Additional Rockets/Fuel for the Technical?

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Bill
Posts: 16
Joined: Mon Feb 22, 2016 10:17 pm

Additional Rockets/Fuel for the Technical?

Post by Bill »

Does anyone know of a way to let the Technical carry extra rockets or fuel in a utility slot? I know you can directly change their clip sizes in XComGameData_WeaponData. The problem with that is I would prefer to have it both be flexible between the soldiers I have trained towards each side of the skill tree, and having a mobility and inventory restriction makes sense to me.
UraniumOverdose
Posts: 48
Joined: Fri Jan 20, 2017 12:54 am

Re: Additional Rockets/Fuel for the Technical?

Post by UraniumOverdose »

I put an EXO suit on a technical as well as the second tier gauntlet and I was able to put a spare rocket on him. I am not sure if it was the suit or the gauntlet that allowed that though. I literally just got that setup and they are infiltrating now.
Bill
Posts: 16
Joined: Mon Feb 22, 2016 10:17 pm

Re: Additional Rockets/Fuel for the Technical?

Post by Bill »

It's the suit that does it. That popping up is what prompted this post actually. I was hoping that there was something simple in the ini that I could tweak that would either let it be a utility item but I haven't found anything. At this point I would take something that gave you 2 extra rockets with exo suit.
ScorpZero
Posts: 15
Joined: Wed Jan 25, 2017 12:24 pm

Re: Additional Rockets/Fuel for the Technical?

Post by ScorpZero »

How did you manage to deal with increasing the number of available rockets to use?

I have done something like this:

Code: Select all

[LW_Overhaul.X2Item_LWGauntlet]

-Gauntlet_Primary_CONVENTIONAL_ICLIPSIZE = 1
-Gauntlet_Primary_MAG_ICLIPSIZE = 1
-Gauntlet_Primary_COIL_ICLIPSIZE = 1
-Gauntlet_Primary_BEAM_ICLIPSIZE = 1

+Gauntlet_Primary_CONVENTIONAL_ICLIPSIZE = 4
+Gauntlet_Primary_MAG_ICLIPSIZE = 4
+Gauntlet_Primary_COIL_ICLIPSIZE = 4
+Gauntlet_Primary_BEAM_ICLIPSIZE = 4
But I can't see any changes. Solders still have only one rocket available.
Any ideas? :)
Sentenryu
Posts: 24
Joined: Mon Jul 18, 2016 11:24 pm

Re: Additional Rockets/Fuel for the Technical?

Post by Sentenryu »

Some INI seen to not override too well from another mod, I had no luck trying to force the AWC perks to display. Maybe you've to regen the configs after making the change
ScorpZero
Posts: 15
Joined: Wed Jan 25, 2017 12:24 pm

Re: Additional Rockets/Fuel for the Technical?

Post by ScorpZero »

Sigh. It seems most of these inis aren't response to any modifications. Strange. :(
NephilimNexus
Posts: 89
Joined: Wed Jan 25, 2017 8:56 am

Re: Additional Rockets/Fuel for the Technical?

Post by NephilimNexus »

It would make sense that, for Technical only, spare rockets and/or fuel should be available as a Utility Item in lieu of grenades.
Bill
Posts: 16
Joined: Mon Feb 22, 2016 10:17 pm

Re: Additional Rockets/Fuel for the Technical?

Post by Bill »

ScorpZero wrote:How did you manage to deal with increasing the number of available rockets to use?

I have done something like this:

Code: Select all

[LW_Overhaul.X2Item_LWGauntlet]

-Gauntlet_Primary_CONVENTIONAL_ICLIPSIZE = 1
-Gauntlet_Primary_MAG_ICLIPSIZE = 1
-Gauntlet_Primary_COIL_ICLIPSIZE = 1
-Gauntlet_Primary_BEAM_ICLIPSIZE = 1

+Gauntlet_Primary_CONVENTIONAL_ICLIPSIZE = 4
+Gauntlet_Primary_MAG_ICLIPSIZE = 4
+Gauntlet_Primary_COIL_ICLIPSIZE = 4
+Gauntlet_Primary_BEAM_ICLIPSIZE = 4
But I can't see any changes. Solders still have only one rocket available.
Any ideas? :)
I don't know, I just changed it to 3 and it worked fine for me.
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