XCOM 2
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Class Weapon Additions WOTC
   
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8 Sep, 2017 @ 6:46pm
18 Sep, 2017 @ 2:13pm
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Class Weapon Additions WOTC

Description
These classes now have permissions to use these weapons in addition to their own class weapons already allowed. Grenadiers with Hunter Rifles? Go ahead.

ROOKIE
Shotgun, Bullpup

RANGER
Bullpup

GRENADIER
Rifle, Shotgun, Bullpup

SPECIALIST
Shotgun, Bullpup

SHARPSHOOTER
Vektor Rifle

PSI OPERATIVE
Shotgun, Bullpup

REAPERS
Rifle, Sniper Rifle, Bullpup

SKIRMISHERS
Shotgun, Rifle

LILY SHEN CHIEF ENGINEER
Shotgun, Sniper Rifle, Vektor Rifle, Bullpup

PSIONIC (My psi operative from the start mod)
Same as Psi Operative

-= PREREQUISITES =-
You cant equip an Hero Class weapon on other soldiers until you get at least 1 hero from that faction.

-= CUSTOMIZABLE? =-
Yes, if you disagree with a change here just go in the INI file and remove the offending line.

-= BALANCE =-
This mod as-is will probably break balance a little, but the weapon stats are unchanged so maybe not that much? Try new tactics for fun!

-= REQUIREMENTS =-
In order to avoid weird bugs, please use my Suppression Restriction mod so that the grenadier with a Shotgun doesnt do something stupid like Suppress.

-= SUGGESTED MODS =-
I suggest using my New Weapon Range Table mod with this.

-= WHAT ABOUT TEMPLAR PISTOLS =-
Sorry, Firaxis did not give FirePistol ability to templars, it is included inside the Autopistol. This means that it breaks if i give Templars regular pistols, but it also breaks sharpshooters if i give them the Autopistol.

I -could- give rookies the autopistol but i decided not to.
88 Comments
☥¤§ÑîGHTMÃRɧ¤☥ 27 Apr @ 3:53pm 
?
☥¤§ÑîGHTMÃRɧ¤☥ 27 Apr @ 3:53pm 
is there anyway you could upload/make a mod so that you can swap weapons out for your SPARK. "Using Spark Arsenal" mine seems to be stuck now on the flamer.
Beat 17 Dec, 2021 @ 1:45pm 
That's what I ended up doing.
Juravis  [author] 15 Dec, 2021 @ 11:36pm 
My mod is not a load order mod so trying to tweak it wont help.
You can however use the Reaper Train mod and change its own INI files and add the Rifle line, it SHOULD work!
Beat 15 Dec, 2021 @ 10:14pm 
Thank you for the help. I'm making characters from the cod mission where you dress up as SAS and reapers felt like the right class.
Beat 15 Dec, 2021 @ 10:06pm 
I'm looking at the mod right now, It redeclares the allowed weapons
Beat 15 Dec, 2021 @ 10:05pm 
I have a mod that lets you recruit and train reapers so Its possible that could be it I guess
Juravis  [author] 15 Dec, 2021 @ 9:30pm 
This is a text edit and I've used Reapers with Rifles so I'm positive it works. Since this is a low incompatiblity mod (it basically only adds a line of code to existing mechanics) the possibility of mod interactions is low. It's possible you either have a mod that extensively changes the Reaper class or it might even be a hostile mod that removes this line of code explicitly (this is much, much less probable). I have also used it with Robojumper's Squadselect so there is no way to know. I suggest you run ONLY this mod and check with a starting Reaper if you can equip it to playtest. If you cannot, that's a big problem. If you can, it means something else is interacting. I also saw they released a new launcher, might want to try an older or mod launcher.
Beat 15 Dec, 2021 @ 9:19pm 
I don't know if you'll see this but the reaper class doesn't have access to rifles. I checked with the grenadier and they do have it so its not completely broken. I looked at the file where you give them the rifles and nothing seems off. Do you know what could be causing this?
```[Reaper X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sniper_rifle")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="bullpup")
```
Juravis  [author] 24 Mar, 2020 @ 6:45pm 
You can do it yourself following the ini names. Find the other mod you want to edit and just punch in the values