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The mod has MCM options to disable all weapon & attachment changes, so it should be compatible as long as the user toggles off RPGO's own changes first. However, at the moment, this will also remove Suppression from Cannons and Squadsight from Sniper Rifles, which there are no other sources for in the mod. A temporary workaround would be adding these back with WSR until it's fixed in RPGO itself.
I also noted nothing for the SPARK weapons/armors ?
I haven't done anything with SPARKs yet - I'll need to look further at MEC Troopers and Mechatronic Warfare to see how I want to proceed. If it's possible to let other things handle SPARK equipment, I may go that route. I don't have a ton of experience using them recently.
Regarding RPGO, an experienced mod user can do all kinds of things with the config options provided between the two mods, but they will take some work to integrate on the user's side. I haven't detailed all the options here yet, but you can choose which weapon categories and which weapon attachment changes you do or do not want to use. You can choose to simply let RPGO (or another mod, like Iridar's Autopistol overhaul) handle a weapon class, or add additional abilities to those weapons to bridge the gap through config here (each weapon class has a +Abilities array where Squadsight could be added to all Sniper Rifles, for example).
I have not done as well at setting up config options to turn on/off individual armor changes yet - I should probably do that.
primary weapon = "chemthrower"
(and secondary weapon = "canister" )
So by default they would not be affected :)
The other weapons I know of that are not in the list above (but would be unaffected for the same reason) are Ashlynne_Lee's Warlock Weapon ("psionicReaper") and Alterd-Rushnano's Melee Glaive/Staff ("glaive")
~not sure if that is useful information or not :)
The filtering logic that kicks things out without requiring an exclusion looks to see if the CanBeBuilt bool is False, the StartingItem bool is False, and that the CreaterTemplateName is not set. If all 3 of these conditions are correct, it ignores the item without requiring an exclusion. This catches most reward items which are granted from autopsies, etc.
The toggle is pretty basic right now, it disables everything when false, including cost changes and single-build item mode, etc.