XCOM 2
[WOTC] Zelfana's Assorted Fixes Config
OtoshiGami 7 Oct, 2024 @ 11:17pm
Hide Unresearched items from Engineering
Is it possible to make a change that would hide anything from being built that hasn't been researched first? My game starts with a bunch of magnetic and beam weapons from mods available to purchase and use?

I would have left a comment but steam isn't allowing me to do that for some reason.
Last edited by OtoshiGami; 7 Oct, 2024 @ 11:18pm
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Zelfana  [developer] 8 Oct, 2024 @ 1:00pm 
That's a problem in those mods, you can probably fix them with Template Master or hide them with Item Hider if you're just using them for XSkin anyway.
OtoshiGami 11 Oct, 2024 @ 2:02am 
Originally posted by Zelfana:
That's a problem in those mods, you can probably fix them with Template Master or hide them with Item Hider if you're just using them for XSkin anyway.

What specific command could I use to hide the items until researched in template master?

I have also been trying to make my smgs use the rapid fire ability.

I put down this in template master and managed to get the ability in the armory but it doesn't show in tactical on a new game:

+Edit_X2WeaponTemplate = (RDLC = ("ValhallaRifles"), T = "SCAR_MK_CV", P = "Abilities", OP = "AppendNoDup", V = "RapidFire")

Also tried this in WSR:
+GIVE_ABILITIES=(WEAPON_CAT=smg, ABILITY=RapidFire)
Last edited by OtoshiGami; 11 Oct, 2024 @ 2:08am
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