XCOM 2
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HMSS_ClassPack_MF
   
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14 Mar, 2016 @ 9:28am
15 May, 2016 @ 2:25am
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HMSS_ClassPack_MF

In 1 collection by Chilly
Chilly's Class Mods
4 items
Description
Adds 4 new classes: Heavy, Marksman, Sentinel, Scout. Adds the Sword as primary weapon with independent tech tiers (Machete). Adds some new abilities: Trick Shot (Pistol), Snapshot, Headshot (Sniper rifle), Flush (Cannon), Phantomstrike (Passive).

Heavy - A slightly improved Grenadier. New ability - Flush (Deals guaranteed reduced weapon damage and forces target to move.)
Marksman - Combines Sniper and Gremlin Medic/Support abilities. New ability - Snapshot (Firing your Sniper rifle costs only 1 action, but still ends your turn. Does not apply to other abilities. Also adds Snapshot Overwatch and works with Long Watch.) New ability - Headshot (Deadeye without Aim penalty, but with longer cooldown. Can be received via AWC.)
Sentinel - Combines Shotgun/AR Ranger with some Overwatch bonuses and Gremlin Hacker abilities. New ability - Phantomstrike (Phantom + Shadowstrike. Can be received via AWC.)
Scout - Combines Gunslinger and Assault Ranger abilties. New ability - Trick Shot (Guaranteed shot that does no damage but disorients the target.)

HMSS_ClassPack_MF is a version of HMSS_ClassPack that adds new classes rather than replacing the original classes.

Updated for Alien Hunters DLC.

Notes:
Since I'm still balancing the mod and fixing any bugs, I haven't exposed the config variables for the new skills yet.
Feel free to re-use the code for any other mods, but please have a reference towards this mod.

Last but not least, I hope you enjoy and leave an impression (or bug reports) in the comments :)
18 Comments
AgroXx 17 Mar, 2016 @ 3:18am 
Thanks for your reply, I think learn more before attempt to go on this way ahah but "Patience is a virtue"
Chilly  [author] 17 Mar, 2016 @ 12:37am 
@AgroXx:
5. Last but not least, if you want to give any new abilities to your new item (like a stats boost), you would have to create a "X2Ability_*InsertItemNameHere*" which would specify the definition for the abilities. These abilities would then have to be applied to the item inside the X2Item_*InsertItemNameHere* via the line Template.Abilities.AddItem('*TheNameOfYourAbility*')

That is more or less a very basic tutorial on changing the equipment slot of weapons or just creating new items based on the original ones. Hope that answers your question. If it was a mod request, I'm sure that, by now, most of the secondary weapons have been converted into primary via some mod, so it's just a matter of looking for it ;)
Chilly  [author] 17 Mar, 2016 @ 12:37am 
@AgroXx:
3. Create a new item (X2Item_*InsertItemNameHere*) - Most of the code should just be copy/pasted, but with attention to any special properties or effects that need customization (such as the name of the item). To change the equpping slot, edit the line "Template.InventorySlot = eInvSlot_PrimaryWeapon" or "Template.InventorySlot = eInvSlot_PrimaryWeapon" to whichever slot you want the weapon to be equipped in.
4. That is the basic part. - Next, if you want to be thorough, you also need to provide Schematics for your item to be upgradeable via some form of research. The schematics for the default weapons can be found in "X2Item_DefaultSchematics.uc". Similarly to creating an item, most of this code can be copy/pasted, but make sure to provide the schematic with the same name for the item to upgrade as the name of your new item.
Chilly  [author] 17 Mar, 2016 @ 12:37am 
@AgroXx: Thanks! Not sure if you are asking a question or making a mod request. But, if it is a question, then to change the equipping slot for a weapon, be it primary/secondary, a modder would:
1. Get access to the XCOM 2 classes - Create a new Default Mod Template via ModBuddy, inside the Src folder, you will find all the classes that make up the game (more or less).
2. Find the source code for the weapon of interest - Among those classes there should be quite a few named "X2Item_Somethingsomething.uc" and one in particular "X2Item_DefaultWeapons.uc", that contains the definitions for all in-game weapons.
AgroXx 16 Mar, 2016 @ 7:09pm 
Hey. First thing good work, i really like class mods because is always fun to try a new class :) But it's possible to know how to adds secondary weapons (pistol, swords etc) as primary weapons ? I'don't know if i easy but is still good to know.
Chilly  [author] 16 Mar, 2016 @ 7:00am 
@imminence: Glad to hear it works. The armory stance issue is a bit more complicated to fix, because there's no other class that doesn't have a vanilla primary weapon equipped for me to replicate. All the stances that Firaxis created involve a primary weapon equipped, therefore the fix might require creating a new stance, which is not in my area of interest/expertise. As such, it might be a while until either I or some other modder comes up with such a stance.

Either way, I hope this cosmetic bug is not too big of a deal - at least the mod is functional now :D
imminence 16 Mar, 2016 @ 5:47am 
It works and even the conflict with the "unconventional warfare" mod is gone.
I really hope, you'll find a solution for your scout; it looks confusing, when she
has her "I hold a rifle"-stance :steamhappy:
imminence 16 Mar, 2016 @ 4:26am 
I'll try it right now, hopefully with my running game and not again witha new one :)
Chilly  [author] 16 Mar, 2016 @ 1:34am 
Flush should be working as intended now. The problem was that I misspelled the root of the Flush behavior tree in the AI config file, so the ability was just giving an action point and then the unit would do whatever with it. Now it will correctly kick in the Flush behavior which is a choice between FallBackWithLosUnsafe, FallBackUnsafe and MoveRandomUnsafe (similar to panic movement). Sorry for any frustrations caused ;)
Chilly  [author] 16 Mar, 2016 @ 12:17am 
@imminence: Thanks for describing the issue; I thought I had fixed that problem with Flush, but seems not. I'll look into it asap.