Craft Loot! Build Weapon Mods and PCSs

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Author: Chewy / SporksAreGoodForYou

Last revision: 11 Apr, 2016 at 21:27 UTC

File size: 5.82 MB

On Steam Workshop

Description:
Oh, hello there.

So, in an attempt to make the Workshop relevant in the lategame, this mod adds a button to the Workshop (NOT Proving Ground!) which allows you craft Weapon Mods and Personal Combat Sims. It also makes some use of Alloys and Elerium, which I always seem to be swimming in towards game end.

I STRONGLY SUGGEST YOU CONSIDER USING THIS MOD MANAGER: https://www.reddit.com/r/xcom2mods/comments/4ak5cv/alternative_mod_launcher/
It’s 100% Steam workshop compatible. It just manages them better than Firaxis.

Things to note.
  • YOU MUST LOOT SOMETHING BEFORE YOU CAN CRAFT IT (So no crafting superior scopes the moment your workshop is up).
  • Everything (except basic reloaders) have a time requirement, so you can’t spam them.
  • Some things, like Repeaters, have corpse requirements
  • Mods generally require Alloys
  • PCSs generally require Elerium
  • All Superior items require an Elerium Core.
  • There’s a config file where you can change everything to your taste
  • The config file lives here: steamappsworkshopcontent268500643812550ConfigXCOMWorkshopButton.ini
  • I don’t recommend setting time to 0 on anything, because it’s game-breakingly good.
  • To make an advanced item, you require a basic. And a superior requires an advanced.
  • Event Queue
  • The third tab in the UI panel is deliberately blank, because I just blatantly re-used the normal build interface.
  • Superior items require a workshop upgrade – A tooltip reflects this.

Research
  • Researching something halves the times/costs for that item
  • Corpse requirements remain the same
  • Research costs one item to perform – to research a scope costs a scope – Tygan will smash it up with a hammer to find out how it works)
  • To disable research, go to the ini file (See above for location) and change it to "false"

UPDATES
  • Reduced crafting times by half for non-legendary, and further still for Rookie.
  • Research won’t show in the market until you have a laboratory.
  • Research is on by default.
  • Costs & Times reduced across the board, but crafting is now an "upgrade" method.
  • Added an in-game update feature, which you can disable in the inifile.
  • Fixed up the easter eggs.
  • Amazing models from Kartoffel and VectorPlexus (Thank you both so much, guys!)
  • Superior Items require a Workshop Upgrade.
  • Minor bugfixes
  • Tygan Dressup
  • Added text overlay to Avenger view, indicating queue status.
  • Added visual notifier to workshop.
BASIC PRICES
  • PCSBasicCosts = (Supplies = 75, Elerium = 10, Time = 2)
  • PCSAdvancedCosts = (Supplies = 75, Elerium = 15, Time = 3. BasicVersion )
  • PCSSuperiorCosts = (Supplies = 100, Elerium = 25, Time = 5, AdvancedVersion, Cores = 1 )
  • ModBasicCosts = (Supplies = 75, Alloys = 10, Time = 2)
  • ModAdvancedCosts = (Supplies = 75, Alloys = 15, Time = 3, BasicVersion )
  • ModSuperiorCosts = (Supplies = 100, Alloys = 25, Time = 5, AdvancedVersion, Cores = 1 )
  • If you’re giving feedback on costs, please suggest a price, rather than "they’re too expensive".

This is the third draft.
I built this when I was extremely hungover, so don’t judge me on the crappy code.
Being sober hasn’t helped much. Still pretty filthy code.

Still to be done
  • Continent Bonus
  • Adding Grimy’s Loot compatibility out of the box.

It’s got some stuff lifted from Ultimate Workshop, which lives here: http://steamcommunity.com/sharedfiles/filedetails/?id=627228121 so thanks to Cryptomancer for some nice work there, but I’ve extended his work to put an entirely new Build Queue together, as well as add build times, and additional requirements.

Button Not Appearing
  • Easy option: Delete DocumentsMy GamesXCOM2XComGameConfigXComEngine.ini
  • This will reset your graphics settings (amongst other things)
  • Harder option
  • Open up DocumentsMy GamesXCOM2XComGameConfigXComEngine.ini
  • Ensure the following two lines are in there, under the [Engine.Engine] section
    ModClassOverrides=(BaseGameClass="UIFacility_Workshop", ModClass="UIFacility_WorkshopExtra")
    ModClassOverrides=(BaseGameClass="X2Character_DefaultCharacters", ModClass="DefChars_TyganRedux")