XCOM 2
Cone of Fire
73 Comments
kregano  [author] 7 Sep, 2017 @ 4:46pm 
JLtheking 2 Sep, 2017 @ 9:48am 
Thanks so much @kregano ! Wish you all the best and thank you for trying! :)
kregano  [author] 2 Sep, 2017 @ 8:48am 
@JLtheking: I'm trying to make a WOTC version, but the WOTC SDK doesn't recognize WOTC's own visualization code (which is why the mod crashes WOTC).

Once I can get past this bullshit, I'll post a link here to let people know where to get the new version.
JLtheking 2 Sep, 2017 @ 8:03am 
This mod crashes WOTC. Requesting for an update please!
Delulu Gaming 29 Jul, 2017 @ 3:45am 
@kregano: Ok thank ypu very much.
kregano  [author] 27 Jul, 2017 @ 7:29pm 
@Delelasian: It's absolutely not LW2 compatible. The mod was created for the base game implementation of the Grenadier class and only the base game implementation. Since LW2 uses entirely different skill trees, it will not work at all.
Delulu Gaming 27 Jul, 2017 @ 6:39am 
is this LW2 compatable I tried looking through the comments and couldn't find an answer,
thanks.
kregano  [author] 17 Feb, 2017 @ 6:02pm 
Okay, I've done some cursory looking at the problem, and what I think is happening is that because Spart's salvaged cannon standalone uses a custom range table that isn't in the same .INI as the rest of the game's rangle tables, the skill starts acting weird because it doesn't have a range limiter.

That said, this is just a theory that I need to run by other, more experienced modders.
CelestialAllure 11 Feb, 2017 @ 8:32pm 
This occurs both in campaign mode and in dev-skirmish mode.
CelestialAllure 11 Feb, 2017 @ 6:33pm 
This mod seems to have trouble with the "Salvaged Cannon - Standalone" custom cannon. Ocassionally, the suppressor does the pop out of cover animation, but then they just stand there. They don't shoot and enemies in the cone are not suppressed, but ammo and AP are consumed.
sᴉsdoʎpod∀ 3 Jul, 2016 @ 12:34am 
Done, ty
kregano  [author] 2 Jul, 2016 @ 5:44am 
ǝW ɔɹǝW - sᴉsdoʎpod∀: That is base game behavior that can changed by the Suppression Plus mod linked above.
sᴉsdoʎpod∀ 1 Jul, 2016 @ 11:07pm 
I just started a new campaign and supressed a sectoid, who just ran right out of it and my guy went on supressing like it was no big deal.
Ser Lancelot 23 Jun, 2016 @ 8:26pm 
Using Hidden Potential, Smartypants?
Insufferable Smartypants 17 May, 2016 @ 4:21pm 
Argh. Will try on my next playthrough. I've restarted like 20 times this week. ;-)
kregano  [author] 17 May, 2016 @ 4:09pm 
Hmm... are these on new campaigns or the same campaign? Because if you started a campaign with the bugged version, the game might stick with it because I haven't used a OnPostTemplatesCreated hook in this mod, since it's not properly documented and I haven't figured out all the ways to use it.
Insufferable Smartypants 17 May, 2016 @ 3:30pm 
I'm still getting Blast Padding and Shredder for squaddie skills. Have deleted the mod completely and resubscribed. I'm not sure what to do here.
timbo327 16 May, 2016 @ 3:39am 
@ilKama it was this one, the fix of das Cake fixed it(it seems that the update broke a lot of things so)
Das Cake 14 May, 2016 @ 7:32am 
@ilKama no suppression on your end? huh, I'll try to recreate that in this mod alone, see what gives. But considering your other classes are broken as well, it might be due to whatever other mods you're using...
ilKama 14 May, 2016 @ 6:51am 
@kregano i'll try and the grenadier now is fixed, at least it take launch grenade, but not suppression. maybe there is an issue with other mods. thanks anyway, now i have to find why ranger and sharpshooter are still broke XD
kregano  [author] 14 May, 2016 @ 6:17am 
@giovanni.camerini: try restarting Steam to get the mod to update, since I just included Das Cake's fix.
ilKama 14 May, 2016 @ 6:15am 
@tgoss have you find the mod that broke the skill tree? i have started a new game and the grenadier earn blast padding and shredder at first rank instead of launch grenade and the ranger take phantom and blademaster (no slash!). sorry if this is not the right place to ask these things, but i'm going mad!
kregano  [author] 14 May, 2016 @ 5:41am 
@Das Cake: Thanks for working on that while I was asleep. I'll get it into the mod ASAP.

@tgoss: It's fine. I'm just glad you let me know there was a problem, because I wouldn't have known without firing up the game/debug version to look for it.
timbo327 14 May, 2016 @ 12:22am 
Well I'm ,once more ,feeling sorry for passing on false information(ok i did not knew it better because i installed the mod one day after the update but still, to be honest i tottaly forgot that this update came out). The fix made by Das Cake works fine so far... For some reason i got a look into the data i haven't seen any differences to the Original one, maybe i wasn't looking good enough.
Das Cake 13 May, 2016 @ 8:46pm 
Once more, with feeling...

Trying AGAIN. I recreated the mod's xcomdataclass.ini file using the generated one from mydocuments/xcom2/etc, so as to 'fix' whatever white space/formatting differences it had. (I previously left in an edit of my own in the mydocuments file)

And it works perfectly now. All the skills are in their correct rank and position, and suppression is available at all times.

Here is the remade ini file, courtesy of a friend's dropbox:
https://www.dropbox.com/s/ybwqzetrypxpqkt/XComClassData.ini?dl=1
kregano  [author] 13 May, 2016 @ 7:42pm 
@Das Cake: I appreciate you bringing your discovery to light. I'm in the XCOM 2 modding subreddit right now, asking the devs for some clarification on what's going on, so if nothing else works, I'll fall back on that to fix the mod (I'll give you all due credit, of course).
kregano  [author] 13 May, 2016 @ 7:17pm 
@Das Cake & @tgoss:
Yeah, I was testing out a new mod and decided to test the mod to see if the patch broke it. It has, and I'm not sure how to fix it yet.
Das Cake 13 May, 2016 @ 7:02pm 
Allow me...

A) Immediately after the May update and DLC.

B) Not german, and yes Cone of Fire worked just fine (though the ability had some issues last I used it, ended up with a stuck firing sound effect one battle that a reload fixed)

Since I haven't downloaded any additional mods since long before the update, and disabling Cone of Fire fixes the tree (though leaves a broken 'none' ability on my grenadiers), it's clear that some change in the update has made your mod no longer function entirely correct.

See pictures for what's going on:
Cone of Fire enabled: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683854871
Cone of Fire disabled: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=683854917
kregano  [author] 13 May, 2016 @ 12:58pm 
@tgoss: If you can do a rough German translation of the localization text (it's all stuff you can see in the mod pic and the screencaps), I'll update the mod and see if that helps.

That said, you might want to look in the files for some of those other mods and see if they mess with DefaultClassData.ini (which would cause the weird skill tree problems). Also, if you're using a bunch of -bg-'s grenade/suppression tweaks, you're probably better off switching to Suppressable targeting abilities, since it has better mod compatibility.
timbo327 13 May, 2016 @ 9:37am 
Yes it has already shown up on my skill tree, on another messed up version. The first time it looked like this Squaddie rank normal, suppresion plus Launch grenade(ok so far) but corporal was then demolition + Cone of fire as well as the next rank.
Ok after a bit more testing, I'm sorry for not doing this testing ealier, i have to regret what i said before, it's not caused by collateral Demolition and its not caused by any other mod edditing suppresion, ability trees(in general), or any other ability out of the grenadier tree itself. So if you want to say that this is messing up with none english versions of the game this could be(my own opinion). And yes your'e right I'm german
And it started happening right after i installed the following mods: LessLethalLancers ,SigmaSquad, Grenade Throwing Tweaks, The Suppressable Item, Misc and targeting mods, Riftkeeper, Cone Of fire, Perfect information.
kregano  [author] 13 May, 2016 @ 8:41am 
@tgoss: A) When did this start happening and B) Since you're German (I think), has Cone of Fire ever shown up on your skill tree? Because I wouldn't be surprised if the problem has to do with missing localization text, rather than mod incompatibility.
timbo327 13 May, 2016 @ 6:03am 
The cone of fire Seems to mess up, often, with ability trees if you have installed teh collateral demoliton mod as well. To prove i was making two screenshots out of a new campaign(both mods enabled from the beginning) for the one i want show firs i disabled the CONE OF FIRE mod
The result was this:http://pasteboard.co/TlBn5wH.jpg
shows the basic Grenadier Ability tree with the missing ability icon above the launch grenade icon at the right(don't be confused because of the two ARMOR Points Second wave reborn Expanded is enabled i edited the values a bit SWC Reborn does not edit ANY Ability trees).
The second(i did not save between deactivating and renabling the mod its the EXACT same save) screenshot had this result:http://pasteboard.co/TlGKBS5.jpg
This one shows as Basic Abilities Blast Padding and Shredder(WTF? This wasn't supposed to happen) and i can choose for the promotion to corporal between Heavy Ordnance and Holo Targeting?!
kregano  [author] 3 Apr, 2016 @ 2:17pm 
Okay, I have tested the game with Cone of Fire, Collateral Demolition, and the rest of my mod list ( seen here [www.neogaf.com]), and both work, so it's either the game starts fucking things up once you get to 180+ mods (entirely possible & not unreasonable) or one of the other 180-something mods causes the problem.
Dukenukem117 3 Apr, 2016 @ 1:34pm 
I will test it tonight with a new campaign and only those 2 mods installed. It's strange that my mod manager doesn't detect any sort of conflict given how reliable it usually is.
kregano  [author] 3 Apr, 2016 @ 11:38am 
@Divine Lucubration: The reason why I have the Cone of Fire ability as an extension of the Grenadier ability set is because the debug version of the game wouldn't pick it up without it.

I haven't had time to test this, but if you can get Collateral Demolition and Cone of Fire, then fatlazyhomer's problem is caused by something else (the amount of mods he has?).
Divine Lucubration 3 Apr, 2016 @ 11:23am 
Following up, have you installed both of these mods and tested with a new campaign? Because here is a Grenadier in a brand new campaign with both Collateral Demolition and the newly-installed Cone of Fire ability.
Divine Lucubration 3 Apr, 2016 @ 11:10am 
Hey, kregano. I'm looking at the scripts for Cone of Fire and I really can't tell why there would be a conflict, but I can ask: why are you overriding the X2Ability_GrenadierAbilitySet class for your mod? You should be able to add it in an entirely new class that just extends X2Ability and returns only your new ability template to be added to the ability template manager.
kregano  [author] 3 Apr, 2016 @ 6:48am 
@fatlazyhomer: Yeah, that screencap tells me all I need to know about why the launcher's not picking up the problem. Neither Cone of Fire nor Collateral Demolition overwrite existing classes - Cone of Fire extends the Grenadier ability set, while Collateral Demolition updates the existing skill template (which is why I suspect it's a load order problem or something related to the update process). I'll ask Lucubration about it and see if we can figure out what's going on.
Dukenukem117 3 Apr, 2016 @ 5:09am 
Very strange... though I do have too many mods.

http://i128.photobucket.com/albums/p195/david_chen4/10_zpsezspqnar.jpg
kregano  [author] 3 Apr, 2016 @ 4:59am 
@fatlazyhomer: This is super weird, because there's nothing in Collateral Demolition's files that should be causing problems, at least as far as I can tell. The only thing I can figure is that there's some weird load order stuff going on and/or the update function he's breaks the template extension/.ini overrides I'm using for Cone of Fire.
Dukenukem117 3 Apr, 2016 @ 2:34am 
Brand New. There's just nothing in your mod that I've observed. However I do have this installed, which I think may be the likeliest candidate for a conflict. But my modlauncher doesn't detect it.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=648913363&searchtext=demolition
kregano  [author] 2 Apr, 2016 @ 6:18pm 
@fatlazyhomer: Is this a brand new campaign or an ongoing one?

Also, a screencap could help me figure out what's going on.
Dukenukem117 2 Apr, 2016 @ 3:42pm 
It's not showing up in game even though I have it in the mod launcher and its not showing any compatibility conflicts with other mods (custom launcher). Very strange.
kregano  [author] 2 Apr, 2016 @ 12:57pm 
@fatlazyhomer: Show up in-game or on the mod launcher? If it's the launcher, you might need to hit the refresh button towards the top.
Dukenukem117 2 Apr, 2016 @ 5:05am 
Still can't get this to show up. Not sure why.
EspressoWhisky 1 Apr, 2016 @ 3:48pm 
exactly what i was looking for. thumbs up.
kregano  [author] 1 Apr, 2016 @ 6:25am 
@marshmallow justice: I'm not sure, primarily because I don't know if I can even modify the weapons they let you pick in the Tactical Debug section. If there is that option, I didn't see it, otherwise I would've tested Cone of Fire with an expanded mag on the cannons.
marshmallow justice 1 Apr, 2016 @ 4:44am 
We'll find out. Using the two in my new playthrough now, will let you know.

Also something I'm not sure of.. Does this ability make it s othe Grenadier takes reaction fire against -all- the suppressed enemies?
kregano  [author] 31 Mar, 2016 @ 6:20am 
McDenny's 09: It should be compatible with Suppression Plus, since it only calls on the stock SuppressionShot ability from original GrenadierAbilitySet.uc file.
McDenny's 09 30 Mar, 2016 @ 11:46pm 
I take it this mod is incompatible with Suppression Plus?