XCOM 2
A Better Barracks
DerBK  [developer] 10 Dec, 2017 @ 11:00am
ABB and MOCX
MOCX introduces some new weapons that can be used by the player.
Those go against the balancing of ABB's weapon and do not follow the ABB gamerules.

Since MOCX is a really good mod and you may want to use it with ABB, here's how to remove those weapons from loot drops:

1 - Open the mod folder of MOCX
2 - Open the XComGameCore.ini in "Config"
3 - Delete everything in that file.
4 - Paste the text from the following post into that file completely
5 - Save and close.
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Showing 1-5 of 5 comments
DerBK  [developer] 10 Dec, 2017 @ 11:04am 
[XComGame.X2LootTableManager]
+LootTables = ( TableName = "MOCX_BaseLoot", Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=1) )

+LootTables = ( TableName = "MOCX_AR", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_SMG", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_Cannon", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_Sniper", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_Shotgun", Loots[0]=(Chance=25,MinCount=1,MaxCount=1,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

;COIL TIER


+LootTables = ( TableName = "MOCX_AR_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_SMG_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_Cannon_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_Sniper_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_Shotgun_M2", Loots[0]=(Chance=50,MinCount=1,MaxCount=2,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )


;PLASMA TIER

+LootTables = ( TableName = "MOCX_AR_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_SMG_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_Cannon_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_Sniper_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )

+LootTables = ( TableName = "MOCX_Shotgun_M3", Loots[0]=(Chance=75,MinCount=1,MaxCount=4,TemplateName="WeaponFragment",RollGroup=1),Loots[1]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="RM_ControlChip",RollGroup=2) )


[MOCXEvac X2AbilityPointTemplate]
NumPointsAwarded=1
TacticalEvent=false
Chance=100

[MOCXKill X2AbilityPointTemplate]
NumPointsAwarded=2
TacticalEvent=false
Chance=100

[MOCXCapture X2AbilityPointTemplate]
NumPointsAwarded=3
TacticalEvent=false
Chance=100
Taylem 5 Mar, 2021 @ 10:34am 
Think MOCX has updated a bit so not sure if this applies to MOCX now ... :\
DerBK  [developer] 5 Mar, 2021 @ 11:48am 
Well, this is also for an old version of ABB, so who knows.
This is an 4 year old thread, i can guarantee for nothing.
Taylem 30 Jun, 2021 @ 8:07am 
I know this is delayed, but after some looking and such- I believe this patch for MOCX and ABB is still valid. Which is a relief. ABB is just a must for XCOM 2. :)
DerBK  [developer] 30 Jun, 2021 @ 9:44am 
Neat :)
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