XCOM 2
[WOTC][FINAL] Chemthrower Addons
67 Comments
Musterduck 21 Jun, 2024 @ 1:02pm 
thank you for the note in XComXenolator.ini on what to edit for Immolator Overhaul, I don't manually edit mod files often so that was nice :)
RustyDios  [author] 5 Apr, 2024 @ 4:37am 
Also, I'm happy the quick config addition worked :) Thankyou for letting me know !
RustyDios  [author] 5 Apr, 2024 @ 4:36am 
It would be the same style of thing.. the Fumigate (and other) perk names need to be added to the config file for +QUICKBURN_ABILITIES.

Adjusting more perks is outside the scope of this mod, but it should be a simple quick fix in your Arsonist configs, you just need the internal perk names...
Soulfire72 5 Apr, 2024 @ 4:15am 
Looks like whatever change you made fixed the issue, at least for the Xenolator. The standard shot, wide shot and directed shot all trigger off Quickburn, so that's good. Fumigate still doesn't, but that's more to do with the base Chemthrower mod. Cheers for fixing that
RustyDios  [author] 5 Apr, 2024 @ 2:04am 
I see... Kiruka added the base Immolator perks to the list of valid abilities for Quickburn ... I've done the same for these, with zero testing done. Please unsub/resub and then let me know if this fixes your issue @Soulfire72
RustyDios  [author] 5 Apr, 2024 @ 12:40am 
I don't think gauntlet perks work with chemthrowers. But if they did it wouldn't be something that this mod handles.
Soulfire72 4 Apr, 2024 @ 6:28pm 
Playing Mod Jam LWOTC - just got my Arsonist to Gunnery Sergeant and the Hotshot ability's Quickburn doesn't work with the Superior Xenolator. Are there specific config tweaks I need to make to get Quickburn to work with the Superior Xenolator?
RustyDios  [author] 10 Feb, 2024 @ 7:43am 
sorry they were listed in the readme not the config ...

WP_XCOMChemthrowerMKII.Archetypes.WP_ChemthrowerNORM
WP_XCOMChemthrowerMKII.Archetypes.WP_ChemthrowerXENO
ПРОЛЕТАРИЙ 10 Feb, 2024 @ 2:47am 
There is bUseTintableChemthrowerModels_Immo = true/false or bUseTintableChemthrowerModels_Xeno = true/false
But what if I want to:
MZimmolator_CV - standart Mitzruti skin
MZimmolator_MG - TintableChemthrowerModels_Immo skin
MZimmolator_BM - TintableChemthrowerModels_Xeno skin
RustyDios  [author] 9 Feb, 2024 @ 3:57pm 
should already be in the config what they are
ПРОЛЕТАРИЙ 9 Feb, 2024 @ 2:05pm 
Can you write the name of the updated paintable skins? I want to apply them precisely using WeaponSkinReplacer
Zigg Price 12 Jun, 2023 @ 10:43pm 
LoL dope. I admit, I find that fact that they can miss strange, but I get the balance aspect of it. I've considered just adding 100 aim to the weapon, but it has implications on other things the soldier might do. But good to know.
RustyDios  [author] 12 Jun, 2023 @ 8:54pm 
Ah, also.. the Xenolator (fire)'s special Wide-burst and Directed Jet .. can not miss.
Which was like a highly requested feature on the main immolator mod for the normal shot, but it's just so godly OP, I wanted to limit it to special modes :) :)
Zigg Price 12 Jun, 2023 @ 8:48pm 
Gotcha.
RustyDios  [author] 12 Jun, 2023 @ 8:47pm 
It means you'll get Iridars models instead of mine
Zigg Price 12 Jun, 2023 @ 8:44pm 
Okay. Using Iridar's Immolator overhaul. Made the change mentioned above. So does that mean I don't get any of the new models?
RustyDios  [author] 12 Jun, 2023 @ 8:36pm 
Both. This mod has alternative models for ALL chemthrowers (including the Immolator and Cryolator), although the models are subtle differences to the original.

Then it adds 3 new varieties. A poison spewer, an acid spewer and then a fire-spewer. The fire spewer has some special perks that let it adjust the cone length/width on the fly for concentrated streams... and all 3 of the new types come with a melee-attack move.
Zigg Price 12 Jun, 2023 @ 8:27pm 
Are these chemical throwers stronger than the ones normally seen in Immolator or Immolator Overhaul? Like more damage, bigger stream, anything like that? Or are they just alternate models?
RustyDios  [author] 29 May, 2023 @ 6:25pm 
It adds to the number of chemthrowers you might find.
Does it replace the model? Yes. As discussed in the mod description.
Nektock 29 May, 2023 @ 10:30am 
Does this mod replace the Immolator from the 'Immolator and Chemthrower' mod?
XpanD 26 Aug, 2021 @ 8:33am 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
RustyDios  [author] 11 Apr, 2021 @ 8:11am 
I would use one of Iridars weapon editing mods like XSkin ,
Template Master or
Weapon Skin Replacer .

Note that doing so might mess up some of the animations as they are tied to the weapon model.
Warden Aedan 11 Apr, 2021 @ 6:27am 
Hey

Do you know how do I make all weapon types (Xeno, Cryo and Bio) looks like the Immolator from Iridar's Overhaul? i'm a little bit noob in those edit things :v
RustyDios  [author] 11 Nov, 2020 @ 8:36am 
Possibly just connection issues, glad it's all sorted for you now :)

Hope you enjoy the mod :)
MossMoth 11 Nov, 2020 @ 7:12am 
That worked! No idea why it wasn’t last night. Thanks!
RustyDios  [author] 10 Nov, 2020 @ 6:45pm 
Hmm.. wierd.. try this.. unsub on steam ... close steam... close AML .... restart steam .... sub to mod on steam ... check workshop folder
MossMoth 10 Nov, 2020 @ 5:27pm 
Yep, I’m on 1.4.1, hidden mods are on but the mod ISNT in my workshop folder. I expected it to possibly show up after starting the game, but no such luck.
RustyDios  [author] 10 Nov, 2020 @ 5:09pm 
Hmm, first of all ensure you have the mod downloaded to your steam workshop folder. The mod will be here: (steam drive):\Program Files (x86)\Steam\steamapps\workshop\content\268500\1965050975

Secondly, after ensuring it IS subbed and downloaded... make sure your AML is upto date (v1.4.1 or higher), then in the AML settings turn ON 'hidden mods' and see if it now shows up ?
MossMoth 10 Nov, 2020 @ 5:01pm 
So, I deleted this mod in AML because I wanted to redo some config edits I had made. I resubscribed on steam. I’ve restarted AML multiple times, I’ve used the “search for new mods” and “reinstall unsubscribed mods” options. I’ve rebooted steam. I’ve unsubbed and subbed again. I’ve restarted my computer. I’ve started the game and exited from the menu. I’ve started the game without AML, where the mod list DOES include it, Still doesn’t show up on AML. It’s still not showing up in my mod directory either. Any ideas?
Praefectus 14 Oct, 2020 @ 11:25pm 
AHH, there is the issue then. I ran into this before with this conflict of ini files when editing a class. But I wasn't fully sure if this was the same problem because I only have this mod, the immolator/class and bitterfrost related to chemthrowers. But now that you mentioned your own class has an edit related to the immolator, it makes a lot more sense, it must be overwriting my changes on the default Immolator mod.
RustyDios  [author] 14 Oct, 2020 @ 10:27pm 
Okay, this is where things get a little messy with config edits.. the game will use 'the last one it reads'... and I think there are a few mods that all try to change the damage range of basic immolators (like the base mod, my Alchemist class and Iridars Immolator Overhaul)...

I would advise checking each one.
Praefectus 14 Oct, 2020 @ 12:36pm 
But something odd is happening, not with this mod in specific, but the Immolator instead. I did change the base damage of the superior chemthrower to this:
;T2 Immolator
MG_FlameTHROWER_DAMAGE=(Damage=6, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Fire")
+Flamethrower_SkillDamage_MG=(Damage=6, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="Chemstorm", DamageType="Fire")
+Flamethrower_SkillDamage_MG=(Damage=8, Spread=1, PlusOne=50, Crit=2, Pierce=0, Shred=0, Tag="Canister"
But the changes aren't being applied to the mod for some reason, I see the damage being 3-6 in game yet (It is 3-6 because of a chemthrower breakthrough, otherwise would be 2-5)
Praefectus 14 Oct, 2020 @ 4:14am 
Yeah, it really is useful, thank you!
RustyDios  [author] 14 Oct, 2020 @ 3:26am 
Damage is the base amount (middle point), then spread is deviation from that amount in both directions.

eg;
Damage 9, spread 3 == 6-12
Damage 9, spread 2 == 7-11
Damage 9, spread 1 == 8-10
Damage 9, spread 0 == 9

Damage 8, spread 4 == 4-12
Damage 8, spread 4, plusone 50 == 4-12, 50% chance for 5-13

~ Hope you find that helpful :)
Praefectus 14 Oct, 2020 @ 2:57am 
For example, this is the mod's set up for laser and coil pistols (between mag and beam)
PISTOL_LASER_BASEDAMAGE= (Damage=4, Spread=1, PlusOne=75, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_BeamXCom")
PISTOL_COIL_BASEDAMAGE= (Damage=5, Spread=1, PlusOne=0, Crit=2, Pierce=1, Shred=0, Tag="", DamageType="Projectile_MagXCom")

Ah yeah, this is what I didn't quite understand. What was the actual base damage and what was this spread and plus one thing. So I wasn't sure how the damage ratio worked, like your example has 3-5 damage, even if the damage is set to '4'. So that explanation is going to very useful to understand what I need to do here.
RustyDios  [author] 14 Oct, 2020 @ 2:45am 
Well, that would depend on how your entire mod setup balances, and what the values are for all your other weapons. Weapon damage ranges are all in the config files and are not that difficult to workout. Damage= Base Amount, Spread=+-Amount, PlusOne=%chance to add 1 damage, crit, pierce, shred.
The skill damage lines are for those particular attack styles (chemstorm and canister usage), and the Burn Damage is how much maximum the DoT damage is.

For example;
(Damage=4, Spread=1, PlusOne=50, Crit=3, Pierce=0, Shred=6)
is 3-5 damage, 50% chance for 4-6 damage, +3 damage on a crit, no pierce, shreds 6 armor

Finding the correct values and ranges you wish to use, for your mod setup, is beyond my level of support. I hope you find values that you enjoy using.

:) Remember to backup any extensive changes to your config should I update the mod :)
Praefectus 14 Oct, 2020 @ 1:07am 
Welp, gonna have to figure out how the damage range works on this thing, as I am currently using the 5 tier weapon mod, so chances are I will need to beef up the mag and beam versions to reflect that.
Especially the mag version as there is two tiers after it, so it needs to be good enough to at least hold itself until beam tier.
Praefectus 13 Oct, 2020 @ 2:10pm 
Ahh, I see! Glad I coud help then.
RustyDios  [author] 13 Oct, 2020 @ 2:24am 
@Praefectus
Good catch, that was indeed a typo in the configs for damage range of the Corrolator, it should now do beam tier damage too. The major bonuses of the Corrolator are the damage type and shred amount though, the Toxilator major bonus from it's pierce amount.

All fixed :)
Praefectus 12 Oct, 2020 @ 8:51pm 
Question. So, I just got a Superior Corrosive Chemthrower, you said those are supposed to be beam tier, right? How come it only deals 1-4 damage? That's like the damage range of the first chemthrower weapon tier, is it a bug or intentional? In case it is intentional I might change it to reflect the damage of the beam-level Chemthrowers.
RustyDios  [author] 8 Oct, 2020 @ 8:41pm 
That makes sense ... I'm glad you found a route to include the mod for your preferred game setup :)
Praefectus 8 Oct, 2020 @ 8:36pm 
A long way there then, if there's no mag experimental version, which is a pity. The attack to deal extra damage to robot units is quite handy. But I at least made sure to edit the loot table, so high rank purifiers will at least drop the poison and acid ones as I don't have the bio division installed.
RustyDios  [author] 8 Oct, 2020 @ 1:14pm 
They are suppose to be by drop only, to emulate that you are using the weapons the Purifier uses, not something XCOM can create itself. But those two variants are beam/superior tier only.

You will get a proving ground project at beam tier tier that will let you build them. It gives a random reward of any of the beam tier chemthrowers, except for the normal Immolator.
Praefectus 8 Oct, 2020 @ 12:41pm 
Oh, rip, I assumed the basic ones obtained via drop could be upgraded as well. And is that so? I wasn't aware they were on high tier, might edit the other purifier drop rates then if the coding is correct.
RustyDios  [author] 8 Oct, 2020 @ 12:11pm 
@Praefectus
You have to rely on drops to get these, until you reach beam tier weaponry. They do not upgrade alongside the others. That loot table would work but the _AC and _PO chemthrowers are superior/beam tier in terms of damage. A 1/5 of a chance to get one that early seems fair enough.
Praefectus 8 Oct, 2020 @ 11:22am 
Tried to tinker with the purifier drop as I don't have the bio soldiers installed. Would something like this work?
+LootTables = ( TableName = "Rusty_CXAdvPurifierM1_BaseLoot",Loots[0]=(Chance=100,MinCount=1,MaxCount=1,TemplateName="CorpseAdventPurifier",RollGroup=1), Loots[1]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="XCOM_Xenolator_CV",RollGroup=2), Loots[2]=(Chance=100,MinCount=1,MaxCount=1,TableRef="EarlyChemUpgrades",RollGroup=3), Loots[3]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="XCOM_Xenolator_AC",RollGroup=4), Loots[4]=(Chance=20,MinCount=1,MaxCount=1,TemplateName="XCOM_Xenolator_PO",RollGroup=5) )
Praefectus 7 Oct, 2020 @ 6:32pm 
Question, shouldn't the basic xenolator upgrade itself along with the other chemthrowers after you upgrade the cannon weapon tier? It did upgrade my normal immolators from the other mod, but the basic xenolator I got via drop didn't upgrade. And is there a way to upgrade it or do you have to rely on drops?
RustyDios  [author] 29 Sep, 2020 @ 8:37am 
@Abracadabralicious
Yes, remove lines 8 to 94 of my WSR config. It's not much difference tbh from Iridars mod, just the config in Immolator Overhaul will give you the correct green overlays on the weapon panel (lined up with Iridars new weapon image) and my config leaves those green overlays blank.
Abracadabralicious 29 Sep, 2020 @ 5:38am 
I'm not sure which parts of XComWeaponSkinReplacer I should be removing to make it compatible with Immolator Overhaul. Is it supposed to be everything underneath IMMO (Lines 8 to 94) or are there some sections that I should leave be among there?
Praefectus 20 Sep, 2020 @ 11:10am 
Okay then, I thought you could only get Corrolator/Toxilator by killing Bio Troopers, and I haven't subscribed to that mod. And this line on the file had me concerned:
;decide if Bio Mec Troopers drop the Corrolator and/or Toxilator
bAdjustLootTableBioMecTrooper = true
But if they are also dropped by other enemies/and also buildable via Proving Grounds then that's nice! Thanks for the clarification.