XCOM 2
DeadGuy's Class Pack [LWOTC]
4rrakis 26 Mar, 2022 @ 2:26am
About that grenade launcher/ ballistic shield loadout
Required mods
For this loadout you need two weapon mods, Primary Grenade Launcher and Ballistic Shields:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1673431726
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1416242202

Configs
1) First things first, ballistic shields only work with certain primary weapons and we have to make sure both weapons can be equipped together. Create XComShields.ini and include the following:

[WotCBallisticShields.X2DataStructure_BallisticShields]
+AllowedPrimaryWeaponCategoriesWithShield=grenade_launcher

2) Light Ordnance is added to the grenade launcher with a config file, which means we can revert it the same way. Create XComMZPrimaryLauncher.ini and include the following:

[PrimaryGrenadeLauncher.X2Item_MZPrimaryLauncher]
-MICROLAUNCHER_PERKS=PrimaryLightOrdnance

3) Both primary grenade launchers and ballistic shields rely on squad upgrades for their advanced versions, which do not exist in LWotC. To be able to build upgraded shields and launchers add this to your XComLW_Overhaul.ini :

[LW_Overhaul.LWTemplateMods]
+ItemTable=(ItemTemplateName="MicroGrenadeLauncher_CV", Slots=1,Starting=true, Infinite=true, Buildable=false)
+ItemTable=(ItemTemplateName="MicroGrenadeLauncher_MG",Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="MagnetizedWeapons", RequiredTech2="", SupplyCost=25, AlloyCost=1, CrystalCost=1, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=20, RequiredEngineeringScore=25, Tier = 107, PointsToComplete=200)
+ItemTable=(ItemTemplateName="MicroGrenadeLauncher_BM",Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="PlasmaRifle", RequiredTech2="WARSuit", SupplyCost=100, AlloyCost=5, CrystalCost=10, CoreCost=1, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=50, RequiredEngineeringScore=40, Tier = 108, PointsToComplete=200)

+ItemTable=(ItemTemplateName="BallisticShield_CV", Slots=1,Starting=true, Infinite=true, Buildable=false)
+ItemTable=(ItemTemplateName="BallisticShield_MG", Slots=2, Starting=false, Infinite=false, Buildable=true, RequiredTech1="PlatedArmor", RequiredTech2="", SupplyCost=20, AlloyCost=3, CrystalCost=0, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=10, RequiredEngineeringScore=20, Tier = 160, PointsToComplete=150)
+ItemTable=(ItemTemplateName="BallisticShield_BM", Slots=3, Starting=false, Infinite=false, Buildable=true, RequiredTech1="PoweredArmor", RequiredTech2="", SupplyCost=40, AlloyCost=5, CrystalCost=5, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=20, RequiredEngineeringScore=35, Tier = 180, PointsToComplete=150)

Note: Entries for shields come from Mod Jam, while entries for launchers are copied from LWotC with changes from secondary grenade launchers to primary ones.

4) And finally, this is to give shields infiltration times. Create XComLW_InfiltrationSettings.ini and include the following:

[LW_Overhaul.XComGameState_LWPersistentSquad]

+WeaponCategoryCovertness=(CategoryName="shield", CovertnessValue=225f, CovertnessWeight=0.5f)

Again, this comes from Mod Jam. Since both primary and secondary launchers seem to fall under the "grenade_launcher" category they should be covered by LWotC's infiltration values.
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DeadGuy  [developer] 26 Mar, 2022 @ 3:23am 
That's awesome! I'll definitely incporporate this into a new version of the rioter. Thank you for the help.
4rrakis 26 Mar, 2022 @ 4:22am 
You're welcome! One thing I would like to note is that there is an animation glitch with ballistic shields: If you equip a pistol in the pistol slot and fire it the character uses the primary weapon instead of the pistol. It is a purely visual problem, but I would suggest not to give the class a pistol slot and the pistol perk row, both to avoid the glitch and to set the class apart from Hoplites.
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