XCOM 2
Grimy's Loot Mod - Legacy Version
887 Comments
razjains 12 Oct, 2022 @ 6:44pm 
This specific mod is not showing up in my manage mods menu before firing up the game? What to do please?
Colva_Moon123 25 Jun, 2018 @ 5:16pm 
How do I change to drop rates on the loot boxes (i.e. legendary boxes drop more often)?
Conter Striek 25 Feb, 2017 @ 8:33am 
Good mod 9/10.
Imperial 12 Nov, 2016 @ 9:14am 
how do you do it you guys are amazing :steamhappy:
magius74 3 Aug, 2016 @ 11:50pm 
I know this is the old version of this mod but I am still playing my original campaign. I was hoping that someone could help me out. I'm trying to change the stats on some of the Grenade Launchers that were made for this mod. I have a Superior Magnetic Hydra launcher and I want to increase the Radius Bonus on it. I found the file GrimyLoot_Weapons.uc in the Classes folder and I see entries for the new launcers but when I make changes to the stats for them nothing changes in game. Any help would be greatly apreciated.
Dragonlord 31 May, 2016 @ 11:13am 
Well the rare armors don't do anything for me and yes this is a new campaign with the mod starting.
Oey 30 May, 2016 @ 11:54pm 
Love this mod, Thank you.
Thank you.:steamhappy:
mutant 28 May, 2016 @ 1:05am 
to equip mods on gremlins you need another mod that lets you upgrade everything, name of the mod would something like : mod everything
DabHand 22 May, 2016 @ 1:17am 
er yes. Start new campaign with new version only.
jonathan.dj.david 21 May, 2016 @ 5:33am 
Does habing both will conflict?
grelo29 1 Apr, 2016 @ 5:03pm 
HOW TO EQUIP mods for gremlins, ie trojan weapon mod?
phamxuanthai1 29 Mar, 2016 @ 5:28am 
Im to lazy to start a new campaign, any way I can apply the new mod without starting a new one? thanks in advance :D
DabHand 29 Mar, 2016 @ 5:03am 
no problem, report back if you see anything wierd as a result - otherwise l'll probably do the same.
Pandemonium 29 Mar, 2016 @ 4:11am 
Confirmed: it works. Like the OP said, I'm not sure what the unintended consequences will be, but I'm certainly not going to use any of the special Psi Amp upgrades now (not that I've found any).

Thanks again for helping dig that up for me!
Pandemonium 29 Mar, 2016 @ 3:59am 
Thanks! I'll give that a shot and report if it works or not.
DabHand 29 Mar, 2016 @ 1:43am 
This is all l could find on it atm:

Theocratical Goblin 21 Mar @ 10:32pm
My excuses for the double post; but I've confirmed it's a bug with your mod. I've replaced the lines in your weapondata ini with the data of the default xcom weapondata for psiamps and the damage gets assigned as normal now. I don't know what I broke in your mod now, but for now I'll play like this :D
DabHand 29 Mar, 2016 @ 1:38am 
All l can remember is it involves replacing the line(s) in this mods ini from the same lines in defaultweapons.ini for the null lance. I am in same position and have been putting off digging through 88 pages of thread to find it until l actually have to use null lance.
Pandemonium 28 Mar, 2016 @ 6:01pm 
@DabHand where is the fix again for the Null Lance bug? I've been looking all over, and I can't find it, and I'm hoping there is one because I'm pretty deep in a legendary campaign.
Immhotep 27 Mar, 2016 @ 11:03pm 
Does anyone having problem with no items in the black market? In early game, black market works fine but after a few months into the game, there's no items besides recruits & supply
DabHand 27 Mar, 2016 @ 8:10am 
There's a fix in the thread @ maudin88.
Cos we still have rockin' campaigns under legacy! @morionicidiot
GrimyBunyip  [author] 27 Mar, 2016 @ 8:07am 
@maudin88
why are you still using the legacy version?
maudin88 27 Mar, 2016 @ 1:33am 
I've also had the o damage null lance thing. AWESOME mod but any help with this?
ReoM 23 Mar, 2016 @ 10:19am 
Thanks for this great mod, the only issue i've got is with Null Lance doing no damage (like others said), i would be very thankful if someone could help me with this :)
IceMaverick 23 Mar, 2016 @ 8:40am 
@Mr_Ninjah, This version is outdated and you should follow the link in the description to the newest one.

That said, this mod does 4 things by default:
1. Gives you Chests that contain Primary Weapons with 2-4 attachments already on them, many of which are completely new attachments.
2. Gives you Chests that contain Secondary Weapons with 2-4 attachments on them, nearly all of which are completely new attachments.
3. Gives you Chests that contain Body Armor with 2-4 attachments on them, all of which are completely new attachments.
4. Gives you Secondary Attachments as individual loot, so you can slot them into basic secondary weapons or switch out unfavorable attachments with ones more your style.
Razldrazl 22 Mar, 2016 @ 2:34am 
thank you Theocratical Goblin!! works fine now
ATF_Coldblooded Carebear || 21 Mar, 2016 @ 10:36pm 
@mr_Ninjah
it add weapon with mod already in them mod for your secondary and secondary with already mod in ( have of yet see a weapon mod by itself for your primary) but for your secondary yep they have them
KatsuDon 21 Mar, 2016 @ 9:46pm 
Hey this mod looks really cool, but I'm a little confused. Does it mod add weapons and weapon mods? Or is it just weapons with mods already on them? Sorry for the bad english, I hope someone gets what I'm asking!
Orionox 21 Mar, 2016 @ 9:37pm 
How well does this work, balance wise, with Weapon Upgrades Epanded?
bilfdoffle 21 Mar, 2016 @ 7:43pm 
I'm curious about the new continent bonuses - are they new entirely, or are the old ones re-used? Basically, I want to know what will happen if I enable the lock and load proving grounds mod without changing the config files to re-enable it.
meyerik 21 Mar, 2016 @ 7:28pm 
"No more updates to this version of this mod after this point
Any fixes will only go to a new version of this mod, which will be a completely separate mod. "

I assume you will have a link to this in this page when its ready?
Theocratical Goblin 21 Mar, 2016 @ 3:32pm 
My excuses for the double post; but I've confirmed it's a bug with your mod. I've replaced the lines in your weapondata ini with the data of the default xcom weapondata for psiamps and the damage gets assigned as normal now. I don't know what I broke in your mod now, but for now I'll play like this :D
Theocratical Goblin 21 Mar, 2016 @ 3:25pm 
Same as Drazil, Null Lance doesn't do any damage anymore. Saw on reddit it might have something to do with your mod?
PandaTastic 21 Mar, 2016 @ 3:22pm 
I have a question for compatibility, does it work with ennemyloot? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=620445360&searchtext=loot

Thanks!
Nazo_Darkfire 21 Mar, 2016 @ 2:20pm 
I was able to unlock the first crate I recovered, but I can't unlock any crates after that. The research option isn't showing for me, so now I have a small stockpile of them that I can't open.

Is there a way to fix this?
Razldrazl 21 Mar, 2016 @ 11:44am 
null lance doesn't do any damage anymore, with/without psy whip or the psy PCE equipped, anything I can do? I have already unsubbed and resubbed but it didn't help

great mod though besides this, really enjoying the depth!
GrimyBunyip  [author] 21 Mar, 2016 @ 10:41am 
@robojumper
yes
robojumper 21 Mar, 2016 @ 9:26am 
Does "Armed to the Teeth" increase the number of available upgrades on secondary weapons/armor too?
Hayyy 21 Mar, 2016 @ 8:49am 
@ATF_Coldblooded Carebear II

XComGrimyLootMod.ini
ATF_Coldblooded Carebear || 21 Mar, 2016 @ 8:32am 
If it's not too much trouble can I know what ini file contain the continent bonus?
GrimyBunyip  [author] 21 Mar, 2016 @ 8:27am 
@Commander Data
thanks, found the issue
DabHand 21 Mar, 2016 @ 5:48am 
delete everything in here:
C:\Users\<youloginname>\Documents\my games\XCOM2\XComGame\Config\

Verfiy local files in properties tab.

Start game but dont load a save. Exit to desktop. Start game again and load a save.
Jellybot 21 Mar, 2016 @ 5:42am 
my game always crashes when i using this mod :( what do i need to do? i already downloaded rename secondary weapon
ObelixDk 21 Mar, 2016 @ 5:31am 
Love the mod man..
Hope ill get my campain done before you release the next version of this mod, as i am almost done :)
FREND 21 Mar, 2016 @ 2:12am 
Looking forward to the new version of the mod.

I got my first armor loot today. It had an error on the display though.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=649705223
Paragon 20 Mar, 2016 @ 11:52pm 
Quick question: do you still have to start a new campaign for this mod to take effect?
GrimyBunyip  [author] 20 Mar, 2016 @ 11:16pm 
No more updates to this version of this mod after this point
Any fixes will only go to a new version of this mod, which will be a completely separate mod.
GrimyBunyip  [author] 20 Mar, 2016 @ 11:07pm 
New Update:

This one does NOT break your campaign
Psi amp damage should be fixed
Epic grenade launcher images still not fixed
Armor upgrades implemented, waiting on devnull to update his mod with armor socketing.
GrimyBunyip  [author] 20 Mar, 2016 @ 10:32pm 
@sovereigndrake
Like I said, the update won't break your campaign, because I will be creating an entirely new mod with the updated version.
Sovereigndrake 20 Mar, 2016 @ 10:23pm 
Must be my bad luck, but lately, every primary weapon (6) i've gotten has the High Cycle Chamber on it, which makes them useless. A shotgun with -100% chance to crit... Better off using a potato gun lol. The save i've been using is a bit over a week old so i'm not sure if the mod updated and now that's all it can churn out, ill try a new campaign when i get around to losing.
GrimyBunyip  [author] 20 Mar, 2016 @ 10:17pm 
IMPORTANT NOTICE!

I'm altering the data structures in the loot mod, which like in a previous update, will break existing campaigns =(

So I will most likely be making a new page with the updated loot mod. That way people who don't want to break their campaigns can keep playing on an old version of this mod.

Plus side? The new data structure makes merging weapons from other mods into my mod, much much easier. Downside is of course, having to migrate to a new page.

Just a heads up at any rate.