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That version of the frag grenade is from DerBK's A Better Barracks mod.
-- 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.
-- Rookies may now equip Secondary Glaives from the latest Glaive mod update.
-- Rookies may now equip Saberstaffs from the Jedi Revised class.
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.
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.
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.
Secondary Equipment for Rookies is now unlocked and available.
Thank you @yes_commander for the help and inspiration to implement the additional feature!
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.
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...
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.