XCOM 2
Class Weapon Additions WOTC
88 kommentarer
☥¤§ÑîGHTMÃRɧ¤☥ 27. apr. kl. 15:53 
?
☥¤§ÑîGHTMÃRɧ¤☥ 27. apr. kl. 15:53 
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 kl. 13:45 
That's what I ended up doing.
Juravis  [ophavsmand] 15. dec. 2021 kl. 23:36 
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 kl. 22:14 
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 kl. 22:06 
I'm looking at the mod right now, It redeclares the allowed weapons
Beat 15. dec. 2021 kl. 22:05 
I have a mod that lets you recruit and train reapers so Its possible that could be it I guess
Juravis  [ophavsmand] 15. dec. 2021 kl. 21:30 
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 kl. 21:19 
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  [ophavsmand] 24. mar. 2020 kl. 18:45 
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 kl. 16:38 
Does this work with custom class like "Supporter Class" or does it needs more tweaks in the ini files?
LooDz 14. juni 2019 kl. 2:31 
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  [ophavsmand] 13. juni 2019 kl. 18:24 
Yes IIRC
LooDz 13. juni 2019 kl. 17:34 
Does anyone know if Skirmishers get to shoot twice if you give them another weapon?
Stanley 28. mar. 2019 kl. 10:46 
Thanks!
Juravis  [ophavsmand] 28. mar. 2019 kl. 10:34 
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 kl. 8:43 
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  [ophavsmand] 3. feb. 2019 kl. 22:22 
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 kl. 20:49 
What do I add to the XComClassData.ini file to allow Sparks to equip Grenadier Cannons?
biocrystalluminescence 25. dec. 2017 kl. 20:14 
(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  [ophavsmand] 27. nov. 2017 kl. 13:04 
Nope, smg isnt part of this
CommanderShepard153 27. nov. 2017 kl. 6:12 
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  [ophavsmand] 23. nov. 2017 kl. 7:52 
This mod has ini edits only. It adds allowed weapons to classes. It has no programming code.
Coolio Wolfus 23. nov. 2017 kl. 5:39 
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  [ophavsmand] 18. nov. 2017 kl. 17:43 
No psi lab here. My psionic class mod disables the psi lab.
Lennybolt7 18. nov. 2017 kl. 16:26 
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  [ophavsmand] 18. nov. 2017 kl. 13:00 
Probably requires massive modding to implement that. Animations etc.
Coolio Wolfus 18. nov. 2017 kl. 12:34 
Psi Ops with Templar gauntlets?
Juravis  [ophavsmand] 21. okt. 2017 kl. 12:37 
You can do it yourself in this mods config, personally im against that
IOException 21. okt. 2017 kl. 12:29 
Great mod! Could you give specialists access to a velkor? Want a medic that can stay safe in the back...
Juravis  [ophavsmand] 29. sep. 2017 kl. 20:57 
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 kl. 20:52 
So this lets the Faction Hero classes use the unique Chosen reward weapons?
ristar85 29. sep. 2017 kl. 19:22 
Ah, I get it now. It's the sniper rifle that's determining if the user can fire. OK. Thanks.
ristar85 29. sep. 2017 kl. 19:21 
But they are supposed to be able to fire after movement...
Juravis  [ophavsmand] 29. sep. 2017 kl. 19:21 
There is an exception however, the Sniper Rifle of the Chosen only needs 1 AP so you can walk with it.
Juravis  [ophavsmand] 29. sep. 2017 kl. 19:19 
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 kl. 19:01 
Gave Reapers Gauss Rifles... They were unable to fire and go to overwatch.
LostCarcosa25 27. sep. 2017 kl. 16:43 
Awesome! I'll definitely start doing that. Again, thank you very much. I look forward to your next mod :happycthulhu:
Juravis  [ophavsmand] 27. sep. 2017 kl. 16:40 
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 kl. 16:39 
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  [ophavsmand] 27. sep. 2017 kl. 14:35 
Oh by the way, use Notepad++
Juravis  [ophavsmand] 27. sep. 2017 kl. 14:33 
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 kl. 13:51 
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  [ophavsmand] 27. sep. 2017 kl. 11:02 
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 kl. 10:47 
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  [ophavsmand] 26. sep. 2017 kl. 8:41 
Sorry i dont provide in depth tutorials, youll have to experiment.
ПΛПО Dragoon 26. sep. 2017 kl. 8:34 
Okay what do i add in or remove now?
Juravis  [ophavsmand] 26. sep. 2017 kl. 8:04 
Open DefaultClassData.INI youll see it (or in this mod, XComClassData).
ПΛПО Dragoon 26. sep. 2017 kl. 8:01 
Can you tell me how please?