XCOM 2
Technical Heavy Weapon Reload
42 Comments
eastpaw 30 Jun, 2022 @ 1:32pm 
Just tested twice with [WOTC] LW2 Classes and Perks and both times the game completely refused to start.
leopagne 1 Jan, 2022 @ 5:28pm 
Will this work with [WOTC] LW2 Classes and Perks?
Adam Jensen 007 4 Mar, 2020 @ 7:43pm 
is this on WOTC?
Terabix  [author] 28 Aug, 2018 @ 7:30am 
Yes, I programmed it so the EXO/WAR suit bonuses ups the reload limit
What's An Airport? 27 Aug, 2018 @ 5:23pm 
So if your technical operator is using an EXO/WAR suit, can they reload the second rocket / fourth flamer or can they only reload the original rocket / 2 flamers?
Om3ga-Z3ro 30 Nov, 2017 @ 2:00pm 
Sweet, thank you for the help, this helped me a lot.
Terabix  [author] 30 Nov, 2017 @ 1:45pm 
Whichever slot had Fire and Steel, since you're replacing that ability specifically.
Om3ga-Z3ro 30 Nov, 2017 @ 1:24pm 
Oh that's handy, last question: which skill slot, in the ClassData file?
Terabix  [author] 30 Nov, 2017 @ 12:26pm 
If you're creating it from scratch, just add "AutoloaderArmaments" to a skill slot. Doesn't need to be applied to an inventory slot.
Om3ga-Z3ro 30 Nov, 2017 @ 11:51am 
Really? Well that makes things simple to one problem but how can I give the class the Autoloader Armament perk?
Terabix  [author] 30 Nov, 2017 @ 11:47am 
The mod adds the reload ability to the gauntlet itself. As long as you're using the gauntlet you should have the ability to reload your heavy weapons.
Om3ga-Z3ro 30 Nov, 2017 @ 11:38am 
I am trying to create my own class called an Advent Traitor, basically it has a tree that focuses on the Technicals rockets but I want it to work with this mod so the class can also reload its heavy weapons.
Terabix  [author] 30 Nov, 2017 @ 10:39am 
@Om3ga-Z3ro

Autoloader armaments is coded as a purepassive. First you need this mod installed. Second there might be an issue where classes in LW2 have unix line breaks. That's why this mod has a .uc code skill insertion extension that inserts the code into the technical class. If you're using that method it won't work since the extension is hardcoded to hit the Technical class. I can point you in the right direction if you can show me exactly what you're doing.
Om3ga-Z3ro 29 Nov, 2017 @ 11:41am 
This is an awesome mod, I am trying to create my own type of class that uses a Technical's Gauntlet and wondering how I can change the Fire and Steel into that Autoreloader Armaments, when I tried it, it still says Fire and Steel. Care to help?
shiremct 2 Aug, 2017 @ 1:16pm 
You should consider adding charges and a charge cost to the reload ability as a way to sort of visualize the countdown until the reload is completed.

Just add charges to the reload ability equal to the unit values being set (and reset them once a reload is complete) and add a charge cost of 1 to the reload ability.
Saphy Taff 29 Jul, 2017 @ 8:11pm 
Hey, great, thanks! Will test it asap!
Terabix  [author] 29 Jul, 2017 @ 6:57pm 
@everyone I just rolled out a fix for the after-first-reload issue. It had to do with the class with the config variables never being initialized. I tested it and it should work.
Saphy Taff 29 Jul, 2017 @ 5:21pm 
Hey there, I had the same issue as Noobih on a new campaign. I love your mod, thanks for your work!
Noobih 29 Jul, 2017 @ 4:49pm 
Nope, just the basic one, I'm on a brand new campaign.
Terabix  [author] 29 Jul, 2017 @ 3:04pm 
@Noobih @Treesurfer were you using a tier 3 blaster gauntlet?
Terabix  [author] 29 Jul, 2017 @ 3:00pm 
@Noobih I will investigate. Give me some time.
Noobih 29 Jul, 2017 @ 2:24pm 
I had the same experience. After the first extra rocket I spammed the reload at least 5 or 6 times and nothing happened.
Terabix  [author] 29 Jul, 2017 @ 10:16am 
@Treesurfer how many times did you activate the reload button? If you only activated it once then that's intended behavior; its supposed to take three (default) reloads to acquire a new rocket.
Treesurfer 29 Jul, 2017 @ 8:45am 
I love this mod, but it only seems to work once. My techs will get one extra rocket per mission. After that, the "reload" option is there, but it doesn't matter how many times I click it there will never be another rocket for them to use. Any idea why this could be happening? (It's still really useful... even that one extra use makes them a much more viable class).
Alexandr 24 Jul, 2017 @ 2:29pm 
By the way, excellent mod, loving it thus far!
Rachel Wulf 24 Jul, 2017 @ 1:32am 
Nevermind, i don't know what went wrong, but i just had to disable and re-enable the mod again.
Rachel Wulf 23 Jul, 2017 @ 11:18pm 
Does this work on a campaign in progress, or would i need to start a new campaign?
Terabix  [author] 23 Jul, 2017 @ 9:22pm 
@shiremct Unix line breaks. Who knew. Any vanilla project that affects ini settings will not work with LW2. You have to mod the data indirectly via .uc code.
shiremct 23 Jul, 2017 @ 8:49pm 
Congrats on the release. Glad you got the config issues sorted out!
Garr Incorporated 23 Jul, 2017 @ 12:16am 
Good. That's all I wanted to know. Thanks!
Terabix  [author] 22 Jul, 2017 @ 10:25pm 
@Garr Incorporated unless you comment out the .ini line that replaces Fire and Steel with Autoloader Armaments, Fire and Steel will be replaced, they'll have Autoloader Armaments instead.
d_valroth 22 Jul, 2017 @ 7:13pm 
You should keep Fire and Steel. You might also get a free choice of one of the other perks at that rank.
Garr Incorporated 22 Jul, 2017 @ 2:57pm 
How will this mod affect the ongoing campaign, if I happen to have Fire and Steel on one of my Technicals?
Garr Incorporated 22 Jul, 2017 @ 2:56pm 
Holy cow this is grand!
Pokefire 22 Jul, 2017 @ 2:38pm 
Thank goodness that this mod exists, that way the technical soldiers will have more use on the battlefield, thanks for creating this mod!
potential energy nonbeliever 22 Jul, 2017 @ 10:00am 
UPDATE: Nevermind.
potential energy nonbeliever 22 Jul, 2017 @ 9:53am 
Can we get a version of this for the Juggernaut in the Shadow Ops pack?
Terabix  [author] 22 Jul, 2017 @ 9:49am 
@Belhedler To answer your second question first, rockets are turn ending without Salvo, flamethrowers are turn-ending period. With Salvo and Shock&Awe you could theoretically fire a double-rocket barrage on one turn, then with Autoloader Armaments spend two turns reloading back to full.

Since you're the second person to recommend a cap to prevent cheese I'll consider moving implemenation of a charge-based reload cap higher up in my list.
Belhedler 22 Jul, 2017 @ 8:07am 
Great idea, and much needed with the changes in pod management of latest versions, but I suggest a customizable cap to the ability too to not overuse it. Especially, what will happen with a heavy armor? Does that basically grant a heavy attack every turn if not moving?
teh1archon 22 Jul, 2017 @ 7:26am 
Fantastic.
Terabix  [author] 21 Jul, 2017 @ 8:59pm 
@VertigoJockey follow my workshop profile and check back in a week or so.
VertigoJockey 21 Jul, 2017 @ 8:54pm 
Will we get a 'Reload sawn off shotgun' mod?