XCOM 2
Class Weapon Additions WOTC
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
Daddy Takeda 24 Mar, 2020 @ 4:38pm 
Does this work with custom class like "Supporter Class" or does it needs more tweaks in the ini files?
LooDz 14 Jun, 2019 @ 2:31am 
No this is gonna be fun, Assault Rifles in the beginning, Shotguns when they get some better Aim. it's gonna be a critical bonanza later in the game.
Juravis  [author] 13 Jun, 2019 @ 6:24pm 
Yes IIRC
LooDz 13 Jun, 2019 @ 5:34pm 
Does anyone know if Skirmishers get to shoot twice if you give them another weapon?
Stanley 28 Mar, 2019 @ 10:46am 
Thanks!
Juravis  [author] 28 Mar, 2019 @ 10:34am 
Possible but out of this mods scope. Check out my weapon suppression restrictions mod if you want you can take code from it
Stanley 28 Mar, 2019 @ 8:43am 
Hey, I love using this mod, but I wondering, could I make a mod or a simple ini file edit that makes it so certain skills of classes can only be used when using the class weapon it applies to by default?

For example, if you equip a Rifle on a Skirmisher, it disables the Marauder skill so you can't take two shots with a Rifle, to balance out the fact a Rifle is way more powerful than a Bullpup?
Juravis  [author] 3 Feb, 2019 @ 10:22pm 
That edit needs to be done in the DLC_3 folder, not the regular game under Spark Class. You need to add:

+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="cannon")
Valvatorez(Cox Cable = awful ISP 3 Feb, 2019 @ 8:49pm 
What do I add to the XComClassData.ini file to allow Sparks to equip Grenadier Cannons?
biocrystalluminescence 25 Dec, 2017 @ 8:14pm 
(this is like a month late, but) ACKSHUALLY, you can use the ADVENT armory flamethower on people allowed to use the shotgun, and the SMG + advent armory priest rifle on people allowed to use the assault rifle.

i tested by giving my specialist the flamethrower, grenadier smg, and sniper the priest rifle (after editing the ini to allow it)
i also tested firing + reloading, so it seems like ur good to go.
Juravis  [author] 27 Nov, 2017 @ 1:04pm 
Nope, smg isnt part of this
CommanderShepard153 27 Nov, 2017 @ 6:12am 
If I were to download the SMG pack, would the classes that are edited to use rifles be able to use the SMG? Or Purifier Flamethrower from ADVENT armories for the ones with the shotgun?(it's a shotgun alt apparently)
Juravis  [author] 23 Nov, 2017 @ 7:52am 
This mod has ini edits only. It adds allowed weapons to classes. It has no programming code.
Coolio Wolfus 23 Nov, 2017 @ 5:39am 
Tempted but if THIS mod blocks the Psi Lab it's no good to me, am guessing from Lenny1013's comment that you may have added your Psionic Class Mod code to this accidentally, rendering Psi Ops useless.
Juravis  [author] 18 Nov, 2017 @ 5:43pm 
No psi lab here. My psionic class mod disables the psi lab.
Lennybolt7 18 Nov, 2017 @ 4:26pm 
Stupid question, but does this mod edit the psi lab in any way?

I'm having trouble with psi overhaul not being able to change the psi lab, rendering the whole mod useless as it's main feature of training normal soldiers does not function.
Juravis  [author] 18 Nov, 2017 @ 1:00pm 
Probably requires massive modding to implement that. Animations etc.
Coolio Wolfus 18 Nov, 2017 @ 12:34pm 
Psi Ops with Templar gauntlets?
Juravis  [author] 21 Oct, 2017 @ 12:37pm 
You can do it yourself in this mods config, personally im against that
IOException 21 Oct, 2017 @ 12:29pm 
Great mod! Could you give specialists access to a velkor? Want a medic that can stay safe in the back...
Juravis  [author] 29 Sep, 2017 @ 8:57pm 
That is correct, a Faction Hero can wield a Chosen Weapon of the same category mentioned above. The Skirmisher can use the Rifle, etc.
Feezec 29 Sep, 2017 @ 8:52pm 
So this lets the Faction Hero classes use the unique Chosen reward weapons?
ristar85 29 Sep, 2017 @ 7:22pm 
Ah, I get it now. It's the sniper rifle that's determining if the user can fire. OK. Thanks.
ristar85 29 Sep, 2017 @ 7:21pm 
But they are supposed to be able to fire after movement...
Juravis  [author] 29 Sep, 2017 @ 7:21pm 
There is an exception however, the Sniper Rifle of the Chosen only needs 1 AP so you can walk with it.
Juravis  [author] 29 Sep, 2017 @ 7:19pm 
Reapers with a Sniper Rifle can fire, ive seen it. Ive done it. They dont have a secondary weapon however, so if they move, they cant act. At all (unless using the Claymore). That's normal.
ristar85 29 Sep, 2017 @ 7:01pm 
Gave Reapers Gauss Rifles... They were unable to fire and go to overwatch.
LostCarcosa25 27 Sep, 2017 @ 4:43pm 
Awesome! I'll definitely start doing that. Again, thank you very much. I look forward to your next mod :happycthulhu:
Juravis  [author] 27 Sep, 2017 @ 4:40pm 
Best way to learn is to steal code from others. Just rip my stuff and examine the uc sources. Youll get the hang of it.
LostCarcosa25 27 Sep, 2017 @ 4:39pm 
Eureka! It works! I completely understand the signifance of the parentheses now. And, Notepad++ is amazing. Thank you so much for taking the time to help me. Here is the link if anyone else would like to use it:
https://pastebin.com/htgtwUuV

One last question, if you don't mind. Are there any tools, resources or words of wisdom you can give/direct me to for modding at this level? I am completely new to this (I am learning python atm), but very interested.
Juravis  [author] 27 Sep, 2017 @ 2:35pm 
Oh by the way, use Notepad++
Juravis  [author] 27 Sep, 2017 @ 2:33pm 
Thats a ImporText bug. You have to be very specific when you remove stuff, the formatting has to be exactly the same. Take the original file and try again from scratch.
LostCarcosa25 27 Sep, 2017 @ 1:51pm 
Awesome! I don't know how that mod slipped past me (I'm subscribed to most of your mods). I see what you did, and attempted to replicate. However, I ran into issues. The ability doesn't show on either class. Instead, it removes the skills at corporal and colonel, and moves each set of skills a rank higher. If you wouldn't mind, here is the ini and pictures of the classes:

https://pastebin.com/08J0takW
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1149223634
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1149223655
Juravis  [author] 27 Sep, 2017 @ 11:02am 
You want to give Marauder to another class? That's extremely simple. Go to my Perks Reshuffled mod, youll see how its done.
LostCarcosa25 27 Sep, 2017 @ 10:47am 
Thank you for the great mod! I know that adding the skirmisher marauder ability is out of this mod's scope, but would you mind making another mod for it? I've tried to do it myself, and, so far, have been unsuccessful. Or, if you don't mind, just a template that we could follow?
Juravis  [author] 26 Sep, 2017 @ 8:41am 
Sorry i dont provide in depth tutorials, youll have to experiment.
ПΛПО Dragoon 26 Sep, 2017 @ 8:34am 
Okay what do i add in or remove now?
Juravis  [author] 26 Sep, 2017 @ 8:04am 
Open DefaultClassData.INI youll see it (or in this mod, XComClassData).
ПΛПО Dragoon 26 Sep, 2017 @ 8:01am 
Can you tell me how please?