XCOM 2
[WOTC] PGO: Custom Projects & Bridges
TeslaRage 29 Oct, 2020 @ 2:07am
Bridge for [WOTC] Iridar's SPARK Arsenal 3.0
UPDATE: I have turned this into a mod so you do not have to fiddle around with the files I listed below. Here you go: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2275796231

I shared this over in Discord, but if you are not on Discord, and would like a configuration to support [WOTC] Iridar's SPARK Arsenal 3.0, here it is!

Step 1 - Listing all the items to be covered in this bridge
Look for XComPGOverhaulExperimentalItems.ini in [WOTC] PGO Custom Projects & Bridges mod. Add the following lines.

;-------------------------- ;Iridar's SPARK Arsenal ;-------------------------- ;Soldier KSM Tier 1 from Experimental Heavy Weapon project +arrUnlockExperimentalItem=(ItemName="IRI_HeavyStrikeModule_T1", TechName="IRI_HeavyStrikeModule_T1UnlockTech", TechImage="img:///IRIKineticStrikeModule.UI.Inv_HSM") ;Soldier KSM Tier 2 from Powered Heavy Weapon project +arrUnlockExperimentalItem=(ItemName="IRI_HeavyStrikeModule_T2", TechName="IRI_HeavyStrikeModule_T2UnlockTech", TechImage="img:///IRIKineticStrikeModule.UI.Inv_HSM") ;Kiruka Autogun from Experimental Heavy Weapon project +arrUnlockExperimentalItem=(ItemName="IRI_Heavy_Autogun", TechName="IRI_Heavy_AutogunUnlockTech", TechImage="img:///IRISparkHeavyWeapons.UI.Inv_HeavyAutogun") ;Kiruka Autopulser from Experimental Powered Weapon project +arrUnlockExperimentalItem=(ItemName="IRI_Heavy_Autogun_MK2", TechName="IRI_Heavy_Autogun_MK2UnlockTech", TechImage="img:///IRISparkHeavyWeapons.UI.Inv_HeavyAutogun_MK2") ;Sabot Rounds from Experimental Ammo project +arrUnlockExperimentalItem=(ItemName="IRI_Ammo_Sabot", TechName="IRI_Ammo_SabotUnlockTech", TechImage="img:///IRIRestorativeMist.UI.UI_SabotAmmo")

At this point, the items would be buildable once you "found" one in experimental projects.

Note: The mod we are bridging to does not have any new experimental project and rely on vanilla experimental projects.

Step 2 - Sorting out localization
Look for XComGame.int (for English). For other languages, I am guessing you know which file you need. Add the following lines.

[IRI_HeavyStrikeModule_T1UnlockTech X2TechTemplate] DisplayName="Experimental Heavy Weapon: Heavy Strike Module" Summary="Designed to be mounted as a Heavy Weapon onto our exoskeletal suits, Heavy Strike Module allows its wielder to break through enemies and walls alike." [IRI_HeavyStrikeModule_T2UnlockTech X2TechTemplate] DisplayName="Experimental Powered Weapon: Powered Strike Module" Summary="Powered Strike Module is able to draw more power from the Heavy Weapons mount to deliver devastating strikes to adjacent enemies and objects." [IRI_Heavy_AutogunUnlockTech X2TechTemplate] DisplayName="Experimental Heavy Weapon: Kiruka Autogun" Summary="Designed by Kiruka Firearms, the Autogun is meant to be a backup weapon for our SPARK units, though regular soldiers are capable of using them as well." [IRI_Heavy_Autogun_MK2UnlockTech X2TechTemplate] DisplayName="Experimental Powered Weapon: Kiruka Autopulser" Summary="Improved with some early concept pulse beam tech, the Autopulser deals more damage than regular Kiruka Autoguns." [IRI_Ammo_SabotUnlockTech X2TechTemplate] DisplayName="Experimental Ammo: Sabot Rounds" Summary="These arrow-shaped sub-caliber rounds use discarding sabot to accelerate to hypersonic speeds, making them vastly more effective at long range, and harder for enemies to avoid."

You should be able to see these appearing in Completed Projects in Engineering.

Step 3 - Retrofits!
This allows you to "upgrade" existing Heavy Weapons to its higher tier i.e. Powered Weapon. For example upgrade Kiruka Autogun to Kiruka Autopulser.

Look for XComPGOverhaulTechs.ini and add the following lines

+arrCreateCustomProject=(TechName="RetrofitHeavyStrikeModule", SortingTier=4, bRepeatable=true, bRandomHeavyWeapon=true, Rewards[0]="IRI_HeavyStrikeModule_T2", TechImage="img:///IRIKineticStrikeModule.UI.Inv_HSM") +arrCreateCustomProject=(TechName="RetrofitKirukaAutogun", SortingTier=4, bRepeatable=true, bRandomHeavyWeapon=true, Rewards[0]="IRI_Heavy_Autogun_MK2", TechImage="img:///IRISparkHeavyWeapons.UI.Inv_HeavyAutogun_MK2")

Step 4 - Setting up costs and requirements
So, we need to set up the costs for both buildable items from Step 1 and retrofits for Step 3. For retrofit costs and its requirements, I am doing it in XComStrategyTuning.ini. Add the following lines.

[RetrofitHeavyStrikeModule X2TechTemplate] PointsToComplete=1080 Requirements=(RequiredItems[0]="IRI_HeavyStrikeModule_T1", RequiredTechs[0]="IRI_HeavyStrikeModule_T2UnlockTech") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ArtifactCosts[0]=(ItemTemplateName="IRI_HeavyStrikeModule_T1", Quantity=1)) [RetrofitKirukaAutogun X2TechTemplate] PointsToComplete=1080 Requirements=(RequiredItems[0]="IRI_Heavy_Autogun", RequiredTechs[0]="IRI_Heavy_Autogun_MK2UnlockTech") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ArtifactCosts[0]=(ItemTemplateName="IRI_Heavy_Autogun", Quantity=1))

The retrofit will not be available until you have obtained the higher tier item from Powered Experimental Projects. That's the requirement part.

You could update the costs accordingly, up to you. There is way to set up different costs for each difficulty (Rookie, Veteran, Commander and Legend) but for simplicity sake, I only do it for one. I play on Legend, so adjust accordingly if you are not.

For buildable items cost, I prefer to do it over in WSR. For this you do need [WOTC] WSR Weapon Skin Replacer - Configuration. In XComWeaponSkinReplacer.ini, add the following lines.

; ========================================== ; == Iridar's SPARK Arsenal == ; ========================================== +CHANGE_TEMPLATE=(TEMPLATE="IRI_HeavyStrikeModule_T1", RESOURCE_COSTS[0]=(ItemTemplateName="Supplies", Quantity=30), ARTIFACT_COSTS[0]=(ItemTemplateName="EleriumCore", Quantity=1)) +CHANGE_TEMPLATE=(TEMPLATE="IRI_HeavyStrikeModule_T2", RESOURCE_COSTS[0]=(ItemTemplateName="Supplies", Quantity=60), ARTIFACT_COSTS[0]=(ItemTemplateName="EleriumCore", Quantity=1)) +CHANGE_TEMPLATE=(TEMPLATE="IRI_Heavy_Autogun", RESOURCE_COSTS[0]=(ItemTemplateName="Supplies", Quantity=30), ARTIFACT_COSTS[0]=(ItemTemplateName="EleriumCore", Quantity=1)) +CHANGE_TEMPLATE=(TEMPLATE="IRI_Heavy_Autogun_MK2", RESOURCE_COSTS[0]=(ItemTemplateName="Supplies", Quantity=60), ARTIFACT_COSTS[0]=(ItemTemplateName="EleriumCore", Quantity=1)) +CHANGE_TEMPLATE=(TEMPLATE="IRI_Ammo_Sabot", ARTIFACT_COSTS[0]=(ItemTemplateName="EleriumCore", Quantity=1))

You can adjust the costs as you see fit. That's it!

If you see any issues, please reply to this discussion.
Last edited by TeslaRage; 2 Nov, 2020 @ 5:12pm