XCOM 2
WOTC Tactical Rigging
Nemo Jr. 20 Jun, 2021 @ 3:15pm
2
Fix for potential conflicts
I like everything about this mod, except that it completely overwrites the Grenadier skill tree just to add Tactical Rigging in there. I think it's done for cosmetic reasons and/or to stop Grenadiers from getting a useless random skill (since TR is now available to all classes).

Functionality-wise though, this line in XComGameData.ini should make TR completely redundant for Grenadiers:

+AbilityUnlocksExtraUtilitySlot=LaunchGrenade

I went ahead and commented out everything in this mod's XComClassData.ini. If you're having compatibility problems (with class overhaul mods etc.) or want avoid them in the future, I advise you do the same:

;[Grenadier X2SoldierClassTemplate] ;-SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="LaunchGrenade", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), ()), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1), (StatType=eStat_Will,StatAmount=5))) ;-SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="BlastPadding", ApplyToWeaponSlot=eInvSlot_Unknown)), (AbilityType=(AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0))) ;-SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Demolition", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), (AbilityType=(AbilityName="Suppression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0))) ;-SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="HeavyOrdnance", ApplyToWeaponSlot=eInvSlot_Unknown)), (AbilityType=(AbilityName="HoloTargeting", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0))) ;-SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="VolatileMix", ApplyToWeaponSlot=eInvSlot_Unknown)), (AbilityType=(AbilityName="ChainShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0))) ;-SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Salvo", ApplyToWeaponSlot=eInvSlot_Unknown)), (AbilityType=(AbilityName="HailOfBullets", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0))) ;-SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="SaturationFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), (AbilityType=(AbilityName="BulletShred", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0))) ;+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="LaunchGrenade", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)), (AbilityType=(AbilityName="TacticalRigging"))), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=1), (StatType=eStat_Will,StatAmount=5))) ;+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="BlastPadding", ApplyToWeaponSlot=eInvSlot_Unknown)), (AbilityType=(AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0))) ;+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Demolition", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), (AbilityType=(AbilityName="Suppression", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0))) ;+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="HeavyOrdnance", ApplyToWeaponSlot=eInvSlot_Unknown)), (AbilityType=(AbilityName="HoloTargeting", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0))) ;+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="VolatileMix", ApplyToWeaponSlot=eInvSlot_Unknown)), (AbilityType=(AbilityName="ChainShot", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0))) ;+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="Salvo", ApplyToWeaponSlot=eInvSlot_Unknown)), (AbilityType=(AbilityName="HailOfBullets", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=5), (StatType=eStat_CombatSims,StatAmount=0))) ;+SoldierRanks=(AbilitySlots=((AbilityType=(AbilityName="SaturationFire", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), (AbilityType=(AbilityName="BulletShred", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))), aStatProgression=((StatType=eStat_Offense,StatAmount=1), (StatType=eStat_HP,StatAmount=1), (StatType=eStat_Strength,StatAmount=1), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)))

If you want your Grenadiers to get their extra Tactical Rigging slot the same way as other classes, you can comment out this line in XComGameData.ini too (which will once again make TR useful for Grenadiers):

;+AbilityUnlocksExtraUtilitySlot=LaunchGrenade


I hope this helps someone.
Last edited by Nemo Jr.; 20 Jun, 2021 @ 3:17pm