (though obviously my saves are broken due to missing mod)
Archange 10 Mar, 2016 @ 4:25pm 
@Tsybil
I had the feeling that a compilation was requested to keep modification in the .uc file.
I will try the mod you wrote, a wonderful idea ! :D
Thanks !
Orange Shards 10 Mar, 2016 @ 2:35pm 
Same problem as The PM, immediate CTD whenever I try to launch with this mod active. Its only this mod that does it, regardless of if I have any other mods active.
Burnout 10 Mar, 2016 @ 1:04pm 
Same problem as The PM, immediate CTD whenever I try to launch with this mod active. Its only this mod that does it, regardless of if I have any other mods active.
The PM 10 Mar, 2016 @ 12:17pm 
Hey, just a heads up and it might just be me, but with the latest patch if I try to enable your mod I get a crash to desktop. I've tried only your mod and I've tried it with all of my mods. This is the only one that causes the behavior. Posting here in case anyone else gets the same thing. I can't pinpoint why yours might be causing it, but for me it is.
Tsybil  [author] 9 Mar, 2016 @ 8:32pm 
Hi, Unfortunately I dont think you can easily change that unless I make that configurable, which I'm reluctant to do since I like to keep my mods true to the game. Changing the uc files wont do anything unless you compile them into a 'u' file. The best I can offer is this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=626023136 . It makes the continent bonus that adds an extra weapon slot purchasable and you can configure the price to suit your needs.
Archange 9 Mar, 2016 @ 12:18pm 
Hello,
First, thanks for your mod, it's a real pleasure to play with old weapon's skins !!
And a little question : Is there an easy way to set a different number of upgrade slot for the new "old" weapons ?
I found the parameter in your Retro_Weapons.uc file but it might be something to do to apply this modification in dbase ? Maybe...
Thanks in advance !
Tsybil  [author] 2 Mar, 2016 @ 10:04pm 
So, I briefly looked into making weapon skins a config thing and from just looking at the surface of it, it might be extremely annoying. So annoying that I might not do it. I'll do some tests when I get the time. Maybe the parts I'm worried about are not actually a problem.
Tsybil  [author] 1 Mar, 2016 @ 6:35pm 
@harlequin565, Thanks. The weapons should already be transferring their attachments. If they're not that's not good. The way I think I have it set up now is the base weapons behave like they always have, transferring their attachments to the new tier, conventional -> mag. And if you have conventional(mag) and retrofit, the attachments then go conventional(mag)->conventional(beam).