XCOM 2
Suppression Restrictions WOTC + TLP
26 Comments
Juravis  [author] 24 Dec, 2022 @ 11:34pm 
Both
Anakameron 24 Dec, 2022 @ 11:16pm 
Just out of curiosity, this only applies to the player or will this affect enemies too?
Green Raven 3 Aug, 2020 @ 11:01pm 
Oh thanks! I'll take a look!
Juravis  [author] 3 Aug, 2020 @ 10:59pm 
You can use the Gun Range Tables to make the sniper more attractive at long range. The current game tables are atrocious, i highly suggest you install my New Weapon Range Table mod for WOTC.
Green Raven 3 Aug, 2020 @ 10:46pm 
Ah, what a pity.
Well there's a mod that gives Sniper Rifles an innate armor piercing, that should work. Not only does it make the sniper rifle an attractive option, it also reinforces the Snipers role in targeting key enemies.
Juravis  [author] 3 Aug, 2020 @ 10:44pm 
Interestingly enough it's also why the Hunter is bugged and can fire his Pistol at any range, because Farsight (the Squadsight on crack he has) gives him unlimited range.
Juravis  [author] 3 Aug, 2020 @ 10:43pm 
Giving a unit Squadsight gives that unit the ability to use Squadsight on any weapons that are valid. Firaxis didn't take the approach of coding weapons individually for Squadsight. It's why giving Rifles to Snipers make them use Squadsight with Rifles. It would be feasible, but not easy to code.
Green Raven 3 Aug, 2020 @ 10:21pm 
Hey Avenger... did you think you were free of me? YOU WILL NEVER BE RID OF ME!!! HA HA! BWAH HA HA! BWAHAHAHAHAH!!!

Sorry about that I'm exhuasted. Im actually going through a vicious liitle bout of insomnia, and i was surfing the workshop when I saw this. I actually had my request written out before I thought to check on the auther,,, and found you :D

Would it be easy to add to this mod weapons that cannot use squadsight? I'm interested in a mod that allows every class to use a standard rifle, but I can't have my Snipers taking actions and then firing.
Juravis  [author] 16 Sep, 2019 @ 6:36pm 
Had to update the mod, please restore your INI files.
Juravis  [author] 20 Aug, 2019 @ 11:22pm 
Boltcaster is considered a rifle. This is an xcom bug unfortunately. You can saturation with a rifle. You would have to make a specific gun exception and include it in the condition to fire. Its not impossible but i havent mod in ages
nobody 20 Aug, 2019 @ 10:37pm 
well I tried using it with boltcaster on a skirmisher, which the game just froze on the nonexistent animation
Juravis  [author] 20 Aug, 2019 @ 10:08pm 
Oh wait the Grenadier high level regular skill? You can Saturation Fire with a shotgun?
nobody 20 Aug, 2019 @ 9:37pm 
I'm not sure what you mean by "not part of base game", but ok I guess
Juravis  [author] 20 Aug, 2019 @ 8:20pm 
Saturation is not part of the base game, youd have to ask LW2 devs but that mod isnt getting changed anytime soon
nobody 20 Aug, 2019 @ 7:08pm 
is there a similar mod for disallowing saturation fire?
Juravis  [author] 11 Oct, 2018 @ 10:23pm 
TLP Support is now LIVE, please update your INI files (SORRY).
Juravis  [author] 10 Oct, 2017 @ 8:01pm 
Hi people, I pushed a default INI change, if you had custom guns in your list please add them back from your backup file. You DID have a backup file, don't you?
Juravis  [author] 6 Oct, 2017 @ 7:50am 
You dont have to install it just ignore the msg
Caidezes 6 Oct, 2017 @ 7:27am 
Will you update this to not require the visualization fix mod or create a separate version entirely now that the WOTC highlander incorporated the fix?
Juravis  [author] 9 Sep, 2017 @ 2:09pm 
@Ginger Ask all your modders to switch to OnPostTemplate. It seems WOTC doesnt like AmbientNarrative, but doesnt whine or give errors when compiling when it should.
Ginger 9 Sep, 2017 @ 1:58pm 
@ADVENT Avenger That fixed it. I'm pretty sure Scientist Staff Slots is the main problem, since it seems like other people have had the same compatibility issue with it and other mods that aren't this one, but thanks for looking into it.
Juravis  [author] 9 Sep, 2017 @ 11:37am 
@Ginger I converted the mod to OnPostTemplatesCreated, tell me if it fixes the problem.
Juravis  [author] 9 Sep, 2017 @ 8:58am 
That one is easy i dont have tutorial stuff i suggest opening the code to mods found on the shop
Fraggel vonHelldiddler 9 Sep, 2017 @ 2:52am 
Nice, you might be the best person to ask about this. Do you have any resource about adding/removing abilities based on equipped weapons? By resource, I mean written- or video-tutorial. Thx in advance
Juravis  [author] 9 Sep, 2017 @ 12:36am 
I... I dont know what to say what a strange problem
Ginger 9 Sep, 2017 @ 12:31am 
This is somehow breaking Scientist Staff Slots WotC edition. I have no clue how it would do so, but every time I load them both together, my staff slots for those facilities go back to engineers. Both mods seem to be script injections, so I'm stumped on it.