Excellent job, thanks, works like a charm. Karma +1. Another question with this though, there seems to be a hard-coded limitation of grenades that the game detects: The three first slots are the only ones which can be assigned to grenades. If you assign more, the game ignores all the grenades you carry around beyond the first three, making it possible to carry around 3 (or 6 with grenadier or deep pockets) grenades maximum. This applies to all kinds of grenades, so carrying 2 frags, 2 needles, 2 ghost grenades doesn't works either. Some testing reveals that carrying around several stim-packs on the last slots DOES work, however the game displays that you carry only one. When you carry multiple ones, you can use one, then the next turn the game UI displays that your stim isn't usable anymore, however you can use it a second time (didn't test with more than two). Other items, which you don't toss seem to work as well (scope, plating, vests e.t.c.) I'll try to screw around into XCG.upk to see if this is hard-coded somewhere. @ Prometheus > I'd upload the upk for you, but it's a little too huge for the forums. EDIT: IMPORTANT UPDATE!!! In order for the grenades to be effectively unlimited (to bypass the 3 grenades thing) you have to assign eWP_Backpack into their properties (DGC.ini), in order to remove them from the soldier's belt. This bypasses the quantity of grenades you can carry around and makes it so all the grenades you take, you can use. Next Goal: Make it possible to carry 2 medikits at a time. EDIT 2: It seems like not all grenades are still counted. While the method I described above does extend the grenade you may take with you from 3 to 5, beyond that, there's still some grenades the game forgets about. Checking to see if I can fix that. EDIT 3: Okay, here are the results of my testing: Using a soldier with deep pockets: - Taking 2 different kinds of backpack bound grenades, 2x4, gives the soldier 8 grenades of one type (removes smoke), seemingly forgetting the last sets of grenades (or not using deep pockets on them), taking chitin plating boots health. - Taking 3 different kinds of backpack bound grenades, 3x2, as well as chitin, medikit and scope, the soldier has 6 grenades of 1 kind, 2 grenades of second kind, 0 grenades of 3rd, 0 smoke grenades, 0 medikit charges, no chitin boost. Scope boost remains. - Taking 3 different kinds of backpack bound grenades, 3x3, gives the soldier 6 grenades of 1st type, 2 grenades of 2nd type, 2 grenades of 3rd type but removes smoke grenade. - Taking 1 belt bound kind of grenades and 2 backback bound ones, 1x2 + 2x2, gives the soldier 4 of each grenade, but removes smoke grenades, chitin plating and medkit. Scope boost stays. Deducing from this, it looks like backpack items share space between all of them. I'm not sure how many backpack spaces there are overall, but I'll try testing with a soldier without deep-pockets and without smoke grenades to see how things work out. So far it looks like there is 3 belt spaces and 3 backpack spaces, however I'm not sure how these interact together and if deep pockets affects that. EDIT 4: It seems deep pockets does NOT affect the way equipment slots are distributed so far. My advise right now would be to stick with 6 inventory slots, however 8 might work out as well. It also seems to work better if there are less grenade types and under 3 grenades of the same type. The best results are with 2 belt bound grenades, 2 backpack bound grenades, 2 items. However 3 belt grenades, 3 backpack grenades and 2 items seems to work as well. Conclusion: This all is a pretty messy, messy, messy story. I'll screw with upks and inis and post if I find out anything interesting, but yeah, sticking to 6 inventory slots maximum seems like the most logical thing right now.