XCOM 2
ADVENT Armoury - War of the Chosen - ADVENT Flamethrower
604 Comments
Six 8 Jun @ 7:57am 
Thank you
[OG]CombatMedic02  [author] 8 Jun @ 7:18am 
@Six You can turn weapons off in the config .ini files or alternatively you can use a mod such as https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2589916279 this to disable the ones you don't want.
Six 7 Jun @ 12:28pm 
possible to disable the other weapons? Just want the flamer
blasterscope 8 May @ 5:10am 
Ahhhh okay was just wondering
[OG]CombatMedic02  [author] 8 May @ 2:01am 
@blasterscope Not possible I'm afraid. The mechanics for the flamethrower were only introduced with the War of the Chosen DLC.
blasterscope 7 May @ 3:38pm 
question do any of your other mods have the flamethrower for vanilla
[OG]CombatMedic02  [author] 3 Mar @ 11:14am 
Nice! I like using them to burn away cover too, there's a lot of utility in them. I recently got a mod that lets you re-roll perks on the upgrade tree and I've had fun creating specialised flame troopers with it by unlocking/combining perks like run and gun with other hit and run abilities.
Six 2 Mar @ 8:41pm 
Been burning everything. City building blocking your way to extraction point? Burn it. Just wait it out.
[OG]CombatMedic02  [author] 26 Feb @ 10:02am 
Thanks, glad you are enjoying it. :)
Spanner360 26 Feb @ 8:54am 
@[OG]CombatMaedic02 no apologies needed, your mod is amazing either way :)
[OG]CombatMedic02  [author] 25 Feb @ 3:49pm 
@Spanner360 That would be a lot harder to do, you'd need the dev kit installed to edit that line in the code files as I didn't make that configurable in the .ini config file. There might be another mod out there that would do it perhaps? But yeah, wouldn't be easy, sorry.
Spanner360 25 Feb @ 2:05pm 
@[OG]CombatMedic02 i believe i did it correct haha, the replica assualt rifle starts with 1 weapon upgrade, is there away to make it more???
[OG]CombatMedic02  [author] 22 Feb @ 12:36pm 
@Spanner360 You can change the damage values in the config .ini files located in the following folder: C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1123308019\Config
Spanner360 22 Feb @ 12:27pm 
is there a way to change the damage values so they match beam weapons when you unlock them?
Cairna ♥ 12 Sep, 2023 @ 7:47pm 
Alright, thank you!
[OG]CombatMedic02  [author] 12 Sep, 2023 @ 10:37am 
I believe if you unlock the final version it'll hide the lower one.
Cairna ♥ 11 Sep, 2023 @ 6:59pm 
Hello, I have a question. For the ADVENT Flamethrower, if you unlock both magnetic weapons and plasma weapons prior to purchasing either flamethrower upgrade, should the upgrades be purchased sequentially or can I skip straight to the plasma-level upgrade?
[OG]CombatMedic02  [author] 14 Nov, 2022 @ 3:38pm 
Hmmm I suspect the disable code must have stopped working. I don't really have much time to fix it at the moment as life is a bit hectic. I believe there's a mod that lets you pick weapons to turn off. I'll take a look on the workshop for it and will comment with a link to it if I find it.
Honey Badger 14 Nov, 2022 @ 1:17pm 
Any idea why the weapons would still appear in game after disabling them (I'm only interested in the flamethrower)

They were gone initially, but then loaded the game back up, and now they're being equipped and I can use them, when I really don't want too :/
[OG]CombatMedic02  [author] 8 Oct, 2022 @ 10:22am 
@confuseduser Sorry about that. It's something that I could never work out how to fix. Like you said, wouldn't normally be a problem but I guess it would clash with some class mods.
Sharkbytes 8 Oct, 2022 @ 10:16am 
Do not use whit RPGO

i find my men equiping the chosen rifle or shotgun whenever they can, this wouldn't be a problem if they werent a class entirelly based around using pistols. i have had so many headaches over this it physically hurts:steamsalty:
Zaku II (Alias WatcherZigzagoon) 14 Jun, 2022 @ 4:39pm 
okay, so I may have averted a crisis by reloading a previous save, but I'm still not gonna take any chances
[OG]CombatMedic02  [author] 14 Jun, 2022 @ 3:41pm 
@Zaku II I've never had this problem on my saves. Sounds like it might be a mod conflict or something.
Zaku II (Alias WatcherZigzagoon) 14 Jun, 2022 @ 2:41pm 
I swear if my game file has been corrupted by this damn thing, I'm gonna freak
Zaku II (Alias WatcherZigzagoon) 14 Jun, 2022 @ 2:02pm 
Bad enough I keep needing to swap out the Chosen Assault rifle all the time, but now trying to do so causes it to crash! As I didn't have enough reason to hate these replicas :steamsalty:
[OG]CombatMedic02  [author] 18 Mar, 2022 @ 2:28pm 
In my game the weapons appear to be totally fine. Could this be a mod conflict or something? Has anyone else been having this issue recently?
[OG]CombatMedic02  [author] 18 Mar, 2022 @ 2:23pm 
Oh man, that sucks. This is the first I'm hearing about it. I don't have much time to fix it at the moment (I'm not sure I even have the mod tools installed) but I'll try to get this fixed as soon as possible.
Iridar 18 Mar, 2022 @ 3:26am 
@[OG]CombatMedic02
Hi. Some mod users are getting black textures with weapons from this mod, please take a look at this and reupload the mod:
https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/guides/black_textures
Huntertyavatar 3 Oct, 2021 @ 10:48am 
That's fine, take your time.

But yeah, since you can't upgrade the Flamethrowers with extra parts at all, You apparently can't rename them, either.
[OG]CombatMedic02  [author] 2 Oct, 2021 @ 11:46am 
@Huntertyavatar Oh really? I wasn't aware that you couldn't but I can't say I ever tried. I'll look into it but I can't promise it'll be right away. I have a lot going on at the moment life wise.
Huntertyavatar 1 Oct, 2021 @ 6:51pm 
Is there any possibility you might add the option to put names on the Flamethrowers?

It's dumb, but I like adding little chuni names for the weapons my soldiers carry, and I'm sad you can't do so with the flamethrower.
Вecё/\b|й Kpo\/иk 17 Jun, 2021 @ 12:33pm 
Download this mod only for flamethrower. Disable from ini other weapon, but conventional darklaw, arasi and hunter rifle did not disappear.
[OG]CombatMedic02  [author] 7 Apr, 2021 @ 9:59am 
@toaster tech Interesting to know, I wonder why. At least I know now in case anyone has that issue.
toaster tech 6 Apr, 2021 @ 5:19pm 
for some reason the mod "reduce armory clutter" deletes the advent flamer, beyond that it works perfectly :3
Speergreifer 13 Mar, 2021 @ 6:02am 
update: the mission was a complete success, my dudes can appearently kill mecs in on hit so i turned on the only fitting song for this situation (https://www.youtube.com/watch?v=-VILgSsesD0) and watched the slaughter
[OG]CombatMedic02  [author] 13 Mar, 2021 @ 4:29am 
Making use of your swords then haha. Got to read those sitreps. :steammocking: It's just fun to torch big groups of lost with the flamethrowers but they have other uses too. They're situational. :D:
Speergreifer 12 Mar, 2021 @ 4:57pm 
works now, just sent a squad of rangers that were only equipped with flamers on a mission... sitrep automated defences. fun.
[OG]CombatMedic02  [author] 12 Mar, 2021 @ 10:35am 
That might be it. See how you go on the new run. :)
Speergreifer 12 Mar, 2021 @ 4:14am 
maybe its because i introduced the mod in the middle of my campaign so im gonna try it in a new one, this (propably) shouldnt be a mod conflict because i only use cosmetic mods,
[OG]CombatMedic02  [author] 11 Mar, 2021 @ 11:32am 
If they're not in cover it should hit them. Can't say I've had this problem. I know it misses targets in cover sometimes but that's because it works exactly like the purifier's flamethrower. It even uses the same ability to shoot it. Maybe you have another mod that is interfering with it somehow? It's the only thing I can think of. If you could show me video footage of it happening I might be able to work it out but like I said, I don't think it's ever happened to me to the point of I even flank enemies in cover to make sure I hit them and I normally do.
Speergreifer 11 Mar, 2021 @ 6:32am 
is there a reason why the flamer keeps missing targets that aren't even in cover? i just shot at a muton that just stood there on an open field and 4 flamethrower dudes couldnt do a single point of damage
TheDuke37 3 Mar, 2021 @ 10:06am 
One minor complaint I have it that the Warlock's rifle says it has 100% crit on psi enemy's and it dosn't. Also Priest rifles are a bit powerful in late game and are really the only thing you need to use other then a shotgun.

@Sinapus yeah, this happend to me and I thought it was a balancing thing where you can use their weapons, but you can't add attachments. It just does that sometimes because their not supposed to have attachments on them.
BoggySottom 6 Jan, 2021 @ 2:58pm 
Sorry if this is addressed elsewhere, but is there a way to disable the chosen replicas? At least for me, it seems my soldiers auto-equip them.
Sinapus 18 Dec, 2020 @ 6:39am 
Well, I got to mag weapons and suddenly I couldn't upgrade the pistols or rifles. Went into WSR Config and commented out the entries and (after deleting the config folder and refreshing) when I got back into the game the rifles and pistols were upgradable. So I got the variable wrong somehow.

Either way, I used the highlander flags to not unequip soldiers who are wounded or on covert actions and use Automated Squad Loadout Manager and it seems to be keeping the Chosen replicas from being equipped except by rookies, I guess. (Oddly enough, locking the loadout is not something to try, but simply saving it seems to work.)
Sinapus 15 Dec, 2020 @ 4:06pm 
I think I got the WSR Config changes to work. Going to start a new game since I made some other changes that need a new game and I'll see what happens when I research magnetic weapons. An in-progress game the beam and magnetic versions of the non-flamethrower weapons of this mod did disappear from the loadout screen, though some soldiers had them auto-equipped before I made the changes so I suspect it should work.
[OG]CombatMedic02  [author] 15 Dec, 2020 @ 12:40pm 
@Sinapus I think that should be enough. I'm not 100% sure though as I don't use that mod. I still need to fix the disabler code for these weapons but I just haven't had much time recently. You can find all the weapon template names in the XComGame.int file, which can be found in the Localization folder of any mod and can be opened with any text editor. Hope this helps. :D:
Sinapus 13 Dec, 2020 @ 7:35pm 
Okay, found template names for the magnetic and beam versions of the chosen weapons further down the list in their source code files so made weapons to hide entries for those too. Should that be enough or should I keep the schematics to hide entries I made for their templates as well?
Sinapus 13 Dec, 2020 @ 7:23pm 
Okay: What is the name of the template if I'm going to use the +WEAPONS_TO_HIDE command in WSR Configuration? I think I can find it in the configuration files according to the documentation, but wanted to be sure. Is ADVENTPriestRifleBeam the correct template name, according to the source files?

I can make the conventional versions vanish via editing the configs, but have noticed the beam versions of the Priest rifle and the Chosen weapons appearing again, though the Chosen weapons only have research schematics. Should I hide the weapon templates for the magnetic and beam versions or the schematic using the schematics_to_hide command?