XCOM 2
[WOTC] Randomized Gatecrasher Loadouts
53 Comments
Iridar  [author] 18 May, 2024 @ 6:53am 
There shouldn't be any issues.
RedWaltz_01 18 May, 2024 @ 1:29am 
I'm guessing there will be bugs & other incompatibility problems when mixing with the Rookies Equip Anything mod.
Iridar  [author] 2 Jan, 2024 @ 5:36pm 
@horsepowerYT
It can be this mod, if you configure the loadouts yourself, like I said.
horsepowerYT 2 Jan, 2024 @ 5:10pm 
@Iridar
Oh bollocks! So no known mod for that either eh? Shame, Oh well.
Thanks for your infinite wisdom as always.
Iridar  [author] 2 Jan, 2024 @ 2:14pm 
@horsepowerYT
It doesn't randomize primary weapons out of the box, so no, it doesn't work with TPS. You can modify the random loadouts in this mod's configuration files, if you want that.
horsepowerYT 2 Jan, 2024 @ 1:58pm 
I can only assume since True Primary Secondaries works with this, that primary weapons also get randomized. If not, what mod do I need for that?
Black 25 Dec, 2023 @ 1:08am 
I thought so as well, but my old setup that included the slot setup doesn't seem to work anymore curiously. Still, I'll fiddle around with it a bit more just in case.

Not really that much of a problem, but thanks for taking the time to respond anyway. Hope you enjoy your day.
Iridar  [author] 24 Dec, 2023 @ 6:22pm 
@Black
If you specify that the pistol should be equipped into the pistol slot specifically, it should work just fine.
Black 24 Dec, 2023 @ 7:49am 
Just a heads up, the last update appears to break pistol slot compatibility (most likely because pistols aren't technically equipable on Rookies).

Technically more a problem with how Dedicated Pistol Slot works (I imagine) but though I would mention it here.
Kinsect 17 Nov, 2023 @ 11:05pm 
Sorry, I'm not sure what's causing it
though I did downloaded Cloista's memeconfig2 mod which includes those changes, them unsubed to it when I swapped to Stukov's 9-Tier overhaul
Iridar  [author] 17 Nov, 2023 @ 10:06pm 
@Kinsect
No idea what you're asking.
Kinsect 17 Nov, 2023 @ 9:07pm 
Is it because of covert infiltration?
Iridar  [author] 17 Nov, 2023 @ 8:49pm 
@Kinsect
This mod doesn't use them by default. If some other mod adds them, it's nothing this mod can do about.
Kinsect 17 Nov, 2023 @ 8:42pm 
Is their a way to set it so it's not using the TLP Weapons?
mlw_20 13 Oct, 2023 @ 2:24pm 
Thanks I couldn't find it in the code but it comes up in the game as a grease fire grenade. thanks for responding. I like this mode. good work.
Iridar  [author] 12 Oct, 2023 @ 2:33pm 
I have no idea what is Grease Grenade, but it definitely doesn't come from this mod.
mlw_20 12 Oct, 2023 @ 1:22pm 
What is a grease grenade good for and where did it come from? Can i control the grenade selection?
Iridar  [author] 26 Sep, 2023 @ 8:48pm 
@Drumax
Should be working with any squad size.
Drumax 26 Sep, 2023 @ 7:21pm 
Is this mod set up to only work on a maximum squad of 6? I'm running a 8 man starting squad for GC and only 6 out of the 8 have two random items. The remaining two only have a grenade. Thanks for any help.
Swaggy B 7 Apr, 2023 @ 7:40am 
Has anyone tried using this with PZ's multiple faction soldiers ? So far I can't get them to respect this mod. My config. [pastebin.com]
Ratnips 8 Oct, 2021 @ 1:08pm 
small yet very nice mod to have at the start
Iridar  [author] 15 Aug, 2021 @ 8:02pm 
@Medicman
Shouldn't be necessary in that case.
Medicman 15 Aug, 2021 @ 5:42pm 
Yes, I set it up to use Assault rifles, Shotguns and Bullpups. Using WSR I set Bullpups to be a starting item. and they spawn, does the same have to be done with shotguns?
Iridar  [author] 15 Aug, 2021 @ 6:50am 
@Medicman
On the first mission of the campaign?
Medicman 15 Aug, 2021 @ 4:53am 
I'm getting my units spawning with now weapon
Snipe 5 Jun, 2021 @ 11:15am 
Awesome. I could really use a frag grenade but at las all had a medkit. I love this mod. Thank you.
Iridar  [author] 26 May, 2021 @ 10:45am 
@kenanthebarbarian
Sorry, I don't understand. As far as I can see all items are numbered properly, increasing from 0 by 1 each step.

There's no special significance byeond the fact that the mod will attempt to equip items in the provided order, and you typically want to equip armor first.
kenanthebarbarian 26 May, 2021 @ 10:09am 
@Iridar Would you explain the significance of item numbers in the INI? For example, why are Rookies' items numbered 0,1,2,2, but Skirmishers' 0,1,2,2,4?

I am attempting to add shotguns and LW2 ceramic plating into the mix with varying success, and I think it may be because I'm not numbering items correctly.
Pat The Cat 24 Apr, 2021 @ 10:25am 
I was grabbing these names directly from the configs in the mods they came from, not the .uc files.
my bad for not reading those instructions carefully the first time round, but I've gotten it working now.

let my mistake be a lesson for anyone else having issues. read those instructions thrice before starting.
Iridar  [author] 24 Apr, 2021 @ 9:43am 
@Pat The Cat
Are you sure you're using correct weapon template names? You're supposed to put template names in the config, which are typically different from the weapon name you see in-game.

https://www.reddit.com/r/xcom2mods/wiki/index/template_names
Pat The Cat 24 Apr, 2021 @ 9:29am 
sorry to bother, but it didn't fix sadly. I tested by removing the one loadout that did work, and doing that simply stopped the mod working all together (as in, no crash, but there were no loadouts on gatecrasher and it was just default start, as if the mod never loaded).

here's the paste bin if you're interested, but I'm going to keep fiddling around to see if something sticks.

https://pastebin.com/eBT36Twq

for reference, this is the working code that I've removed for now. it was one of the ones I created using the templates already in the config.
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="WP_Z6Rotary"), Items[2]=(Item="SmokeGrenade"), Items[3]=(Item="FlashbangGrenade"))
Pat The Cat 24 Apr, 2021 @ 8:41am 
Thank you very much, sorry for the bother but you've been a real help!
Iridar  [author] 24 Apr, 2021 @ 8:38am 
@Pat The Cat
This goes for all True Primary Secondaries.
Pat The Cat 24 Apr, 2021 @ 8:35am 
*should it work fine without them in the code?
Pat The Cat 24 Apr, 2021 @ 8:34am 
just for the pistol weapons? if so, should it work fine without them. otherwise, I'll try the solution you offered, thanks!
Iridar  [author] 24 Apr, 2021 @ 8:33am 
Specify eInvSlot_PrimaryWeapon
Iridar  [author] 24 Apr, 2021 @ 8:32am 
@Pat The Cat
USe http://pastebin.com/ in the future.

Your pistol loadouts do not work because when you specify an True Primary Secondaries weapon you have to specify the inventory slot, otherwise it will try to equip the weapon into the inventory slot specified in the weapon's template, which is the secondary weapon slot, which rookies don't have.

This is explained in the XComGatecrasherLoadouts.ini.
Pat The Cat 24 Apr, 2021 @ 8:26am 
this is the one that appeared in the mission, ad infin

.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="WP_Z6Rotary"), Items[2]=(Item="SmokeGrenade"), Items[3]=(Item="FlashbangGrenade"))
Pat The Cat 24 Apr, 2021 @ 8:26am 
these are only a few as steam won't let me post the whole thing

ultimately it's about 19 lines following the exact same format
Pat The Cat 24 Apr, 2021 @ 8:25am 
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="DL18Pistol"), Items[2]=(Item="FragGrenade"), Items[3]=(Item="SmokeGrenade"))
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="DT12Pistol"), Items[2]=(Item="FragGrenade"), Items[3]=(Item="Medikit"))
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="Glie44Pistol"), Items[2]=(Item="FlashbangGrenade"), Items[3]=(Item="SmokeGrenade"))
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="X8Pistol"), Items[2]=(Item="FlashbangGrenade"), Items[3]=(Item="Medikit"))
.GCLoadouts = (SoldierClass="Rookie", Items[0]=(Item="KevlarArmor"), Items[1]=(Item="Scattergun"), Items[2]=(Item="Medikit"), Items[3]=(Item="FragGrenade"))
Pat The Cat 24 Apr, 2021 @ 8:24am 
here, it's going to be long.

I'm running it with weapon mods and I made sure to find the specific name of the items (that is, their Conventional variants) from the said mods
Iridar  [author] 24 Apr, 2021 @ 6:39am 
@Pat The Cat
Post your config.
Pat The Cat 24 Apr, 2021 @ 6:28am 
small thing, I'm attempting to edit the random loadouts in the config files, foudn the correct file and made the changes I wanted.

the changes worked, I know this as all the soldiers spawned using the loadouts I changed, but it didn't work completely, as all the soldiers spawned using the same exact loadout as each other.

I had 10 units on the field, so while technically possible, I don't think bad luck was a factor, so my question is, what did I do wrong?

great mod idea, and I'm excited to use it more in-depth!
Zeronidus 16 Apr, 2021 @ 1:05pm 
A few days ago I added a mod that allowed me to completely randomise the enemies on a mission with a complete disregard for Force Level. Needless to say I had begin a new campaign 3 times because my squad of 10 kept getting wiped by FL 20 modded Archons and a psionic snake! This mod is going to even up the score, thanks Iridar!
LooseNooseZeusMooseGooseJuice 14 Apr, 2021 @ 7:11am 
Iridar-"Today I will make yet another mod nobody even knew they wanted, but cant live without now."
Motivated 13 Apr, 2021 @ 6:34pm 
You continuously keep this game fresh.
Jestimac 13 Apr, 2021 @ 7:40am 
Iridar. Thank you for your answer. it does make a lot of sense (as usual ).

Changing the subject, you'll be happy to know that Denmother is sending you her regards. She is in perfect shape and as happy as can be... :)

That is really a great mod....

Rgds
Iridar  [author] 13 Apr, 2021 @ 5:25am 
@Jestimac
You can always configure the mod that way yourself. I personally don't think pipe bombs deserve to be on rookies. At least not until I make that mod work worth a damn.
Jestimac 13 Apr, 2021 @ 5:12am 
@ Iridar. I don't know if it is possible, but I'm sure many people have subscribed to your Pipe Bombs mod. For those who did, any chance to get a Pipe Bomb in the mix of possible grenades ?
MaCC165 13 Apr, 2021 @ 2:25am 
@ col.jack

haha, thought its a dumb question aswell, but i realised u get a free medikit if lucky