XCOM 2
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Medikit Grenade
   
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Feb 14, 2016 @ 6:44pm
Mar 14, 2016 @ 6:03pm
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Medikit Grenade

Description
I've always felt that XCom didn't have enough grenade types. Well luckily, this mod adds another! The Medikit Grenade is just like a Medikit, but in the form of a grenade.

The Medikit Grenade is obtained as the result of the Experimental Grenade Foundry Project and will upgrade to the Nanomedikit Grenade once the Advanced Grenades Project is completed.

The Medikit Grenade heals everyone in its blast radius for 2HP.
The Nanomedikit Grenade heals everyone in its blast radius for 4HP.

Have fun exploding grenades!

Note: Medikit Grenades should be compatible with all other mods because it does not override any base game files. However, it does utilize the X2Effect_ApplyMedikitHeal so any mods that change it will propogate those changes into the effects of Medikit Grenades.
47 Comments
The Little Victor Dec 4, 2016 @ 2:00pm 
Hey, buddy, could you tell me the in house code for this grenade so I could console it in? Because I have the mod where if you've discovered a thing you can build it (both because of OCD and also because it's silly not to be able to reproduce something you've already discovered) , but it doesn't affect modded things. Help us out, yeah?
Arkhangel Aug 14, 2016 @ 10:55am 
This thing keeps overriding the Grenade project. all i ever get is it..... I like it and all..but i'm uninstalling the mod because i'm just wasting elerium cores trying to get any other grenades than this.
EpicBossFight Mar 20, 2016 @ 11:37am 
Could you make a mod that uses a smoke grenade instead?
Have it heal 2HP over 2 turns for a total of 4HP and require a smoke grenade and a medkit to create?
IceMaverick Mar 14, 2016 @ 6:17pm 
Thanks! :D
test447  [author] Mar 14, 2016 @ 6:03pm 
Ok -> silly mistake has been fixed.
test447  [author] Mar 14, 2016 @ 5:55pm 
I should get better at not forgetting that stuff.
test447  [author] Mar 14, 2016 @ 5:55pm 
Hahahaha - I did. (I'll be right on that)
IceMaverick Mar 13, 2016 @ 8:41pm 
You didn't happen to leave some debugging stuff in the Experimental Grenade costs did you? When this mod is enabled, the Experimental Grenades don't require Elerium Cores to craft.
IceMaverick Mar 13, 2016 @ 7:24pm 
Thanks for the fix! I can get my campaigns back on the road now!
test447  [author] Mar 13, 2016 @ 4:13pm 
Patched.