XCOM 2
[WOTC] Proving Ground Overhaul V2
 This topic has been pinned, so it's probably important
Hotl3looded  [developer] 16 Oct, 2020 @ 7:38pm
BUG REPORTS
Please report all bugs in this thread.
Last edited by Hotl3looded; 17 Oct, 2020 @ 11:33am
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Showing 1-15 of 34 comments
Swanky 21 Oct, 2020 @ 7:15am 
Could you please check the engineering build costs? A lot of stuff went up by 1 Elerium Core and in most cases that's quite a big disparity between the cost of vanilla items and PGO items (compare vanilla ammo cost to PGO ammo cost, for example). Feels like this was not intentional at least. :)
Hotl3looded  [developer] 21 Oct, 2020 @ 7:22pm 
I adjusted the costs of experimental ammo, grenades and vests to be more in line with other items.
Last edited by Hotl3looded; 21 Oct, 2020 @ 7:25pm
<pLaGUe-DoG> 23 Oct, 2020 @ 1:45pm 
installed partway through my playthrough, had an issue where experimental heavy weapons disappeared from the proving ground menu, and i didn't have any researched so i couldn't build any. seems to have fixed itself on restarting the game though.
Hotl3looded  [developer] 23 Oct, 2020 @ 1:50pm 
hmm weird.. let me know if it happens again. I'll try to recreate that bug but I have tested the mod with on going campaigns many times and I've never encountered this problem..
<pLaGUe-DoG> 23 Oct, 2020 @ 5:37pm 
yeah, i'm not entirely sure how you'd track it down anyways, the only note i can make is that i'd either already produced a flamethrower or had it finish just after installing the mod, and then experimental heavy weapon was unavailable and the weapons tab in build items was greyed out.
Ogaburan 4 Nov, 2020 @ 12:50pm 
Im not getting the experimental ammo as buildable (Armor Piercing & Sabot Tested), is that by design? Because Grenades im getting as buildable (at chen).
Hotl3looded  [developer] 4 Nov, 2020 @ 1:02pm 
Only base game ammo are affected by this mod. For other ammo, you will need a bridge otherwise they won't become buildable.
Ogaburan 4 Nov, 2020 @ 2:32pm 
Silly me, forgot these are not base game ammo.
Ogaburan 4 Nov, 2020 @ 2:52pm 
Sorry to be a nag, but AP rounds are a vanilla ammo...
Hotl3looded  [developer] 4 Nov, 2020 @ 4:11pm 
Are you sure PGO was loaded before you got AP rounds? It doesnt track retroactively so it will only track what you unlock after installing the mod.

You can also do a quick test, load your game, open the console and type "UnlockAllPGOItems". See if vanilla ammo get unlocked and report back plz.
Ogaburan 4 Nov, 2020 @ 5:07pm 
Yes, i am 100% sure it was installed before i got AP rounds.
I run the test - all items showed up...

In the meanwhile i found out what was my problem, a conflict with
High Quality Rounds [WotC + Vanilla]

It can be bridged by setting;
ExperimentalAmmoReq = 0
in XComHighQualityRounds.ini

Just in case anyone else runs into it.
Sorry for wasting ur time with a none-bug.
Hotl3looded  [developer] 4 Nov, 2020 @ 6:14pm 
Out of curiosity I checked the code from that mod.

the ini setting "ExperimentalAmmoReq" adds a cost of 1x High Quality Rounds to the Experimental Ammo Project.

It should not interfere with the PGO unlocking mechanism..
Ogaburan 4 Nov, 2020 @ 10:39pm 
You are right,
Out of the same curiosity i turned it back to 1, and it still works...
Im baffled as to what caused it and what fixed it then.
Hotl3looded  [developer] 5 Nov, 2020 @ 2:55am 
Was the Experimental Ammo project already queued when you installed PGO? I modify the reward function of all experimental projects to unlock the items... so if it was already queued maybe the modification didnt occur for that instance of the project?
Ogaburan 5 Nov, 2020 @ 6:48am 
No, it was installed form the start of the campaign, its one of my core mods. Took me a while to set up the PG, and the first ammo i thought i missed something about it so i ignored it. The 2nd time it confirmed that it didn't work.

Maybe something made it disappear tho, i dont really know how to test for that.
(I didn't add any mods mid campaign)
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