XCOM 2
High Quality Rounds [WotC + Vanilla]
73 Comments
BlueFénix 1 Jun @ 12:40pm 
The mod loader says this doesn't work for war of the chosen and now it does not launch at all
Marcus 6 Apr @ 8:09am 
RequiresXPACK=true - copy this into the XCOMMOD.file and save. It will be there when you restart the game. I had the same trouble as you, with it not showing up in the game, this fixed it for me.
J. FAITH 21 Nov, 2024 @ 12:20pm 
stopped working with the new launcher
Mythrell  [author] 25 Jul, 2024 @ 12:44pm 
I don't see how it would, but you can always try setting your load order so that the HQ Rounds is loaded first and then the other mod.
Daddy Takeda 16 Jul, 2024 @ 8:26am 
Your mod and this one (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1533457608) are conflicting and it makes little sense. One is for armor, yours if for an item in the shop. The conflict appears to prevent an ability to phase through walls. The mod I've shared above makes the wraith suit ability passive, but your mod appears to prevent that and make it cost a use. Anyway to make them compatible? Maybe removing lines your mods doesn't need that interact with the other mod? Thanks.
zin 5 Apr, 2023 @ 2:28pm 
@MightNight Late, but you could perhaps change the cost to 0 supplies.
zin 20 Mar, 2023 @ 12:53pm 
Sweet!
Mythrell  [author] 20 Mar, 2023 @ 12:47pm 
yes
zin 20 Mar, 2023 @ 12:15pm 
Is it safe, and does it work, if you add this mod mid-campaign? :)
MightNight 23 Sep, 2021 @ 12:27pm 
Could you add a way to make these a starting unlimited ammo please?
e☆zy t@rget 12 Jul, 2020 @ 8:25am 
I have no idea why and how, but this mod unfortunately conflicts with [WOTC] Powered Armor Rebalance (turning the passive ability of Wraith active again). Just wanted to drop by if anyone has the same problem. Unsubscribing from this mod makes the Wraith abillity in [WOTC] Powered Armor Rebalance passive again.
Dragon32 9 Jul, 2020 @ 1:08pm 
@Alejandro Monteagudo
That's the recently released 2K Launcher. It is broken

Use the Alternate Mod Launcher. Link and more good information:
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
BlueFénix 9 Jul, 2020 @ 12:34pm 
This no longer loads even if you tell the game to load it.
KT Chong 21 May, 2020 @ 12:29pm 
So... I assume if I configure XComHighQualityRounds.ini, the in-game descriptions of the High Quality Ammo in engineering will no longer match the ammo's new mod values? (i.e., Adds +5 to weapon accuracy.")
Bardmaster 13 Apr, 2020 @ 11:08am 
Doesn't seem to work anymore with WOTC, at least not for me (I have many mods, but don't think any would conflict with this). I subscribed but the rounds do not appear in the Engineering Items list.
pdavis 30 Jan, 2020 @ 11:03am 
I like this mod, but I wish there was more than one type of High Quality Rounds to play around with.
A second set with +10% crit chance and a 50% chance to cause Bleed, and a third set with 2 points of armor piercing maybe?
yes_commander 27 Oct, 2019 @ 9:13am 
Using this with WOTC to fill an empty ammo slot on my starting spark that has bugged me for ages. I just wanted _something_ there, and +5 Aim is nothing to shake a stick at. Thanks!
Philadelphus 27 Apr, 2019 @ 12:10am 
I've found an interesting incompatibility between this mod and the "Powered Armor Rebalance" mod; that mod changes the Wraith Suit's wall-phasing to be a passive ability, but running this mod with it reverts it to its usual charge-based behavior. (Apparently it's because both modify "X2Ability_ItemGrantedAbilitySet", or something.) Just a head's up for anyone who might be running that mod as well.
Earl_of_Warwick 12 Jul, 2018 @ 12:22am 
This is the path:
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\673661958\Config
LilRabbit 26 Jun, 2018 @ 1:10pm 
what path do i use to change up the default numbers? for example. E:\SteamGames\steamapps\workshop\content\268500\944207594...etc
ShotgunPayDay 29 Dec, 2017 @ 12:59am 
Awesome this is exactly what I needed for an early game grenade replacement on sharpshooters, rookies, and sometimes specialists!
HQ_DMGMOD=1
SUPPLY_COST=30
HQ_CRITCH=0
HQ_CRITDMG=-1
HQ_AP=1
HQ_AIM=0
ExperimentalAmmoReq = 0
Mythrell  [author] 2 Sep, 2017 @ 6:29pm 
@Hawsy: Oh yeah that makes a lot of sense, it's now updated.
CptWholesome 2 Sep, 2017 @ 12:56pm 
Just for the SEO, you might want to consider updating the name of this mod to fit with the growing standard. Maybe append a (WotC + Vanilla) to the end of the title
Arckange 1 Sep, 2017 @ 3:36pm 
Thx for the answer.:steamhappy: i trust you don't worry and you right
Mythrell  [author] 1 Sep, 2017 @ 12:22pm 
@Arckange: +5 Aim is still pretty powerful, it's the amount the nerfed tracer ammo gives in Long War 2 for example, so increased cost is for a balance reasons. You can adjust the supply cost from ini files.
Arckange 1 Sep, 2017 @ 6:31am 
25 supplies is not to much ?
Why 15 to 25 ?
Mythrell  [author] 30 Aug, 2017 @ 2:53am 
As feo. said, this mod functinos perfectly in WOTC as well as vanilla XCOM 2 and thus won't be updated.
feo. 29 Aug, 2017 @ 1:03pm 
works with WotC so far
Magixian 7 Aug, 2017 @ 9:54am 
Ahh, spot on. Will try it out for sure! First time messing with ammo mods so wasn't aware of that. And yes added this mod into a campaign, but before building the proving ground so didn't think twice of that. Thanks alot.
Mythrell  [author] 7 Aug, 2017 @ 9:37am 
@Harddk: It sounds like a common issue what happens when you enable / disable ammo mods during a campaign, the so called rewards stack is borked. THhere's a mod called "rewards Decks Refresher" which shoud fix the issue. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=665435869
Magixian 7 Aug, 2017 @ 7:56am 
Not sure what is causing this, but when i upgrade a HQ Round to an Experimental Ammo, the timer plays out as usual and a notification when the proving ground is done, but nothing more. No specific ammo notification, and no ammo added in my inventory. Tried it twice now without succes, and in an ironman campaign so can't test further. Not sure if it's a mod conflict or what not. Any others experienced this ?
Mudd 21 Jul, 2017 @ 10:14am 
Okay. Thanks. This is all pretty new to me, but I will look into that. Thanks again
Mythrell  [author] 20 Jul, 2017 @ 5:28pm 
@tiedyedpunk: There is an .ini file in the mod folder, by editing it you can adjust any of those values as well. You can find them from \SteamLibraryDirectory\steamapps\workshop\content\268500\673661958\Config

You can edit .ini files just with a notepad.
Mudd 20 Jul, 2017 @ 11:43am 
Okay. So what does all of this mean? :

Configurable via XComHighQualityRounds.ini:
- Aim and Damage mod of new ammo
- Critical Chance and Critical Damage bonus
- Armor Penetration
- Supply cost
- Enable or disable experimental ammo build requirement.
Mythrell  [author] 20 Jul, 2017 @ 9:15am 
@tiedyedpunk: By default they add +5 to accuracy (a weaker version of vanilla tracer ammo).

Good point though, that is missing in the text. :)
Mudd 20 Jul, 2017 @ 8:17am 
So what do these rounds do? There is a very vague description in the game and a somewhat vague description here. BTW, thanks for making the mod.
Arkan 2 Jul, 2017 @ 12:14pm 
yes! :cowboyhat:
darktoto 23 Apr, 2017 @ 8:31am 
how can i do that ? the alternate mod launcher. I'm interrested
=[NK]= Col. Jack O'Neil 5 Apr, 2017 @ 3:36pm 
Get yourself the alternate mod launcher.. I run 500 mods because of it :)
Prophet Of Merci 5 Apr, 2017 @ 12:53pm 
All good. I "had" 170 mods installed in my game and realised that it was going to shit real fast, low frames, choppy as hell, slowed down etc. So i decided to clean up house finally after a month and a half and figure out what i do and dont need anymore, including getting rid of old mods that havent been updated since last year, and yours popped up. So i kept the mod but kinda wanted an up-to-date version of it, with or without actual updates and bonus content.
Mythrell  [author] 5 Apr, 2017 @ 3:31am 
@Prophet Of Merci: Not really, I sometimes do think about it but so far have not had time or motivation to do one.
Prophet Of Merci 4 Apr, 2017 @ 6:33pm 
Is the author still doing mods for this game?
LightenedDark 15 Feb, 2017 @ 11:08am 
The supply defaults aren't accurate with the picture anymore, btw
Marcus 27 Jan, 2017 @ 4:06am 
Love this mod use as -2 to base damage, +10crit, +3 crit damage, +30 to aim.
psykotik_rexx 14 Dec, 2016 @ 2:37pm 
Hi. First, love this mod, I wish I would use it less, but, Armor Piercing. Is there a way to add damage types, like fire or bluescreen protocol? Thank you for the cool mod and any advice you can provide.
Jabel 18 Nov, 2016 @ 1:15pm 
Thank you
Mythrell  [author] 16 Nov, 2016 @ 10:29pm 
@Jabel, issues down below were related to Ammo and Vest Slots, not this mod. They were fixed in that, sorry for the confusion.
Jabel 16 Nov, 2016 @ 12:49pm 
The comments below about incompatibility with Ammo and Vest Slots and Weapon Upgrade Indicators. Noticed the date on the last update is before those comments.
I use both those mods so wanted to check.
=[NK]= Col. Jack O'Neil 13 Nov, 2016 @ 2:49am 
I never had a problem?