XCOM 2
Choose All Proving Ground Item Rewards
84 Comments
Roytulin 18 Jun, 2023 @ 1:12pm 
It's a shame this doesn't work on existing saves, I tried to use Reward Decks Refresher but it won't show up either.
Stache73 7 Jun, 2023 @ 2:07pm 
This version of the mod crashes my game.
I am running LWotC.
Tried to look for the WotC version of the mod made by Ginko, posted as a link further down in the comments, however it looks like that version of the mod has been removed.
Does anyone know how/where to get a WotC/LWotC version of this mod?
Derrakor 20 May, 2023 @ 8:51am 
why is thys crashing my game
JuggernautOfWar 30 Sep, 2022 @ 5:25pm 
@Whyte One This works with WotC just fine.
Whyte One 30 Sep, 2022 @ 8:49am 
WotC version .... Please ... Anybody?
AlVee 5 Sep, 2022 @ 10:09am 
@JuggernautOfWar

Good to know, thank you! (^-^ )
JuggernautOfWar 30 Aug, 2022 @ 7:08pm 
I am not aware of any mods that disable achievements in XCOM 2 WotC @Lucky_Vince.
AlVee 30 Aug, 2022 @ 1:15pm 
The mod works really great, I love it. :D
Just one question, does it disable achievements?
Mr Nobody 11 Mar, 2021 @ 3:43pm 
a good change in my view would be you have to reserch the item first befor you can produce its still keeping the randomness but removing the repetativness of it
Method 4 Feb, 2021 @ 12:16am 
Please update for last version
Fritzchen 2 Dec, 2020 @ 8:53am 
PLEASE add a 'config.ini' - File.

WOULD BE NICE, if we can adjust the Settings (Costs) by ourselfs!

BTW - NICE MOD !! :steamhappy:
PlasmaDrone 23 Jun, 2020 @ 5:41am 
thanks!!
Cahos Rahne Veloza 25 Sep, 2017 @ 9:30pm 
Viceroy Günther von Lichler 11 Sep, 2017 @ 12:46pm 
Hope you can get to it eventully OP, the random aspect to experimental stuff is my number one annoyance in this game.
Cahos Rahne Veloza 1 Sep, 2017 @ 4:05am 
We need this for WotC :(
Dęąth Viper 30 Aug, 2017 @ 7:20pm 
No
Reduviid 30 Aug, 2017 @ 7:19pm 
does this work with WOTC?
Cahos Rahne Veloza 11 Jul, 2017 @ 10:35pm 
@JuggernautOfWar:

No search functions :P

You only needed to click on the ">" button at the very bottom of this page :P
cbdeakin  [author] 11 Jul, 2017 @ 3:43pm 
Sorry guys, I'm working on other stuff at the moment. If anyone wants to take a look at the mod and see if they can make it work with all DLC / patches, please do.
JuggernautOfWar 11 Jul, 2017 @ 3:33pm 
Ah I see, thanks for the reply. I might suggest adding that little tidbit of information to the mod description as a known issue. Unfortunately Steam doesn't have a search function for these comments, so I did not know about that previous comment.
Cahos Rahne Veloza 11 Jul, 2017 @ 3:00pm 
@JuggernautOfWar:

Yes that's a iknown bug with this mod.

Had you browsed the comments on this mod, a few pages back, you'd have read about it :P
JuggernautOfWar 11 Jul, 2017 @ 11:16am 
I see the added options to choose weapons like the Shredder, Flamethrower, Acid Grenade, etc, but I also see an option to work on "Experimental Heavy Weapon". What does this do? I've completed it twice now (and used two Elerium Cores) and I don't see anything I've received. Is this a bug?
Dęąth Viper 21 May, 2017 @ 4:18pm 
can you add items from other mods to this?
LightenedDark 15 Feb, 2017 @ 9:03am 
For anyone who's had this mod stop working, try https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=627228121 . Now you can have scientist staff slots without conflicts
Kanario97 7 Jan, 2017 @ 2:56am 
I have the text in english (i'm spanish) and the localization text is empty, so i can't change it :S
RainingMetal 20 Dec, 2016 @ 1:42pm 
Any way to have the Powered Weapons unlocked once the RAGE suit is upgraded (before the WAR Suit is manufactured)? Using a mod that does so for the standard, randomized project, which is why I'm asking.
Helrato 19 Dec, 2016 @ 10:12pm 
This mod is not working for me. I have the same issue as @ fightsandtights
Cahos Rahne Veloza 28 Nov, 2016 @ 11:55am 
@NeM | ネム:

The +25 Supply was added to lessen the OPness of the mod itself as the Developers initially wanted us to play "Spin the bottle" with these "Experimental Projects" instead of letting us build whatever we wanted AFTER we've done the research. As if Engineers just use dumb luck when building stuff and don't keep records of whatever it was they've discovered along the way. Yeah right :P
NeM 28 Nov, 2016 @ 4:42am 
Any plan to make him compatible with existant saves AND without the 25 supply added... ?
Cahos Rahne Veloza 20 Nov, 2016 @ 4:35pm 
@Stoops:

This mod does work. You might need to start a new campaign and/or clear you configs files for it to work properly.
stoops 20 Nov, 2016 @ 4:11pm 
This does not work as of 11/20. There are no experimental items at all in the PG menu.
Luke 1 Oct, 2016 @ 2:06am 
Hi, I installed your mod, the "Experimental ammo" entry disappeared and no specific ammo entry appeared.
Normal: http://i68.tinypic.com/2ekt30k.jpg
Mod: http://i63.tinypic.com/rkcuas.jpg
LightenedDark 11 Sep, 2016 @ 8:54pm 
Besides the non-scientist part of that scientist staffing mod...

can you expose the crafting time to the ini files? I'd like to adjust how long various projects take.
dragonkingofthestars 29 Aug, 2016 @ 10:31am 
if they cost a bit more does the regular 'make ammo' for example option works in case I want a roll with the cheaper slot machine?
Cahos Rahne Veloza 23 Aug, 2016 @ 8:12am 
@cbdeakin:

It's purely cosmetic really and your mod does work as advertised so you don't have to trouble yourself much on this.
cbdeakin  [author] 23 Aug, 2016 @ 7:43am 
Thanks for looking at this, I will try to find a way to fix it.
Cahos Rahne Veloza 23 Aug, 2016 @ 1:32am 
@cbdeakin:

I know I said on my previous comment from the 13th of July that I'd test out the July 13th update and report back my findings, however stuff happened (real life bull turd stuff especially my system going belly up on me), anyway I've just finished testing the rebuilt mod and it does still work fine under both pure vanilla game as well as with every other mod I also use along with it.

All the Proving Ground options are still available as per the mod's functionality but two random vanilla "experimental" project options (usually the heavy weapon and Powered weapon ones) still pop up after completing any one of the two DLC Proving Grounds projects. Purely cosmetic nontheless.
LightenedDark 15 Aug, 2016 @ 11:10pm 
You wouldn't be willing to add in Scientist Staffing: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=624926205 , would you? It only helps the spammable projects anyway. I ask because this mod overwrites the same thing. Just curious. Your mod looks great and I can't wait to try it. I love removing RNG.
Tanith70 4 Aug, 2016 @ 8:03pm 
Been having some issues with this mod lately. Basically, it seems like all the grenade, ammo, heavy weapon and armour options from the Proving Ground have vanished. There's an entry for Experimental Weapons present, but when the project is complete, nothing is actually generated by it. Anyone else having some issues with this?
Siven 2 Aug, 2016 @ 1:34pm 
Now this is a mod i could love as i dont like the randomness of the default proving ground options, so i hope this works.

Also, is this compatable with the high quality rounds mod, as i want a minor early game ammo to use.
zion6 1 Aug, 2016 @ 10:29pm 
Is this working with all DLC's?
Cahos Rahne Veloza 13 Jul, 2016 @ 1:10am 
@cbdeakin:

I'm not sure if they'd be related to the Proving Grounds items, but according to several other modders who've tried modifying items from the DLCs (like the weapons from Alien Hunters) that the items (in this case the weapons) were baked into the DLC packs itself. As for testing out your rebuild of the mod... will be doing so after I post this reply ;)
cbdeakin  [author] 12 Jul, 2016 @ 6:42pm 
I've rebuilt the mod to see if that helps. I don't know where the files related to the DLC proving ground projects are, does anyone have any ideas?
Weimond 12 Jul, 2016 @ 9:42am 
Hi could you make this mod compatible with high quality rounds mod, the mod makes the specialrounds cost one hightquality round and an elerium core. I would love ifg you could re release this mod with that compatibility in mind :D
Cahos Rahne Veloza 4 Jul, 2016 @ 6:56pm 
@cbdeakin

The mod still works fine but the new Proving Grounds projects introduced by Alien Hunters and Shen's Last Gift does re-enable a few of the Experimental projects your mod hides by default. For a lack of the proper term, let's just say the DLCs broke the "flags" your mod had setup for the experimental projects.
cbdeakin  [author] 4 Jul, 2016 @ 6:29pm 
Hi Cahos, thanks for the info. I haven't tried my mod yet with the last patch / new DLC. So it works 100%?
Cahos Rahne Veloza 3 Jul, 2016 @ 6:01pm 
Finally got back to testing this essential "non-combat RNG killer" mod, and thankfully it still works fine under "Shen's Last Gift" and the June 30th, 2016 updates.
Cahos Rahne Veloza 16 Jun, 2016 @ 4:20pm 
@jazebiker:

This mod is one of those mods that definitely requires one to start a new campaign for its effects to work.
Falcon 16 Jun, 2016 @ 10:39am 
Mod not working on a previously started campaign. The option to build experimental armors and weapons is gone, and there are no individual armors or weapons available to build. Does the mod require a re-start?
Cahos Rahne Veloza 10 Jun, 2016 @ 4:35pm 
Another follow up to my series of reports below:

I can now confirm with 100% accuracy that the "Alien Hunters" DLC's added Proving Grounds "Ruler" armour upgrades are in fact the root cause of the appearance of the "experimental" research projects in the Proving Grounds that your mod is supposed to have hidden by default.

I've come to this conclusion because I'm currently running a campaign where I deliberately didn't activate the DLC mission (by not scanning the DLC Point of interest position) thereby postponing the appearance of the Rulers and therefore the new armours as well making their Proving Grounds research project unavailable. And because of this, the Proving Grounds look just right with your mod installed :)

A bit long winded I know :(