XCOM 2
[WOTC] Fire In The Hole Redux
19 Comments
the__mentat 5 Feb @ 12:52pm 
@RustyDios, thanks a lot. It did the trick.
RustyDios  [author] 5 Feb @ 11:53am 
You need a new line for each one, so like this;

+DisallowedSoldierClasses=Reaper
+DisallowedSoldierClasses=Skirmisher
+DisallowedSoldierClasses=Templar
the__mentat 5 Feb @ 8:42am 
I'm using the other mod, which hasn't had some comments on it so posting here. How do I specify MULTIPLE classes for DisallowedSoldierClasses? I want to restrict Skirmisher, Reaper, and Templar. I tried delimited with slash, comma, and white space but it seems to pick up only the first specified class.
RustyDios  [author] 20 Jun, 2024 @ 6:25pm 
I can look into that, a blacklist of grenades that DO NOT go into the Grenade Slot...
Selmo 20 Jun, 2024 @ 9:34am 
Nice, according to the log even my militia men got their grenade slot. Not anymore needed to hack their loadouts and give them trooper grenades.
I have a proposal to improve the mod for absolute flexibility. A SkipGrenadeTemplates so users can skip certain grenades to restrict the grenade pocket. My setup is flashbang, molotov, smoke and lure are utility grenades so soldiers can use it without a grenade pocket in early game and can carry alongside a damage grenade later.
And now I have a sinister idea I can do this to advent too what a surprise if some advent unit carry two grenades one damage and one utility. Never know wich one is coming.
No pressure to do it tho, not many people used this restriction anyway. (Or they were happy because no enemy grenades. :) )
RustyDios  [author] 18 Jun, 2024 @ 6:47pm 
This reminds me.. lol.. I actually have a 'fix' for the lockout thing, but have zero time to actually test it
Selmo 17 Jun, 2024 @ 2:59pm 
No worries I figured it out later after looking at the code. Now I am using template master to restrict xcom grenades to the grenadepocket. And yes it was funny a simple loop killed advent grenades.
RustyDios  [author] 17 May, 2024 @ 12:54am 
Super late response but seems like an issue in the original implementation of the grenade>slot lockout ... as enemy units do not have a grenade pocket to put thier Grenade in, lol!
Selmo 15 Dec, 2023 @ 9:42am 
@RustyDios It seems if I set bAssignGrenadeSlotToGrenade to true the aliens do not use any grenades. I started a new campaign and it was strange, no grenades at all. I set this back to false and I got those grenades in my face. Is this intended, bug or mod conflict?
HaziTru 4 Aug, 2023 @ 12:02pm 
So what happens to a grenadier who already has the slot unlocked?
RustyDios  [author] 30 Apr, 2023 @ 12:02am 
It should be safe to do that.
zin 29 Apr, 2023 @ 11:39pm 
Thanks for making this! Is it safe to replace the original mod with this mod, even after unlocking the perk?
RustyDios  [author] 28 Apr, 2023 @ 10:42am 
Yes
p6kocka 28 Apr, 2023 @ 10:02am 
And the ammo and vest slot unlocking mods aswell
p6kocka 28 Apr, 2023 @ 10:00am 
Hello @RustyDios
After reading the description I just want to be really sure. So this mod is designed to work alongside LWOTC?
Kanario97 14 Oct, 2022 @ 3:47am 
Spanish Translation:

[FireInTheHoleUnlock X2SoldierAbilityUnlockTemplate]
DisplayName="Fuego en el agujero"
Summary="Ranura para granada desbloqueada para todas las unidades."
=[NK]= Col. Jack O'Neil 1 Jul, 2022 @ 2:17am 
Thanks :)
RustyDios  [author] 30 Jun, 2022 @ 5:30pm 
no
Fenrira 30 Jun, 2022 @ 5:13pm 
Does this fix the bug where there is no voice line played when throwing a plasma (or any non-standard) grenade?