[WOTC] PGO: Useful Autopsies

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Author: RaunchyFartBomb

Last revision: 30 Dec, 2025 at 23:12 UTC

File size: 131.55 KB

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Description:
Proving Grounds Overhaul: Useful Autopsies

This mod both emulates and acts as a bridge mod for ArcaneData’s Useful Autopsies collection. This mod is usable without those mods, but if they are installed makes their changes compatible with Proving Grounds Overhaul v2.

This mod involves no code, everything is performed via configuration files thanks for PGO and WeaponSkinReplacerCore.

All experimental ammo and grenade types are still available via their respective Experimental projects, but new avenues for research have been provided. This is the main feature for this mod, as conflicts between PGO and Useful Autopsies broke the interaction, making them unavailable in engineering. Note that if an item was obtained via an Experimental Project, the autopsy-related project will not show up (this is by design).

The projects can also be removed from the Experimental Rewards Decks via WSR if you would prefer to require the autopsy/research route instead. The config is set up for this, you just have to uncomment the items.

Features
Experimental Ammo
  • AP Rounds are now available from the Proving Grounds immediately (humanity has these for decades, they just need to be adapted with alien materials)
  • Talon Rounds are now available after researching AP Rounds (now that we can penetrate armor, we have figured out how to deal deadlier blows)
  • Tracer Rounds are unlocked via Advent Officer Autopsy (so likely as soon as you get Proving Grounds)
  • Dragon Rounds are unlocked via Advent Purifier autopsy (same as UA:Purifier)
  • Venom Rounds are unlocked via Chryssalid autopsy (same as UA:Chryssalid)
Experimental Grenades
  • Incendiary Grenades are unlocked via Purifier autopsy (same as UA:Purifier)
  • Gas Grenades are unlocked via Viper autopsy (same as UA:Viper)
  • Acid Grenades are unlocked via Andromedon autopsy (new)
Experimental Armor
  • Hazmat Suit is available after Andromedon autopsy (new)
  • Stasis Vest is available after Battlefield Medicine (new)
  • Hellweave is available after Chryssalid autopsy
    • Same as vanilla game, but now unlocked via Proving Ground research as a way to combat the Chryssalids
    • See Known Issues section below

New Proving Grounds Projects

It never made sense to me that the autopsies completely destroyed the corpse, making them completely unusable. New (free & instant) projects have been added to provide those corpses back into your inventory. This has been limited to the corpses that are utilized by various proving grounds projects. For example, the Viper corpse can be used to create gas grenades or nanomedikits. These can be disabled via the config files.

  • Salvage Archon Corpse
  • Salvage Andromedon Corpse
  • Salvage Berserker Corpse
  • Salvage Chryssalid Corpse
  • Salvage Viper Corpse
  • Salvage Purifier Corpse

Alien Hunter Armors

Additionally, you can now re-create the special Alien Hunters armor. These will of course require several corpses and other materials.

  • Rage Suit / Armor
  • Serpent Suit / Armor
  • Icarus Armor
Required Mods:
Compatibility

This should be compatible with most other mods, but mods that move ammo in/out of engineering or experimental rewards decks may cause conflicts.

WeaponSkinReplacerCore

WSR is optional but highly recomended. This mod is used to manipulate which items are available in Engineering and what their build costs are.
At the bottom of the config file, there is also a section where you can opt to remove the items from the experimental decks, and instead use the autopsy progression that this mod encourages.

Useful Autopsies: Advent Mec

As far as I could tell, nothing between this and PGO was broken, so no changes were required.

Useful Autopsies: Viper

All changes have been implemented in this mod. Work with or without this mod.
Custom research text has not been modified, so you will either get the vanilla text or text from UA:Viper

Useful Autopsies: Chryssalid

Venom rounds changes have been implemented into this mod.

The Hellweave vest was added to the ExperimentalArmorDeck by UA:Chryssalid, making it unobtainable with PGO. This mod resolves this issue.

  • If using WSR, the default config adds Hellweave into the experimental armor deck and fixes the interaction with PGO, allowing you to build it via Engineering once researched via Proving Grounds.
  • If not using WSR, the interaction is still fixed, but the Hellweave is only obtainable via the Proving Grounds project.

KNOWN ISSUE: The Hellweave Vest project appears twice inside the proving grounds. Both work fine and provide you the vest, but only one of them (the top one) unlocks the vest in the Engineering screen. There is a workaround for this that you can enable within the configs, but it is not compatible with also having the vest in the experimental armors reward deck (and it requires WSR).

Useful Autopsies: Purifer

UA:Purifer was a more extensive set of changes, but the only relevant ones for this bridge were the Flamethrower and the Incendiary Grenade projects.
Other changes, such as their damage and radius, have not been adjusted in this mod.

  • Incendiary grenade has research/build cost changes fully implemented, including the cost adjustedments via WSR.
  • Flamethrower:
    • UA:Purifier disabled building in Engineering and implemented construction via a repeatable PG project.
      • WSR is used to disable building this in Engineering.
      • Fixed Experimental Heavy Weapons project not giving a reward.
      • Flamethrower project from UA:P now has requirement of the ‘Experimental Project : Flamethrower’.
      • After unlocking from the experiment or the named project, you can now use the repeatable project provided by UA:Purifer.
  • UA:P project was not able to be instantly completed if you had the relevant continent bonus. This has been fixed.
  • Instructions have been provided in the config files if UA:Purifer is not installed

Corrosive Rounds

Corrosive Rounds are available after the Andromedon autopsy. Simply uncomment the relevant line in XComPGOverhaulTechs.ini

Frozen Munitions

Frozen Munitions adds several frost-based weapons to the game. I don’t use this mod, but have prepped this file if you choose to use it. The only item currently implemented are the ‘Arctic Rounds’, which become available after the Viper King Autopsy. Simply uncomment the relevant line in XComPGOverhaulTechs.ini

Special Thanks

Thanks for ArcaneData for creating the Useful Autopsies mods and Hotl3looded for creating PGO.

tags= war of the chosen, facility, item, weapon, gameplay, proving ground, experimental, project, tech, Useful Autopsies

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Required DLC:

These DLC should be installed in order to use this item.


XCOM 2: Alien Hunters
XCOM 2: War of the Chosen