XCOM 2
Grimy's Loot Mod WOTC
flango 19 Jun, 2018 @ 10:37pm
Adding custom upgrades/weapon mods?
I have plenty of ideas for new weapon upgrades, but i don't know how to add them or anything.
I've searched through the configs, but there is no place where i can add a new one or modify stats of previously made upgrades.
Files require Visual Studio to read properly, which i have very tiny experience using. (N++ can work out too)
is there an easy way to add custom upgrades?

should i like use already created code as a template and then add the finished upgrade's name-thing to the config?
GrimyLoot_UpgradesPrimary.uc static function X2DataTemplate CreateAdvancedCUSTOM_UPGRADE() // namespace for upgrade { local X2WeaponUpgradeTemplate Template; `CREATE_X2TEMPLATE(class'X2WeaponUpgradeTemplate', Template, 'CUSTOM_UPGRADE_Adv'); SetUpScopeGraphics(Template); // scope model SetUpTier2Upgrade(Template); // tier2 mag guns or just "Advanced" prefix? Template.BonusAbilities.AddItem('PREMADE_ABILITY_Adv'); Template.MutuallyExclusiveUpgrades.AddItem('PREMADE_ABILITY_Bsc'); Template.MutuallyExclusiveUpgrades.AddItem('PREMADE_ABILITY_Adv'); Template.MutuallyExclusiveUpgrades.AddItem('PREMADE_ABILITYr_Sup'); Template.strImage = "img:///UILibrary_StrategyImages.X2InventoryIcons.MagSniper_OpticC_inv"; // inventory icon return Template; }
XComGrimyLootMod.ini .PrimaryAffixOne=CUSTOM_UPGRADE_Adv
Last edited by flango; 19 Jun, 2018 @ 11:19pm