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Feel free to take my code captain. I love this mod, and I felt the compulsion to fix it.
You just need to subscribe to this mod. Nothing else is needed.
Again, thank you for your hard work!!!
Those are the only products of 'experimental heavy weapon'.
You have to run 'experimental POWERED weapon' to get the upgraded stuff.
I want to make a similar mod for the Psi Labs and I'm wondering how involved it will be.
It's a good place for extra engineers especially late game when you have some sitting on their ass if you don't have the continent bonus.
This is the primary one that i suspect.
By the way Zender, feel free to add me on Steam; I try to help anyone that I can.
I had the idea that it seemed to only happen to bullets and grenades, which would make a lot of sense. However i havn't comfirmed it because i purged everything exept this mod so that it could give you peace of mind, i believe it isnt this mod at all. So far in a fresh playthrough everything is working fine.
And I make from my changes from outside, rather than overriding a class completely. If this is conflicting with Engineer2Scientist, then you should be reporting this to Engineer2Scientist.
@IceMaverick, Thanks for the heads up, but I've got rid of unnecessary stuff that ModBuddy generated already :)
Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
It's also difficult because you have to start an entirely new playthrough when a mod caves in like this ;_;
See my dilema? lol
I have a few mods relating to the proving grounds, but none of them clash. Mostly it's just stuff adding new tech, new bullets for example. It started when i added this and the scientist slot mod, which DO clash. But i've since removed the scientist slot, completely.
I'll be double checking this after i send this comment.
My issue is that after a mission, the proving grounds project, SOMETIMES dies. I just get this.
" : 3 days" So whatever i was up to turns into a simple space bar, and when it finished, it pops up with a blank page saying " " is finished, and it's essentially nothing, it eats up an elyrium core and the days wasted so far.
Do you see orange staff slots when you are looking at the facility grid?
Cheers.
http://www.nexusmods.com/xcom2/mods/108/?
@fLaMaster, as far as I know, mods do not disable achievements.