sogriffin Posted February 7, 2016 Share Posted February 7, 2016 What I mean is this, right now my soldiers can only carry one utility item. I just found out that the nanoweave armor is considered a utility item, so I can either carry a grenade or a medikit or a nanoweave. Is this something that can be modded because that really doesn't make any sense at all? Thanks in advance for any help you can give. Link to comment Share on other sites More sharing options...
Virtia Posted February 7, 2016 Share Posted February 7, 2016 (edited) Edit: Nope, this was wrong. Edited February 7, 2016 by Virtia Link to comment Share on other sites More sharing options...
3n3rgx Posted February 7, 2016 Share Posted February 7, 2016 (edited) What I mean is this, right now my soldiers can only carry one utility item. I just found out that the nanoweave armor is considered a utility item, so I can either carry a grenade or a medikit or a nanoweave. Is this something that can be modded because that really doesn't make any sense at all? Thanks in advance for any help you can give. Tried this and it doesn't seem to work. The OP is not correct though in that you CAN carry a grenade and a medikit and other utility items (not sure about the vest though, don't have it myself). I have a question in a similar vein though, is there any way to make the flashbang a support grenade (like smoke) and not an offensive grenade (like frag)? Or alternatively, to alter the restriction for # of grenades per soldier? Haven't found anything in the .ini Edited February 7, 2016 by 3n3rgx Link to comment Share on other sites More sharing options...
Virtia Posted February 7, 2016 Share Posted February 7, 2016 Nevermind, you're right. I thought that value got referenced when a new soldier was instantiated, but nope. Utility slots can definitely be modified from the armor templates, but that requires a code mod to add it to all armor kits and not just the upgraded ones. Same looks to be true for grenades. Link to comment Share on other sites More sharing options...
3n3rgx Posted February 7, 2016 Share Posted February 7, 2016 Nevermind, you're right. I thought that value got referenced when a new soldier was instantiated, but nope. Utility slots can definitely be modified from the armor templates, but that requires a code mod to add it to all armor kits and not just the upgraded ones. Same looks to be true for grenades. Sorry, not really familiar with modding - how difficult would it be then to make a flashbang grenade equippable alongside frag grenades? Not just an .ini edit? Link to comment Share on other sites More sharing options...
Aramanth Posted February 7, 2016 Share Posted February 7, 2016 Bah, looks like I'm going to have to dig around in the big mod tool eventually then. For the grenade issue, I couldn't find anything to change what type of item the flashbang is, but there is a line in XComGameData.ini "UniqueEquipCategories=grenade". Edit this out and you can equip as many grenades as you like. Link to comment Share on other sites More sharing options...
3n3rgx Posted February 7, 2016 Share Posted February 7, 2016 Bah, looks like I'm going to have to dig around in the big mod tool eventually then. For the grenade issue, I couldn't find anything to change what type of item the flashbang is, but there is a line in XComGameData.ini "UniqueEquipCategories=grenade". Edit this out and you can equip as many grenades as you like. Don't know how I missed this; thanks a lot! Link to comment Share on other sites More sharing options...
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