XCOM 2
LW Combat Engineer
20 Comments
alien.system 16 May, 2017 @ 8:33am 
I have the same issue, and I'd hardly call it a minor nuisance. Being able to generate items for free more or less breaks balance immediately. Thankfully, to fix it, one only needs to edit an .ini instead of recompiling the mod. Just delete the Items[2]=... part of the Loadout entry in the mods XComGameData.ini
InterventoR 15 Jan, 2017 @ 2:05am 
@xylthixlm, good to know. Although this feature brings a minor nuisance. Whenever i push "make utility items available" button, this smoke grenades duplicates. Currently i have 13 or so smoke grenades in Avenger :) As a workaround, i'm denying their existence yet they are breeding like rabbits.
xylthixlm  [author] 12 Jan, 2017 @ 4:32pm 
@InterventoR, the combat engineer default squaddie loadout includes a smoke grenade, and apparently the game doesn't check if you have any in inventory, it just generates one out of thin air and gives it the the squaddie. While that's certainly not an intended design feature, it seems appropriate so I'll keep it. :)
InterventoR 12 Jan, 2017 @ 4:56am 
Hello, all your shadow ops classes are great in design and fun to play. Just here to inform you about a (possible) bug. At squaddie level, combat engineer gains a free smoke grenade. Literally. Seriously, an extra smoke appears his inventory when he levels up :) Though i'm using a lot of LW class mods, so it may be a conflict issue.
Decado 19 Dec, 2016 @ 1:14pm 
Cool mod! Questions:

How does Anatomist perk work? Permanent increase in damage or per mission? Also, how does it interact with mods that provide new enemies and enemy variants? Recognise them? Is each varient a unique "type"?

Does mayhem work with heavy weapons? I'm guessing devastation does not.

Thanks
xylthixlm  [author] 8 Dec, 2016 @ 7:20pm 
@starrynite120, no, sorry.
starrynite120 8 Dec, 2016 @ 7:55am 
Is there a way to change the type of grenade pyromaniac gives?
No Leaf Clover 4 Dec, 2016 @ 6:47am 
I already use the AML. No conflict is detected.
=[NK]= Col. Jack O'Neil 4 Dec, 2016 @ 5:13am 
If you read the description, shadow ops pack changes rules. Probably conflicts with a mod of yours. Get the alternate mod manager to identify what
No Leaf Clover 4 Dec, 2016 @ 3:49am 
Well actually this one doesn't.
Sorry for my earlier message.
The whole Shadow Ops package makes my game lag as hell, but the individual mods like this one do not. Weird !
No Leaf Clover 4 Dec, 2016 @ 3:44am 
It's not only reliable smoke, I don't own it and this mod makes the geoscape a nightmare.
marshmallow justice 13 Nov, 2016 @ 9:43am 
if this mod doesn't work with reliable smoke, does that mean it also fixes what RS does?
Nerhak 8 Nov, 2016 @ 7:56pm 
I confirm it was a conflict with reliable smoke, as you said =)
Nerhak 8 Nov, 2016 @ 1:47pm 
Ps : If that is true, you should write it down so people know there is issues between you mod and the other one
Nerhak 8 Nov, 2016 @ 1:39pm 
You are actually right, I disabled it, and as soon as the LW's toolbox is updated for today's patch, i'm gonna try that =)
xylthixlm  [author] 8 Nov, 2016 @ 12:59pm 
@Nerhak, that's a sign of a mod conflict. I'm guessing you have "reliable smoke".
Nerhak 8 Nov, 2016 @ 9:08am 
So... I took the three classes you put on the workshop and when activating this particular one, the map inside my games lags as hell...

I can't say if it's because of other mods running or what, but I did tried all mods separalty and this one makes me lag on the world map =/
marshmallow justice 7 Nov, 2016 @ 5:17am 
Mmm, the OG Combat Drugs and HEAT Ammo...

Was Dense Smoke part of the LW PP? Can't remember...
Rifle Man 6 Nov, 2016 @ 10:30pm 
OMG, you just change a lot of description of Combat Engineer peak. I know the reason why I get so much confused when I test it. Seems I should test again.
Rifle Man 6 Nov, 2016 @ 10:27pm 
Its fast! I just make a freeback to Dragoon. I will update freeback for Combat Engineer as soon as possible on tomorrow.