XCOM 2
Three Tier Claymores
37 Comments
DaViper 15 Apr @ 10:03pm 
@Mandy This mod and proficiency class gunslinger don't like each other. They both 'work', but the gunslinger loses the primary slot to a claymore that can't be used.
tako 20 Oct, 2024 @ 6:13am 
I have edit XComGame.ini Claymore_Damage_CV=(Damage=10, but only show 5 damage instead.
Mandy the Cybersphinx 22 Jan, 2024 @ 11:22pm 
Does this happen to work with the Proficiency Gunslinger, given that their primary is 'technically' a claymore?
Dęąth Viper 19 Oct, 2022 @ 10:54am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Sinapus 27 Mar, 2022 @ 2:52am 
Went back to the postings that I made on Deadput's thread. All I got from him was that technically the VA's claymore was technically a "blank" weapon and he just gave them the Reaper's "throw claymore" ability. I found a "throw claymore" ability in the script source files, but an actual claymore doesn't show up in the loadouts for the mods version of the VA soldier. There is a smokescreen item, which I guess is a smoke grenade, but that never shows up either. I wonder if I changed that to "claymore" it would work.
Mitzruti  [author] 26 Mar, 2022 @ 6:41pm 
@Sinapus
sounds like they don't have a claymore equipped? or it's a new claymore item that isn't set up in a way this mod will recognize properly.
Sinapus 25 Mar, 2022 @ 9:06pm 
I realized I forgot to ask about something regarding this mod and it's interaction with Deadput's Militia Overhaul Plus. Essentially, his version of the Volunteer Army soldier comes with a claymore but it doesn't work, you throw it but it never shows up as a target to shoot. It reminded me of an issue with this mod, so I mentioned it to Deadput a few months back and he directed me here to ask. Finally remembered to do so. :steamfacepalm:
Rusty | SkyPaladin 19 Dec, 2021 @ 8:15pm 
It would be nice if you made a version for LWOTC that offers claymores as an alternative to the Reaper's Throwing Knives at higher tech levels, before Proximity Mines.
Gwynbleiid 1 Oct, 2021 @ 8:11pm 
question, i'm adding this mod in conjuction with Protoype Armoury, and saw that you have added compatibility, but was wanderingm the tier 2 claymore is still automatically upgraded with the plasma grenade? or the plasma grenade project unlock it to be built 1 by 1?
Grey Star, The Rival Defender 30 Jul, 2021 @ 4:37pm 
Thank you for everything Mitz.
Sinapus 11 Apr, 2021 @ 12:46pm 
Okay, I *did* see some acid pools after some explosions on some missions, but thought it was some environmental object. (There were some barrels next to enemies hit by explosives, not sure if a Tier3 Claymore was in the pile of explosives I sent towards them, so it might be something different.)
Danzy 11 Mar, 2021 @ 10:19am 
doesn't work with lwotc. using this with Utilities Sidearm doesn't help either as it only show the base tier claymore
Sinapus 24 Jan, 2021 @ 9:51pm 
Nope, it doesn't require a new campaign. Tested it out both ways via my pre-mission save. If I put it as a utility item on a regular soldier, it can be seen and it still works as a secondary weapon. No changes in Reapers either. So thanks for the quick fix! :-D
Sinapus 24 Jan, 2021 @ 9:22pm 
I'll have to restart the game and load that save before the mission, then. Unless it requires a brand new campaign.
Mitzruti  [author] 24 Jan, 2021 @ 8:51pm 
@Sinapus
most likely cause would be USS making the cloned template before this mod patches the base claymore, so when the ability checked what tech level the claymore was, it fails to find it.

I've uploaded an attempted fix (using highlander's DLCInfo order thing). let me know if it works. or doesn't.
Sinapus 24 Jan, 2021 @ 8:18pm 
Okay, noticed something odd. Have a non-Reaper character using RPGO's Saboteur specialization and she has claymore abilities. Tried a mission where I had her throw a claymore but it never appeared as a target to detonate. Reloaded a previous save from before the mission, switched the claymore from the utility slot to the secondary weapon, restarted the mission and on turn 1 threw the claymore and it appeared. May be something to do with the Utility Slot Sidearms or Ability to Slot Reassignment, both of which I have loaded. Going through this mod's ini to see if I missed a flag somewhere... didn't notice anything. Odd, as I said. At least I can equip a grenade launcher in the utility slot, so it's not that much of a problem, just swapping locations of each weapon in a soldier's loadout.
Sinapus 23 Jan, 2021 @ 10:48pm 
Okay, been trying it out. Noticed the workaround you put in to get around that bug mentioned in the change log about losing concealment when detonating the claymore. Going to keep playing with it to see what happens. Using a mod that slows force level increase a bit so I haven't gotten Mutons yet so no grenade projects.

(A bit disconcerting the first time. I was like "lost concealment?! WTF?!" and then I noticed the Reaper was still concealed.) :-D
RustyDios 6 Jan, 2021 @ 2:29am 
This mod makes claymores 'not' a dummy item. So..
1) Yes it can work with mods that edit the reaper abilities as a method to give the claymore back
2) As the claymore is now a weapon of its own it should be fine if equipped
3) A class will need a claymore equipped to be able to use a claymore
BlazinHothead 5 Jan, 2021 @ 8:51pm 
I read somewhere that claymores are just a dummy item and it's the Reapers that are ones with the ability. If that's true then does this mod work with:
1) Mods that edit Reaper abilities?
2) Mods that add classes that use the claymore?
3) Equipping a different secondary weapon on a Reaper?
Mitzruti  [author] 25 Oct, 2020 @ 11:51am 
@Bardmaster
one of the perils of adding things midcampaign. it should straighten out once you get the T3 schematic.
Bardmaster 22 Oct, 2020 @ 10:27am 
@Mitzruti, great idea! It looks like it doesn't automatically apply mid-game. I am in T2 territory and had already researched plasma grenade before I subscribed to this mod, and the claymore is still the vanilla T1 version.
Mitzruti  [author] 21 Oct, 2020 @ 7:48pm 
@Valvatorez
no plans to. haven't even looked into adjusting those in any way.
Valvatorez(Cox Cable = awful ISP 20 Oct, 2020 @ 3:47pm 
@Mitzruti
Are you going to add T2 and T3 claymores to the TLP missions? As the game does allow weapon mods for them with no bugs.
란님 19 Oct, 2020 @ 4:10am 
great thx you
RustyDios 17 Oct, 2020 @ 1:54pm 
That, is a genius workaround.. well done!
Mitzruti  [author] 17 Oct, 2020 @ 1:37pm 
All better. soldiers of any variety should be able to safely shoot claymores if they have a claymore equipped.
RustyDios 17 Oct, 2020 @ 1:34am 
Oof, indeed!! Looks like it'll need some highlander changes to fix that .. one to open the list of 'accepted destructible archetype's' ... and one to open the list of 'accepted soldier class templates' (might as well make it more accessible to future classes whilst there) .... in both of the concealment functions where it is called.

I suppose one temporary workaround could involve a new 'remote trigger claymore' ability with the ConcealmentRule = eConceal_Always
Mitzruti  [author] 16 Oct, 2020 @ 9:55pm 
tracked down where that's handled (spoilers: it's in XCGS_Ability) so, gonna need to make some sort of workaround for it. oof.
RustyDios 16 Oct, 2020 @ 12:14pm 
I'm getting this as well, shooting at a claymore is considered a 'standard' shot action for the reaper ... no different to shooting at any other environmental explosive (barrels etc)
란님 16 Oct, 2020 @ 8:43am 
when reaper shot claymore, shadow is over. it is bug??
KimKast 16 Oct, 2020 @ 5:50am 
Reapers that haven't both Sharpnel and Highlands hold two separated throw abilities ( here is a pic [imgur.com])

And i have a question: seems every shot towards claymore can break shadow concealment, while vanilla claymore doesn't. Is it intended?
Mitzruti  [author] 12 Oct, 2020 @ 1:37pm 
@Kiruka
Items are Items. Appropriate WSR config could change the higher tier ones to single build.
Kiruka 11 Oct, 2020 @ 9:37pm 
With the shenanigans involved with Claymores in general, is this something that can technically work with single-build setups or no?
Mitzruti  [author] 10 Oct, 2020 @ 6:51pm 
@VoidLight
It's possible. I'm already conditionaly changing which destructible gets spawned based on tier, so the method could be expanded to more types. Main catch is that the radius can't change without mucking up the preview.
tastiger841 10 Oct, 2020 @ 4:01pm 
Another nice mod you never realised you needed, thank you :steamhappy:

I like voidlight's idea to bring more types if it is possible, because the traditional claymore has both the manual and remote detonation, with the kill zone.
VoidLight 10 Oct, 2020 @ 2:57pm 
@ Mitzruti

So I guess having a mod that adds different claymore types or alternatives is a no go due to the nature of the claymore ability?
DERPKING1991 10 Oct, 2020 @ 2:33pm 
Yes!