XCOM 2
[WOTC] Rookies Equip Anything (+RPGO)
19 Comments
The LDs 3 Sep, 2020 @ 11:20pm 
Thanks for the reply.
Apple Juice for the Merry  [author] 3 Sep, 2020 @ 10:34pm 
@The LDs
That version of the frag grenade is from DerBK's A Better Barracks mod.
The LDs 3 Sep, 2020 @ 6:45pm 
I noticed the frag grenade in the picture looks different then the normal one, What mod are you using?
Apple Juice for the Merry  [author] 23 May, 2020 @ 3:25am 
UPDATE:
-- Now includes support for RPG Overhaul's Universal Soldier class, allowing the full arsenal including mod-added weapons to be utilized by the RPGO class at the Commander's behest. This mod will still work with or without RPGO.
Apple Juice for the Merry  [author] 17 Apr, 2020 @ 12:50am 
UPDATE:
-- Rookies may now equip Secondary Glaives from the latest Glaive mod update.
Apple Juice for the Merry  [author] 23 Mar, 2020 @ 2:40am 
UPDATE:
-- Rookies may now equip Saberstaffs from the Jedi Revised class.
Apple Juice for the Merry  [author] 28 Nov, 2019 @ 9:21am 
@Fracture
I am a sucker for customization and character creation, so I have hundreds of mods dedicated to visual options. Fortunately it only takes a few mods to recreate what is seen here. Most of the torso equipment here is from the base game itself, like predator armor and Reaper outfits which I access through the mod Unrestricted Customization. For the other torsos, I use the mod Female Clothing Pack, and for some of the arms and legs I use EU/EW Customization Ports and Sneaksuit Customization.
Fracture 28 Nov, 2019 @ 8:45am 
Interesting mod. Curious on what mod you got the jackets in the pics from. I can never find anything.
Apple Juice for the Merry  [author] 25 Nov, 2019 @ 9:16am 
@Search
Random starting equipment was something I really wanted to implement, but I don't think it is possible to do with how XCOM's inner workings are set up. If there is a way to have randomized start equipment, I would love to know and add it to this mod. I did however add pistol secondaries to the rookie starting equipment, so they do start with a little something new.
Search 25 Nov, 2019 @ 12:32am 
Does this mod randomise what the rookie has equipped from the beginning? Will gatecrasher now have rookies equipped with different things or are they still defaulted to have a rifle and they need to be equipped later?
Apple Juice for the Merry  [author] 24 Nov, 2019 @ 2:58pm 
@lwn_1978
This mod does allow Rookies to equip Psi Amps as secondaries, even though technically they won't have a use for them unless the Psi Amps themselves are altered to provide powers. Note that this equipment availability only applies to the Rookie, and any class they are promoted to will not carry over equipment permissions, so if their class does not allow Psi Amps then the soldier will no longer be able to equip the Psi Amp even if they could as a Rookie.
lwn_1978 24 Nov, 2019 @ 2:50pm 
Does this allow you to equip psi amps on characters without the gifted trait by chance? If you are wondering why such a thing would be wanted, using the RPGO plugins, i didnt realize as I gave characters abilities like sorcerer and the like, that it was still going to need them to have the gifted trait to use the psi amps to make them able to use the powers.
yes_commander 24 Nov, 2019 @ 2:25pm 
We're one step closer to taking back our planet.
Apple Juice for the Merry  [author] 24 Nov, 2019 @ 2:16pm 
UPDATE:
Secondary Equipment for Rookies is now unlocked and available.
Thank you @yes_commander for the help and inspiration to implement the additional feature!
yes_commander 24 Nov, 2019 @ 12:16pm 
After adding Limited Reloads to my game, pistols became a personal priority, and I'm not a huge fan of all the duplicated items you end up with when you use the utility slot pistol mods. Menu clutter bad.

Config folder, XCOMClassData.ini:

[Rookie X2SoldierClassTemplate]
ClassPoints=1
IconImage=img:///UILibrary_Common.class_rookie
AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="arcthrower")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="holotargeter")
AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sawedoffshotgun")
AllowedArmors=soldier
KillAssistsPerKill=4
bCanHaveBonds=true
ForceCompatibility=0.2f
bNoSecondaryWeapon=false

That's the whole rookie section as I have it now. I added the secondary item lines and switched the final line from true to false.
VS-lockon 24 Nov, 2019 @ 12:13pm 
unless this mod let me lvl up a Rookie and make him/her a sniper by give them a sniper what point ?
Apple Juice for the Merry  [author] 24 Nov, 2019 @ 12:07pm 
@yes_commander
Actually I believe I have figured it out with bNoSecondaryWeapon=false, now it is just a matter of seeing if the secondary weapon abilities can be applied to a rookie...
Apple Juice for the Merry  [author] 24 Nov, 2019 @ 11:44am 
@yes_commander
How are you able to unlock the secondary slot for rookies? If I can figure out how to do that I will certainly add all secondaries to rookies as well through this mod.
yes_commander 24 Nov, 2019 @ 11:18am 
Nice. I recently did some personal edits to unlock the secondary slot for rookies and it really just lets you play with more of the toys without being OP. Unless you demand that one rookie must be sacrificed per mission to appease the RNG gods. For anyone opening up weapon options with this mod or others like it, I highly recommend allowing secondaries for rookies as well.