XCOM 2
[WOTC] Sub Sonic Grenade
68 Comments
reddsbaron 23 Dec, 2024 @ 6:55pm 
in my 1k plus modded campaign this one is a golden gun.. many thanks
dskdev 9 Jul, 2023 @ 12:43pm 
Doesn't work, still attracts lost. didn't get it form the proving grounds, got it as a random drop, so that might've did it idk
Kinsect 2 May, 2023 @ 3:01pm 
Say does this work with the Proving grounds overhaul mod?
Dęąth Viper 19 Oct, 2022 @ 4:56pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Enzo Matrix 17 Sep, 2022 @ 11:43am 
Anyway you could add the ability to change the cost requirements to build these? Supplies, alloy, elerium etc. Nothing in config to do it. Not sure if I can currently change any of this?
TROCH22 28 May, 2022 @ 6:38am 
@Hotl3looded Just came here to report the same thing, guess this never been fixed.
Bardmaster 7 Oct, 2021 @ 3:38pm 
bump on the stealth use of the grenade!
Criton21 17 Sep, 2021 @ 1:15pm 
Is it possible to add an option to make it so they don't break concealment? I want to use this on my reaper instead of the claymore.
Hotl3looded 25 Oct, 2020 @ 8:16am 
@MrShadowCX Just a heads up, the sub sonic grenade is available without the Lost Autopsy.. You can easily test this by spamming Experimental Grenade without the Lost Autopsy and you will get a sub sonic grenade eventually.

I checked your code this morning and you set "AutopsyTheLost" as a requirement for the sub sonic grenade item template. That only makes it a requirement for building the item in the Engineering Bay. It doesn't prevent the item from showing in the reward deck of Experimental Grenade.
Charchu 8 Oct, 2020 @ 3:54am 
@TrooperCoon The item isn't missing, you just have to do the Lost autopsy, go to the proving grounds and select experimental grenades. It's not guaranteed, it just adds it to the list of potential rewards for completing that project.
Nero 8 Jul, 2020 @ 6:33am 
well the mod doesnt work for me :[
the item is missing
JimmyTheCannon 29 May, 2020 @ 11:32am 
Thanks @dragon32 I missed that. Sorry, I've been looking through a LOT of mods and have a tendency to (unless it's pointed out to do so in the description) only check screenshots for cosmetics.
Dragon32 29 May, 2020 @ 2:41am 
@JimmyTheCannon
Did you check the screenshot at the top of the page?
JimmyTheCannon 28 May, 2020 @ 2:34pm 
There's no info given here, so am I to assume they do default frag/further upgraded from frag grenade damage?
MrShadow  [author] 30 Mar, 2020 @ 8:07pm 
because its not the grenade but the grenade launcher that still makes a sound when it fires. The launcher is not altered by this mod, only the grenade.
Bardmaster 30 Mar, 2020 @ 7:22pm 
Aw, I just finally got one and want to waste a wide range of lost with it! But using a grenade launcher (which only gives a soft "whoosh" sound after all) renders these things useless for grenadiers. Bummer!
MrShadow  [author] 29 Mar, 2020 @ 9:29am 
also yes, if you throw anything through a window or jump through a window, that adds to the sound level to draw in lost.
MrShadow  [author] 29 Mar, 2020 @ 9:27am 
the launching of the weapon itself still makes a sound and will break concealment, that was not changed. Only the explosion sound of the grenade was removed to not draw more lost. So while you get the added range and what not from launching grenades, its probably best to still use these by just throwing them. Its safer that way lol
MrMister 29 Mar, 2020 @ 4:00am 
Some clarification - when you said that when laucnhed from a grenade launcher the weapon will still make a sound, you mean that it will make a sound for enemy-detection purposes only (like breaking a window), or that it will still attract/generate lost hordes like normal grenades would?
MrShadow  [author] 16 Mar, 2020 @ 9:52am 
No as this is meant to be added to the experimental grenade list once researched. But the Author of that mod can add it as a direct build like he did with the others.
Bardmaster 16 Mar, 2020 @ 8:08am 
@MrShadowCX it appears the Proving Ground Overhaul (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1372437219) conflicts with this mod as it eliminates the Experimental Grenade project in favor of direct-build projects for all grenades and ammo. I love that mod but want to try the subsonic grenade, but cannot see any config option to allow this to just be a buildable item immediately after doing The Lost Autopsy. I tried the simple attempt to add CanBeBuilt=True in the XcomSGData.ini file but no go.

Any chance you could add such an option?
Boshty 18 Aug, 2019 @ 1:02pm 
Yeah but those lost are technically part of my squad. i was on a mission last night where i accidently activated 3 pods more than the one i was dealing with. on a lost map. what did i do? blew the fuck out of a bus stop with a rocket and a a car with a grenade. 3 lost swarm warning. enough lost spawned and swarmed in to distract the advent forces for a turn while i dealt with them, then i just mopped up the lost. (lots of extended clip and reload on kill upgrades on my main teams guns. hey just clear a map of lost in a turn)
silverleaf1 7 Jun, 2019 @ 12:04am 
I will have to check because I was surprised when a had some additional information during my Lost Autopsy. (I assumed Bio Division because of the additional lost types it added.) Thanks for your quick response.
MrShadow  [author] 6 Jun, 2019 @ 9:39am 
And Bio Division 2.0 did not add anything new to the autopsy of the lost.
MrShadow  [author] 6 Jun, 2019 @ 9:38am 
No conflict at all. You never got Sub Sonic grenades after lost Autopsy. Not directly anyway. After the lost autopsy, you can start to randomly get sub sonic grenades when you do the experimental grenade project in the proving grounds.
silverleaf1 6 Jun, 2019 @ 9:13am 
Bio Division 2.0 added some new lost variants and new items upon autopsy of lost. Since adding Bio Division 2.0 I don't get sonic grenades after autopsy of lost like I used to get. There could be a conflict.
MrShadow  [author] 17 May, 2019 @ 5:38pm 
Yeah i might be able to do that
initium 17 May, 2019 @ 5:23pm 
Is there a way to add the Subsonic grenade info to the Lure pop up? I'm guessing that the Lure playing facing info is in the XComGame.int file
MrShadow  [author] 17 May, 2019 @ 9:31am 
that is correct. What happens is the grenade is unlocked and added to the experimental Grenade Proving Grounds Projects but only after you have done the Lost Autopsy. There just isnt a way to show that in a pop up. However, i can probably add it in the lost Autopsy bio. Just wasnt sure anyone would really read it lol
initium 16 May, 2019 @ 9:52pm 
Using this for the first time. Thought - "Damn this sounds great!" =D

Completing the Lost Autopsy I get the message that the Lure is available and no mention of the Subsonic Grenade. Is this correct? I was expecting a message saying it's available in to build.
MrShadow  [author] 13 Apr, 2019 @ 8:29am 
thats on PGO to do.
darkdill 12 Apr, 2019 @ 2:15pm 
Not compatible with PGO; I've tested it.

Maybe a compatibility patch will help.
MrShadow  [author] 9 Mar, 2019 @ 9:57am 
Probably not.
Laharl 8 Mar, 2019 @ 3:45pm 
PGO compatibility?
MrShadow  [author] 27 Dec, 2018 @ 6:14pm 
got it
neIVIesis 27 Dec, 2018 @ 6:14pm 
Ok, I sent you a friend request.
MrShadow  [author] 27 Dec, 2018 @ 5:37pm 
@nelVlesis, sure and thanks
neIVIesis 27 Dec, 2018 @ 12:44pm 
@MrShadowCX I notice you're using the generic flahbang grenade action icon for this. I can make a custom icon that matches FIRAXIS style, and better represents the look of this grenade's image.

LMK if you're willing to update the icon and I'll send it over.
MrShadow  [author] 10 Dec, 2018 @ 4:26pm 
yes its a game mechanic. All weapons in the game make some sort of sound (that is coded) to add up into a threshold meter. Everything from shooting a pistol to breaking a window in the game will give off some bit of noice that is added to that meter.
Aaewen 9 Dec, 2018 @ 8:55pm 
"IF launched from a grenade launcher in a Lost mission, the sound of the grenade launcher weapon will still make a sound"

I hope this is from a game mechanic perspective. Because grenade launchers should make even less noise than a silenced weapon. Just a very tiny pump sound.
Briar_Black 16 Oct, 2018 @ 3:49pm 
As long as people are making requests I'd like to put in one for a plug in for Proving Grounds Overhaul.
DERPKING1991 8 Aug, 2018 @ 7:13pm 
Yeah we need 2 and 3 with them warhead upgrade with that one mod, it be amazingly op but it be fun
Mice 6 Aug, 2018 @ 7:14pm 
will you be making a Tier 2 and 3 versions of this? Im loving them so far
MrShadow  [author] 29 Jul, 2018 @ 1:13pm 
are you using it by launching it from a grenade launcher?
Ness 29 Jul, 2018 @ 12:27pm 
Anyone have the issue when use this subsonic grande bring more lost in the tactical mission?
jkrojmalart 22 Jul, 2018 @ 2:52pm 
@DerpMaster.USA and Hellcry

Open the console and type:

Additem SUBSONICGRENADE X ( replace X with the quantity of grenades you want )

Hopes it helps!
MrShadow  [author] 21 Jul, 2018 @ 7:04am 
I cannot add support for it. Like with my special ammo from cut content ammo mod, he would need to add support in his mod for this grenade. Sorry guys.
hellcry 21 Jul, 2018 @ 12:10am 
Yah not working with PGO, if u add support for it would be nice, I don't think author of PGO can change anything for this to work. The problem with this mod is his dependency of proving ground original functions, and PGO alters that states clearly, any mode that use original PG projects will not work.
MrShadow  [author] 20 Jul, 2018 @ 2:26pm 
please re-read the mod description above on how you get these grenades. Autopsy then build an experimental grenade in the proving grounds. You might get a gas greande or you might get acid or one of these but these are not a build at will greande. If the mod author of the proving grounds overhaul wants to add another way to build them, thats fine. But in this mod, they are an experimental greande.