XCOM 2
Ammo as weapon mods
230 Comments
BigHillsBigLegs 16 Oct, 2024 @ 4:50am 
So will I be able to choose to between putting this on a weapon and putting it on a utility slot, cause it doesn't replace it?
Limer 16 Aug, 2024 @ 7:13am 
Scratch my last suggestion - I've got a better idea:

What if your mod would leave all the vanilla ammunition stuff alone (buying, developing, finding) and create a "weapon mod" copy - so to speak - of all existing and future ammo and keep the stock numbers in sync .

Meaning if for example you by a Bluescreen Round you get both the vanilla " utility item " and the " weapon mod " but as soon as you equip it on a solider or weapon the other one gets removed from the stockpile too (the number of utility items & weapon mods of that type both get reduced).

I guess it would be more complicated to code (intercepting several more functions I assume) but it would be a lot more flexible for the player.

My serial+zone sniper for example always needs their ammo in utility form = all available weapon mod slots are required for other stuff (aim, clip size and later eg. auto loader or maybe ammo).
-bg-  [author] 14 Aug, 2024 @ 5:37pm 
the new launcher do not work well with mods, look for alternative mod launcher
HybridGrizzly 14 Aug, 2024 @ 8:43am 
I installed rewards deck refresher earlier when I tried to fix it (although I didn't think I would need it since this was installed since the beginning of the campaign) and it didn't help

Long War 2, no WOTC if that helps
This worked in previous campaigns, maybe the new launcher broke it somehow?
Limer 14 Aug, 2024 @ 6:04am 
Hi -bg-,
awesome mod(s!) - Thank you for making them (some I consider essential).

RE "only newly acquired ammo becomes weapon mods (Should I change that?)":
My suggestion would be a button / set of buttons or console commands to switch all ammo back and forth.
In case someone wants to remove this mod after testing, it would be helpful in preserving the build ammo.
-bg-  [author] 13 Aug, 2024 @ 5:48pm 
you need the rewards deck refresher to clean up the old utility items from the queue of future proving grounds items
HybridGrizzly 13 Aug, 2024 @ 1:48pm 
I can't get this to work. The ammo I got from the proving ground is a utility item and no ammo shows up in the "build items" menu. Tried a reinstall, verify integrity of game files, nothing is working
VS-lockon 12 Nov, 2023 @ 4:04pm 
lwotc
VS-lockon 12 Nov, 2023 @ 4:04pm 
pls
RoxeusRose 1 Jun, 2023 @ 6:39pm 
Alguien sabe cuales mod tienen puente con esta verdadera joya ?:steamhappy: afirmo que funciona con Proving Ground Overhaul V2
VS-lockon 21 May, 2023 @ 7:55am 
Any chance you could update this for LWOTC?
killjoint666 18 Dec, 2021 @ 6:45am 
Any chance you could update this for LWOTC?
ganjou241 12 Aug, 2021 @ 2:44pm 
Cant download this for some reason
Gomez 11 Nov, 2020 @ 6:54am 
Just a note for those who use Proving Ground Overhaul , it works with the old version(V1) but if you use [WOTC] Proving Ground Overhaul V2 you wont be able to build any ammo after researching it.
Mizuki 水城 泰士 3 Sep, 2020 @ 3:56am 
Perfect! I hope this works alongside my other mods! Been needing something to hold ammo but anything affecting Utility or custom Ammo slot has become an issue for me it seems so this is more ideal.
Zephyr 7 Jun, 2020 @ 8:42am 
Help, I got this mod along with some additional ammo mods, and after editing the ini file, said ammo does show up and can be equipped as weaopn upgrades but they don't have any effect.
hellcry 16 Apr, 2020 @ 6:39am 
This mod still works today with no problems if you add ammo types and weapon templates names.

An update would be welcome. Thanks for an awesome mod.
I'm Mr Meeseeks, LOOK AT ME! 25 Jan, 2020 @ 10:47am 
Does it add in popular ammo mods such as cut content ammo, or corrosive rounds?
IceColdHeart 15 Apr, 2019 @ 6:00am 
not bad, but it go better.
if you like, create mod for ammo bag and use autoreload gear to reload required ammo from bag.
Carry 3 types of ammo and reload one of them with consume autoreload.
sorry i have only ideas but not able to realize that.
cyrneco 16 Dec, 2018 @ 1:53pm 
Oops, sorry bg, never mind, silly me. Should have read in full the description properly... Thenks for your mods.
cyrneco 16 Dec, 2018 @ 4:15am 
'doesn't work' means that I can build the ap ammo, put them in the ammo only pocket, but the effect doesn trigger and doesn't do the piercing.
cyrneco 16 Dec, 2018 @ 4:14am 
Hi bg
I uninstalled this mod midcampaign (I found your other mod with the ammo pocket only now and switched to it...) and now it seems that the AP ammo doesn't work, I'm not sure about the others. I'm playing LW2. What do I need to do to uninstall properly? I did the config deletion and the ini changes (I commented out your pastebin). Thanks
-bg-  [author] 7 Jul, 2018 @ 6:30pm 
yes, because there's a different method to detect these stat changes for utility items and upgrades
p6kocka 6 Jul, 2018 @ 3:43am 
@-bg-
Is it common that there isn´t any info in stats about aim change when installing High quality ammo as weapon upgrade (+5 aim)?
Thighlord 5 Jul, 2018 @ 10:50am 
Yes someone made it
p6kocka 17 Feb, 2018 @ 12:50pm 
Ok. Can confirm. After new research it already works like intended. Tank you.
-bg-  [author] 17 Feb, 2018 @ 12:31pm 
if you got the ammo before activating the mod, it will not transform existing ammos
p6kocka 17 Feb, 2018 @ 12:26pm 
I don´t get them at all. I have already researched Needle rounds, when I click the upgrade weapon button I don´t see it there.
-bg-  [author] 17 Feb, 2018 @ 12:24pm 
what do you mean by doesn't work, do you not get them at all or you still get them as normal ammo
p6kocka 17 Feb, 2018 @ 12:21pm 
It doesn´t work with custom ammo (CutContentAmmo-WOTC). I added to Amo.ini

; Under [Ammoasweaponmods.X2Items_AmmoUpgrades]
+AmmoNames=FalconRounds
+AmmoNames=NeedleRounds
+AmmoNames=FlechetteRounds
+AmmoNames=StilettoRounds
+AmmoNames=DragonRounds

And can´t see the ammo
Darkcow 8 Dec, 2017 @ 1:04am 
Can you use ammo with chosen weapons?
-bg-  [author] 2 Oct, 2017 @ 2:54pm 
ok updated to work with WOTC
-bg-  [author] 2 Oct, 2017 @ 11:56am 
that mod seems like such a mess that it has very bad compability with template modifications. Someone else need to fix that mod to support all custom ammo for that.
3D Master 2 Oct, 2017 @ 1:36am 
I too am hoping for a WoTC update; and like the guy below me said, it would be nice if "craftable ammo" doesn't just make it craftable from the start, but have to unlock it via the proving ground first.
Gwynbleiid 20 Sep, 2017 @ 3:36pm 
Hi @-bg-, i'm using experimental items unlock and was wondering if there is a way to make that the crafteable ammo form it to be your weapon mods, or if not, make your crafteable ammo weapon mods appear after the respective ammo was created via the proving grounds, by the way thanks for another great mod
Jocko 19 Sep, 2017 @ 7:46pm 
On Shen's Last Gift map, I've found that after the first area, the AP rounds buff was not working anymore (which changed the mission from "easy" to "fairly challenging", even more so at the end with Long War).

Can anyone confirme this one?
@-bg- maybe the code reasoning does not handle well multiple areas in a map? (Do not know, just an idea)
Gong-Gle-E 2 Sep, 2017 @ 6:23pm 
i waiting update for WotC
Nick? 30 Aug, 2017 @ 2:04pm 
Tested each of my mods individually, unfortunately, this one is currently crashing WoTC on startup when enabled. Any word about a fix?
darkzero 29 Aug, 2017 @ 1:18pm 
Any chance of an update for the new expansion -bg-? Its one of my favorite mods. >_>
-bg-  [author] 26 Jul, 2017 @ 8:04pm 
well these inis are out for quite a long time already and reported to be working. And I don't think LW2 will change their linebreaks suddenly (it would be the same as the first version)
Terabix 26 Jul, 2017 @ 7:21pm 
@ -bg- I did the same thing when fiddling with my Technical Heavy Weapon Reload mod ini settings to delete the original Technical class's skills. Didn't work. So I'm asking if you verified that the ini lines you typed up are absolutely functional with LW2. Otherwise, I can investigate a .uc code functional fix.
-bg-  [author] 25 Jul, 2017 @ 4:33pm 
there shouldn't be issues as those deletion are completely copied from lw2's config including the linebreaks.
Terabix 25 Jul, 2017 @ 3:20pm 
That's what I discovered too in one of my last mods. Your LW2 config has lines instructing the deletion of several array items concerning Proving Grounds projects. If you'd like, I could cook up a .uc code modification method.
-bg-  [author] 25 Jul, 2017 @ 3:08pm 
line breaks problem only affect you if you try to delete configs. adding new lines have no problems.
Terabix 25 Jul, 2017 @ 1:21pm 
Thanks, did you also confirm your config edits working? LW2 has an issue where line breaks generated on different systems cause mismatches in searching. Long story short vanilla config edits don't work on LW2. You have to mofidy the archetypes by .uc code.
-bg-  [author] 24 Jul, 2017 @ 4:21pm 
if you don't want the penalty you can set the weight to 0 in the contents copied from the pastebin link above.
Terabix 23 Jul, 2017 @ 10:42am 
Well, I was planning on making a LW2 compatible functionality of this mod, but it seems you beat me to it!

That being said, does this mod rectify the fact that all items, ammo mods included, have a -1 mobility penalty? Ammo items used in this manner shouldn't penalize mobility.
Baelenn 2 Jul, 2017 @ 11:12am 
I'm using LW2. I've been trying a few different mods to try to get ammos out of the utility slots but none of them seem to have any effect. Yours is ont eonly one which makes any noticable change (so far not quite the one I want, but its a better start than any of the others).
-bg-  [author] 30 Jun, 2017 @ 5:52pm 
I am confused, you say proving grounds and it should be in vanilla then you say manufacturing them which is in LW2, what mod are you playing with. If Vanilla, there's no problem, just start the experimental ammo project and it will produce the new ammo mods. If LW2, you still need to apply the config because it also setup the other parts that is patched by LW_Overhaul config to make them be able to be built properly.
Baelenn 30 Jun, 2017 @ 10:00am 
Installed and activated this mod mid-campaign. Also installed the Reward decks mod, however all previously unlocked ammos could no long be manufactured and were not added back to the PGround. The existing ammo items were still there but no more could be built. I did not attempt the Paste.bin thing since it wasnt Free Ammo it was NO ammo.