XCOM 2
Balanced Finite Items
63 Comments
BurgerKing 25 Mar, 2021 @ 6:59pm 
"You are giving me too much work!" --- Lily
Lebowskichild 26 Feb, 2019 @ 10:39am 
Is it possible to make the tier 1 weapons finite too? I ask because I wonder if it would break the game if I needed to send out soldiers but didn't have enough weapons for them to equip.

For instance after completing Gatecrasher with rookies, I may get a Ranger class squaddie yet would I have one shotgun already available or would I be forced to use an assault rifle until I have built my first shotgun? Likewise if I gained a Sharpshooter I would need a Sniper Rifle available or I would not be able to arm them as they cannot use any other primary weapon.

I'd love to make them finite but am unsure of the possible issues. Could anybody give me any advice?
Iron Mantis 24 Nov, 2017 @ 1:45pm 
can you add hunter weapons to this?
Anisotropic  [author] 7 Sep, 2017 @ 7:13pm 
Actually nm, I found a nicer way around the problem, I can probably put a WotC version out soon. Faction armor is probably the most annoying change to deal with and it's not too bad lol.
Anisotropic  [author] 6 Sep, 2017 @ 6:19pm 
I'm not quite at the stage where I want to use anything this ambitious with WotC.

Sadly, I looked into the code changes and porting will be quite a mess since it looks like the way people modify templates and deal with difficulty variants has changed.

If anyone wants to take my code and port it, be my guest! Don't hold off on my account. I will thank you, lol.
Badger 2 Sep, 2017 @ 6:40am 
@boisegangpc the instructions are in the config files, it's basically just copying and pasting while editing a few numbers
miguelalex888 31 Aug, 2017 @ 8:51am 
Does this work with WoTC?
Badger 30 Aug, 2017 @ 4:22am 
Are you planning on updating for WotC?
Boisegangpc 15 Mar, 2017 @ 2:54pm 
I don't have the coding skills to do this, but if someone could help write me something that makes the LW Laser Pack, Mercenary Plasma Weapons, and SPARK gear finite, that would be awesome :D
Seamus 5 Dec, 2016 @ 11:32pm 
Sorry for the late reply, but for anyone else looking here is my .cfg additions for the spark stuff I'll post them in the config sharing thread, its mostly balanced around the same-tier: The cannon uses cannon costs, the armor uses medium (the stock, not exo/ghost armor) costs for the armor for sparks. FYI I haven't actually tested it in game but it it should work from looking in the files for xcom 2.
ll 16 Oct, 2016 @ 2:00pm 
hello is thie mod compatible with shen's gift?? if compatible i want spark's weapon templates name
Nalivai 5 Oct, 2016 @ 2:05pm 
There is strange bug I've encountered. Whenever I build any weapoon, it builds one for every soldier and equip them with it, like it will do without this mod. If I press "make weapon enable" button, it gives me all this rifles, shotguns and other weapoons, so it's just upgrading every soldier's veapoon, instead of giving just one.
I have 300+ mods enabled, so there is must be some interfirence, but there is that.
Green Raven 19 Sep, 2016 @ 9:43am 
How do I add laser weapons?
Podrick Equus 15 Sep, 2016 @ 6:59pm 
It seems that my whenever I "clear unused armor" from my soldiers, all my Predator Armor suits go missing, and are not available to re-equip.
Gas Head 3 Sep, 2016 @ 6:19am 
Please help! I want to make Kevlar armor and Resistance Kevlar armor limited and buildable as well! How can I do this? I failed miserably...
wookiecop 6 Aug, 2016 @ 4:47pm 
does it work with the mercenary weapons?
d_valroth 27 Jul, 2016 @ 3:51pm 
Posted the LW Laser pack in the Config thread. BTW, the Alternate Mod Loader allows you to go directly to the .ini files for any mod so you can find the stuff you need.
d_valroth 27 Jul, 2016 @ 3:28pm 
As far as I see, the Long War Laser templates are:
AssaultRifle_LS_Schematic
SMG_LS_Schematic
Cannon_LS_Schematic
Shotgun_LS_Schematic
SniperRifle_LS_Schematic
d_valroth 27 Jul, 2016 @ 3:20pm 
The file you want is XComIndividualItems.ini. You need to look up the template names for any item you want to add, look at the format in the file, and create new entries for them.
Weimond 14 Jul, 2016 @ 3:59am 
this mod is not compatible with LW Laser Pack, fixing this is beyond my skill, here are the details on what I have encountered taus far.

All my weapons that are built in finate numbers and have weapon mods/upgrades turned to it´s equvelent in LW Laser pack weapons with the custom name and the attachments. but in my inventory it still says those weapons are gauss/rail weapons when im looking at the numbers of wepaons I constructed in the workshop. on top of it I can´t dump the weapon or sell it once it turned to laserbased wepaon.
Lanko 12 Jul, 2016 @ 11:35pm 
I'm wondering if this is conflicting with LW Laser Pack.
Xeraphale 9 Jul, 2016 @ 5:40am 
Is there any possibility of making this work with Long War Studios' Laser Pack? It's beyond me to decipher what needs doing!
marshmallow justice 2 Jul, 2016 @ 5:45am 
@Xeraphale you have to find out what the weapons schematic name is (CREATE X2 Template .... [name around this area]" in its _schematic.uc file etc.

then you can just copy & paste the vanilla finite code and put in your weapons schematic name
Xeraphale 30 Jun, 2016 @ 3:55pm 
Anisotropic, is there a way to make sure that weapons introduced by other mods be finite by your mod?
Xeraphale 17 Jun, 2016 @ 1:47am 
Krylos, you could use the console commend to give yourself a launcher. Don't ask me how to do it though. While I know of its existence I don't know how it works. A little like the clitoris in that regard.
Krylos 11 Jun, 2016 @ 6:08pm 
Any idea how I could fix that? I guess I could ini-edit the normal grenade launcher to be as good as the advanced one now that I've already paid for the upgrade, but is there a better solution?
Krylos 11 Jun, 2016 @ 5:56pm 
Hey I have encountered a possible bug in your mod: If you order a weapon from the squad loadout screen instead of the engineering tab, it doesn't show up. I'm missing the advanced grenade launcher from my current playthrough for that reason. :/
marshmallow justice 9 Jun, 2016 @ 8:47am 
If anyone's interested (also posted in thread):
I've overhauled my config.
It includes Spart's Kitbashes, Kab's XCOM EU/EW Tier 1 Weapon Ports, Alternate Weapon Techs, as well as the original Reach weapons.

The build time & costs are suited for LEGENDARY, and are copied from the Long War Primary/Secondary values, generally with -10 supplies and -10 alloys shaved off since we get a lot less. I haven't tested it with this lot so far (been spending all night making all these weapons into the separate ones from LW etc.) but here you go:

http://pastebin.com/rbGfQQ9q
Procyon 25 May, 2016 @ 5:47pm 
So what did you added or changed from valyr's Finite Armory mod? Currently I don't have time to look for differences.
Lanko 23 May, 2016 @ 12:30am 
Don't know if it's from this mod, but yesterday I had the Avenger Defense mission. My main 6 had Warden Armor and Plasma, and I have the 3 others I had Predator Armor and Magnetic Weapons. When they appeared as reinforcements, the weapons were fine, but they didn't get the HP increase from the Predator Armor (they had 6 or 7 HP when they should have 11-12). I don't have any mod that changes the Avenger Defense.
Anisotropic  [author] 17 May, 2016 @ 4:33pm 
Yep, that's sort of a known issue. When you build something, you're actually building an invisible schematic, which then gives you the actual item. So the "BUILT" amount is actually the number of times you built the item, regardless of whether you sold or lost the item later.

Now, I could make it so you just build the item directly, and it would work fine, and fix that 'bug'. But the schematic's graphic is a lot better looking, so it would make things significantly uglier.

The current behavior also makes it easier to know how many items you have most of the time. If it worked the other way, equipped weapons wouldn't count towards the built number either. So you'd have to yank weapons away from your troops to get an inventory :)
Lanko 16 May, 2016 @ 11:59pm 
I got a little bug today. Two of my soldiers who had magnetic weapons died and I couldn't retrieve their bodies. Although I did lost the weapons, on the Weapon tab in the "Build Item" menu it still appeared as if I had them, with 1 quantity on display, although I didn't have them. I think this didn't happen with the Plasma Grenades I lost.
Mechanical 15 May, 2016 @ 6:03pm 
Ok - You were exactly right on the Config fix. The problem is with the class mods not being updated to include armor options. The following Reddit link will provide basic guidance.

https://m.reddit.com/r/Xcom/comments/4j3rus/how_to_fix_your_class_mods/

Finding the mod download location is a true joy. Not relevant to your mod Anisotropic (which is excellent) but I thought if anyone wanted to fix their soldier's armor up :)
Mechanical 15 May, 2016 @ 8:43am 
Thanks! I'll find the config fix.
Anisotropic  [author] 14 May, 2016 @ 6:10pm 
That's caused by class mods that haven't been updated since Alien Hunters. There is a config workaround out there.
This mod doesn't change any of that stuff, fortunately!
Mechanical 14 May, 2016 @ 2:47pm 
Question on compatibility: I've got this running in a new game and I can't equip any armor for my characters. It states that each armor piece is "Not available for XXX (Unit class name)". I am using Grimy and about 25 other mods and I can post all of them up here if needed. Is there a simple work around or do I need to dig through the list? :-)
marshmallow justice 13 May, 2016 @ 8:29pm 
@OCaptainMyCaptain & Nigel Thornberry

Thanks guys I'll look into it
Lauren Lore 13 May, 2016 @ 4:19am 
@Marshmallow justice
Making a shotgun a secondary wouldnt be that hard honestly, theres a couple lines where it tells the game if its a primary or secondary.
marshmallow justice 12 May, 2016 @ 8:17pm 
The current state of the patch makes any mod-added weapons (unless fixed by author) have a limited amount, much like this mod.

Do you think that this mod's function overrules the need to even fix the original mod's weapon issue, since, well.. it generates one more every purchase anyway? (I think the issue more was the fact that it occurred at T1 though)
Anisotropic  [author] 11 May, 2016 @ 6:51pm 
Update: Escalation is really weird, I don't think I can make HMGs finite.
If I do, some listener code from Escalation will instantly take them away from you as soon as you build them.

However, once you build a single Cannon of a given tech level, I believe you should get infinite HMGs for free. So it's not, like, totally incompatible, I guess. :)
Zanthaus 11 May, 2016 @ 4:32am 
@marshmallow justice The way I would go about making a sawn-off is by copying the conventional pistol X2DataTemplate and creating an ability for firing the sawn-off and reloading it as well as another one for the Schematics. Then it's just a matter of creating an .ini file of creating a new range profile and weapon stats.
marshmallow justice 11 May, 2016 @ 12:38am 
How hard is it to make a shotgun for secondary slot? With this finite armory system, I remembered about the sawn-offs Long War had. Is it possible to just duplicate Nigel's shotgun (or the vanilla shotgun) and just make it work with the secondary slot?
Anisotropic  [author] 10 May, 2016 @ 5:08pm 
Good to hear! If you finish the configs for the Halo weapons, consider posting them in this thread !
Be warned that Steam nukes config files sometimes (like when mods get updated) so it's good to have a backup, plus others can use them.

If HMGs share upgrades with cannons, that actually might be a conflict - I'd have to check how that's implemented. You might not be able to get advanced HMGs with this mod. I think it should probably be fixable with new tricks, though.
marshmallow justice 10 May, 2016 @ 10:45am 
Hey thanks, sorry I took so long to get back, only made the changes just now.

Works fine! Exactly what I was looking for. I'll have to see how the mod interracts with Lucubration/-bg-'s Minigun & HMG by default, since they don't come up as separate purchases, and are supposedly added alongside purchase of normal cannons.
Bullett00th 10 May, 2016 @ 3:44am 
Thanks for the info!

I was also looking for the names of required corpses, but found them in other files. They're "corpsesectoid" and "corpsegatekeeper", and they should go under Artifacts requirements.
I think it would be great if you included the samples for other items as well, or at least for the PSI Amps to save your subscribers the digging around, but that's just my opinion.


Overall I am infinitely grateful for this mod. I've been using the outdated Finite Armory for a while, saddened by the fact that it can get broken by the upcoming update and will never get fixed. Apart from that it broke my Advanced Explosives research, not allowing me to build experimental bombs instead of grenades.

Your version fixed this. Again, thank you SO much! I just don't have enough suspension of disbelief to take infinite armor and weapons for granted.
Anisotropic  [author] 9 May, 2016 @ 4:26pm 
The cost format that I use is exactly the same, so you can just copy from there to start, and adjust the numbers to match.
My balancing approach is (roughly):

1. Divide costs by the number the average squad will use
2. Check whether the numbers "feel right" relative to other costs and adjust to taste
3. Err on the side of increasing resource (alloy/elerium) use slightly to compensate for the flexibility

As you change the INI, everything changes immediately - you don't have to start a new game. So if you want, you can do this for items in your compaign as you get access to them, instead of doing it all at once.
Anisotropic  [author] 9 May, 2016 @ 4:24pm 
Yes, it should be safe to transfer a savegame from Finite Armory to this. I haven't tested it but I believe the mechanics are very similar.

For costs, look in the XComStrategyTuning.ini file. There will be blocks like:[code][Pistol_MG_Schematic_Diff_3 X2SchematicTemplate]
Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=70), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=10))[/code]
(That represents Legend cost, BTW)

Bullett00th 9 May, 2016 @ 6:33am 
I also want to make pistols, gremlins, nade launchers, swords and psi amps finite. Please help me adjust the costs accordingly because I have no idea how you've balanced the rest of the item costs.
I did try searching for costs manually on XCOM wikia but I have no idea how to add requisites like the sectoid and gatekeeper corpses needed for the Psi Amp.

Thank you!
Bullett00th 9 May, 2016 @ 4:59am 
Thank you! One question - is it safe to unsub from the Finite Armory mod and sub to this one?