XCOM 2
Infinite Medkits Flashbangs and Smoke Grenades
43 Comments
MrCloista 15 Jun @ 6:16pm 
this is a newer, wotc, mod that does the same thing but better https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1498122308
2themax 23 Apr @ 1:44pm 
Yeah, it's no longer has infinite medkits or items anymore. I think this mod is dead.
bidiguilo 22 Dec, 2024 @ 8:07am 
not working
Monika 7 Dec, 2024 @ 12:58am 
It doesn't give you the option to build them because they are already built and infinite, you just have to equip them.
Giggles 6 Dec, 2023 @ 11:41pm 
Mod will NOT work if added into the middle of a save, medkits, flashes, and smokes will dissappear and cannot be built or cheated in.
TITANMASTER25 5 Oct, 2023 @ 10:32am 
I have the same issue as Coretap, my med kits have completely disappeared. Anyone know what's going on?
CapitaineYolo 18 Oct, 2022 @ 1:00pm 
Could you add nanoscale vests to the list?
Coretap 2 Dec, 2021 @ 7:23am 
I've run into an issue where when I install this mod, I have no med kits at all. It doesn't give me the option to build them, which I expect, but then it doesn't show anything in my utility list to equip.

I've had to disable the mod...
Иваныч 16 Apr, 2021 @ 10:53pm 
It would be great if you make a setting or a separate mod so that items are purchased as usual, but they would not end on missions. )
Rodrrico 7 Mar, 2021 @ 3:32pm 
Doesn't work with WOTC
Vaelrisian 20 Jan, 2021 @ 12:06pm 
Well. just looked through all my mods and this is the only one that makes changes to flashbangs, as far as I can tell. Still not sure what could be causing the infinite flashbangs to not show up in game though.
Vaelrisian 20 Jan, 2021 @ 11:39am 
I have a major problem, but am not sure if this mod is causing it: Flashbangs have disappeared from my game entirely, making abilities that buff them useless.
sloppygiuseppe 17 Apr, 2019 @ 1:04am 
Not working for me with vanilla, just a heads up. Was looking for something like this for the same reason as the mod author, to give some reasonable buffs to my lads/lasses after buffing advent.

Simple work around, maybe helpful to other non-WotC players - I used the console to give myself more medikits/flashes/smokes than I have soldiers, so there's always one or more in the inventory if I want to equip one.
Lady Steelheart 17 Dec, 2018 @ 4:40pm 
this mod does not appear in my mod list for some reason
Grydian 6 Nov, 2018 @ 4:18pm 
Sadly its not working for me.
Mors 2 Aug, 2018 @ 5:48am 
So, where does one find a nano medkit mod like this?
Vaeringjar 7 Jun, 2018 @ 12:31pm 
try switching their load order I guess, idk if you'd need to delete some configs on top though

I was only getting the effects of this mod, so I used the mentioned edit, which I assume means I don't actually need the other mod but I haven't bothered testing that
José 6 Jun, 2018 @ 2:10pm 
Dang. I'm not sure what going on, 'cause all the medkits your mod provides are both infinite and have two charges by default
ShunBrokuSatsu  [author] 6 Jun, 2018 @ 2:05pm 
@José ahh ok lol I figured I could have possibly read that wrong but wanted to reply in a way that answered any confusion that might have been had.

If this is the case then the other mod must be getting the item templates for smoke and flashbang grenades and setting the bIsInfinite property to false. Not much I can do there unfortunately.
José 6 Jun, 2018 @ 2:01pm 
I didn't really phrase that right. I meant that if I put this mod in conjunction to medkits x2, the infinite grenades that your mod provided disappear to be replaced by regular, finite one. Thanks for replying.
ShunBrokuSatsu  [author] 6 Jun, 2018 @ 1:53pm 
@José This mod not only makes medkits infinite but it makes flashbangs and smoke grenades infinite as well.
José 6 Jun, 2018 @ 1:32pm 
It works with medical supplies x2 (for me, anyways), but this makes the flash and smokes be finite. No idea what's going on.
Vaeringjar 1 Jun, 2018 @ 6:02pm 
heads up, for comatibility with medical supplies x2, I assume this needs to be edited:

[InfiniteMedkitsFlashbangsandSmokeGrenades.X2Item_InfiniteMedkit]
MEDIKIT_CHARGES=2
NANOMEDIKIT_CHARGES=2
Tellik 14 May, 2018 @ 12:51pm 
Yeah, I just noticed this the other day when I tried playing through the tutorial for a little extra story.

What about making it so you can still buy them, but change the cost to 0 and make it so they're still infinite? (Basically to let you still buy the first one, for free, but it doesn't actually give you anything since they're infinite.)
ShunBrokuSatsu  [author] 13 May, 2018 @ 11:16am 
Ok yeah I will put a warning in the description, at least for now until I figure out how to make them infinite afdter completing the tutorial.
Alex Nares 13 May, 2018 @ 10:44am 
Yeah, I'm not even sure how you would be able to get around that. Maybe if you could make the original Medikits only dissappear after a certain force level (it would either be FL 2 or FL 3, not sure which one). Or maybe just put a warning in your mod description, not to start a campaign with Tutorial while this mod is enabled. (It literally causes the player to get stuck because the game is waiting for you to buy a Medikit but they aren't there)
ShunBrokuSatsu  [author] 13 May, 2018 @ 10:29am 
@Alex Nares Good catch. I never played the tutorial so I didn't know about that stipulation. Given how that works I am not so sure I could get this to work properly with the tutorial enabled. I know it has to do with checking to see if a strategic objective has been met but I need to look at similar code to make branch decisions based on that.
Alex Nares 13 May, 2018 @ 10:22am 
Requires new campaign in order to work properly.

Also, this mod is incompatible with campaigns started with Tutorial enabled, because after the Flight Device mission (2nd mission), you are required to purchase a Medikit from Shen, but you will unable to do that with this mod enabled.

Other than that, good mod.
ShunBrokuSatsu  [author] 8 May, 2018 @ 11:31am 
huh. that must mean that the item templates didn't get updated when the existing campaign loaded. It should definitely work in a new campaign.

Again I didn't get to test this on an existing campaign as I did not have any at the time of making this mod (though in hindsight I guess I could have just started one and then tested, :/).
AxeOfKukujevo 8 May, 2018 @ 11:10am 
Alas, they are not there.
ShunBrokuSatsu  [author] 8 May, 2018 @ 5:47am 
@AxeOfKukujev well the purpose of this mod is to make Medkits, Flashbangs and Smok Grenades infinite. In so doing it disables them from being built. They should show up in your inventory with an infinity symbol next to them. Just go to a soldier loadout, click on their utility item slot and you should see medkits as an option to select.
AxeOfKukujevo 8 May, 2018 @ 12:42am 
I enabled this mod midgame with a single medcit allready built. Now i can't seem to find it (should be in someone's hands) and it won't show up throught Make Items Available. And no possibility to build more. Any workaround for this bug?
ShunBrokuSatsu  [author] 27 Apr, 2018 @ 7:00am 
@Frizz I think I can make unlimited Nanoscale vests. Should't actually be too hard. I am still working on some other mods though so it may be a while before I could get to it.
ShunBrokuSatsu  [author] 27 Apr, 2018 @ 6:58am 
@Borgadan Rager now that is super odd as I do not touch any part of soldier loadouts at all. In fact all I did was just wrote a subclass to the X2Item class that creates the template for items and just overwrites the values that class "X2Item_DefaultUtilityItems" uses for medkits. In other words it takes the template that is already there and overwrites the values without having to actually overwrite any classes themselves.

Also the fact that you can even equip items on sparks is odd, must be a mod conflict. Not much I can do there sorry :/
Dęąth Viper 27 Apr, 2018 @ 6:38am 
can you make a mod for unlimited nanoscale vests too? Or at least show me how to do it?
Dęąth Viper 27 Apr, 2018 @ 6:36am 
CONFIRMED. This works on existing saves!
Oblivious Naga 27 Apr, 2018 @ 6:35am 
Found a bug with SPARKS. For some unkown reason it keeps equiping medkits and fights me when I try equip something else
Richard 27 Apr, 2018 @ 4:48am 
@JM001 sounds awesome! Good luck.
ShunBrokuSatsu  [author] 27 Apr, 2018 @ 4:34am 
@Richard yeah I use it in conjunction with that mod as I created this to balance things out more like Long War 2. I am actually working on another mod right now to make the experimental proving grounds projects buildable items instead similar to how Long War 2 does it.
Richard 27 Apr, 2018 @ 4:30am 
This is great, works really well with the Grenades & Medikits Unlimited mod (which removes the 1 grenade/medikit per soldier limit)

Grenades Unlimited
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1286369683

Medikits Unlimited
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1293155098
Oblivious Naga 27 Apr, 2018 @ 12:25am 
Been waiting for someone to do this
Azure 26 Apr, 2018 @ 6:08pm 
works well for me so far
Dęąth Viper 26 Apr, 2018 @ 1:31pm 
Im gonna try this on a current campaign. Will update you if it is success.