XCOM 2
[WOTC] Prototype Armoury
ArtanisKAI 25 Sep, 2021 @ 1:23am
HELP: Starting with 0 of each item except things that are already infinite
so ive finally made my own custom prototype armory config with all the mods i have but there is still one thing nagging me. and thats starting with 1 of everything at the starts(albeit all CV which is fine in terms of not being broken) but ive installed this mod and went through the trouble of learning and configing my way into making my XCOM 2 like the good ole XCOM EU where you have to buy everything(i mean everything) and even made my own economy calculations to make buying every soldier's gear viable. now all i need is sto start with basically nothing(even CV stuffs) to make every weapon that much of an important thing as a commander. issuing soldiers their stadanrd issues with your own funds.
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Showing 1-5 of 5 comments
ArtanisKAI 5 Oct, 2021 @ 4:26am 
still no reply huh. well im just gonna add it here cuz its bugging me. how do i sort the entire armory? all of my items were all over the place. also is there a way to

a) identify the weapon type ont he fly. i have the big iron mod and that mod adds 2 version of the revolvers, one for commons and one for templar. ive edited its localization to append (Templr) at the start of th weapon names to make it easy but thats fine and dandy on those thing. but it comes to ♥♥♥♥ when dealing with dedicated pistol. it somehow duplicates the pistol in the shop. so is there a way to identify which one is which?

b) would it be possible to sort the armory shop by weapon type so everything is where are they. speaking of sorting, would it be possible to also put a buffer entry that gives nothing thats named something like "[weapontype]" just to separate things.

c) is it possible to use lower tier equipment as a cost? like if you want to buy a laser rifle, you could pay 50 supplies and 5 alloy or you could buy it with 1 ballistic rifle, 10 supplies and 5 alloy. that way my economy revolves around recycling.
Himkano 19 Oct, 2021 @ 8:09pm 
I kind of want this too
ArtanisKAI 20 Oct, 2021 @ 4:28am 
ive been doing some fixes on my modlist to finalize it with my planned XCOM ultimate. i wont go to deep on the details but basically, its a modded run where everything has high value numbers. i managed to fix a problem i have with covert infiltrations so im on my way to adding in the mechanic. that aside, ive decided to let the CV be free and infinite in the meantime. but in turn, ive ghosted every modded weapon that doesnt provide any new gameplay mechanics on their own to be used with xskin. this allowed me to kinda fix my engineering shop less cluttered.
LeyShade 7 Oct, 2022 @ 4:21am 
@ArtanisKAI - Arrived late to the party, but wondering if you can throw me a copy of your setup. Aiming for an extremely similar goal, and anything that shortcuts what needs doing would be extremely useful.

Also, you can setup items as required costs for purchasing other things: you'll need to edit the costs of the template's directly, or using something like Template Editor though =)
ArtanisKAI 8 Oct, 2022 @ 5:14am 
im sorry mate if this seems late. but ive uninstalled my xcom 2 a few months back because of various reasons. mainly pc issues but currently im setting it up again to how it was back then. for context, i was not satisfied to what i did in my modlist, where value(HP, damage) are blown to the hundreds, ei each soldier starts at 100 HP and a common exalt boot deals 75 damage. making it more RPG-y. ill come back to you with the editss
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