XCOM 2
WOTC Tactical Rigging
61 Comments
Aether Apr 19, 2022 @ 9:54am 
Doesn't work with psi operatives sadly
Walterses Crash Mar 2, 2022 @ 5:44pm 
So is there a conflict between this mod and tLW Aliens Pack? Whenever I try to start WotC with both enabled it breaks the game (won't boot up), requiring local file validation.
steveblot Nov 25, 2021 @ 4:42pm 
When putting BlueScreen rounds in the Ammo Slot, they do not seem to work. They are equipped, but the extra damage is not there. However BlueScreen rounds DO seem to work when they go in the utility item slot. Extra damage works just fine in this case.

Has anyone else had this problem, and if yes do you know how to fix it? (Yes, I'm greedy. I want BlueScreen PLUS another utility item.)
Pietia Apr 20, 2021 @ 9:35am 
Zigg i have dual pistol plus rpg plus extra utility items and rigging also with Your trik not working. Just for info, i tried many options. I will increase number of utility slots, so I dont need so much extra dedication slots for ammo or granades. Grts
Grimolfr Sep 29, 2020 @ 6:11am 
I'm putting these here mainly so I can find them again when I have to verify files:

; Utility abilities
+AbilityUnlocksExtraUtilitySlot=TotalCombat
+AbilityUnlocksExtraUtilitySlot=FieldMedic

; Musashi's Jedi Class Revised
+AbilityUnlocksGrenadePocket=ForcePowerPool
+AbilityUnlocksAmmoPocket=ForcePowerPool

; Lucubration's Sniper Class
+AbilityUnlocksGrenadePocket=PistolStandardShot
+AbilityUnlocksAmmoPocket=PistolStandardShot

; X.C.O.M. Xeno Hunter
; Not needed. SwordSlice and Squadsight are both in the core list

; X.C.O.M. Trooper
+AbilityUnlocksGrenadePocket=PistolStandardShot
+AbilityUnlocksAmmoPocket=PistolStandardShot
+AbilityUnlocksExtraUtilitySlot=FieldMedic

; X.C.O.M. Scavenger
; Not needed. SwordSlice is in the core list

; X.C.O.M. Black Hat
+AbilityUnlocksGrenadePocket=IntrusionProtocol
+AbilityUnlocksAmmoPocket=IntrusionProtocol

; X.C.O.M. Breacher
; Not needed. LaunchGrenade is in the core list
Zigg Price Jul 23, 2020 @ 12:27am 
+AbilityUnlocksAmmoPocket=SwordSlice
+AbilityUnlocksAmmoPocket=Squadsight
+AbilityUnlocksAmmoPocket=LaunchGrenade
+AbilityUnlocksAmmoPocket=AidProtocol
+AbilityUnlocksAmmoPocket=Soulfire
+AbilityUnlocksAmmoPocket=Stasis
+AbilityUnlocksAmmoPocket=Insanity
+AbilityUnlocksAmmoPocket=Inspire
+AbilityUnlocksAmmoPocket=Overdrive
+AbilityUnlocksAmmoPocket=SkirmisherStrike
+AbilityUnlocksAmmoPocket=Shadow
+AbilityUnlocksAmmoPocket=FirePistol
+AbilityUnlocksAmmoPocket=ReturnFire
+AbilityUnlocksAmmoPocket=Holotarget
+AbilityUnlocksAmmoPocket=ArcThrowerStun
+AbilityUnlocksAmmoPocket=KnifeFighter
+AbilityUnlocksAmmoPocket=Claymore
+AbilityUnlocksAmmoPocket=ShieldWall
+AbilityUnlocksAmmoPocket=Justice
+AbilityUnlocksAmmoPocket=Rend
Zigg Price Jul 23, 2020 @ 12:27am 
This should do the trick for RPGO. Add it to the XCOMGameData.ini for Tactical Rigging.
+AbilityUnlocksGrenadePocket=SwordSlice
+AbilityUnlocksGrenadePocket=Squadsight
+AbilityUnlocksGrenadePocket=LaunchGrenade
+AbilityUnlocksGrenadePocket=AidProtocol
+AbilityUnlocksGrenadePocket=Soulfire
+AbilityUnlocksGrenadePocket=Stasis
+AbilityUnlocksGrenadePocket=Insanity
+AbilityUnlocksGrenadePocket=Inspire
+AbilityUnlocksGrenadePocket=Overdrive
+AbilityUnlocksGrenadePocket=SkirmisherStrike
+AbilityUnlocksGrenadePocket=Shadow
+AbilityUnlocksGrenadePocket=Rend
+AbilityUnlocksGrenadePocket=FirePistol
+AbilityUnlocksGrenadePocket=ReturnFire
+AbilityUnlocksGrenadePocket=Holotarget
+AbilityUnlocksGrenadePocket=ArcThrowerStun
+AbilityUnlocksGrenadePocket=KnifeFighter
+AbilityUnlocksGrenadePocket=Claymore
+AbilityUnlocksGrenadePocket=ShieldWall
+AbilityUnlocksGrenadePocket=Justice


Zigg Price Jul 22, 2020 @ 11:52pm 
@Phat - Where do you add those lines? For instance, I am using RPGO. Would I put those lines in one of the configs for RPGO, or would I put that in for this mod's ini's?
Zigg Price Jul 22, 2020 @ 11:50pm 
I'm not sure that will work @SirPantin. Localization files are just putting text into the game, I believe. I don't think they serve any gameplay function.
K440_Interlinked May 23, 2020 @ 3:31am 
If using Rpg Overhaul, find APTITUDES category in XComGame.int localization folder.

Example:

+AbilityUnlocksAmmoPocket =APT_Guttersnipe
+AbilityUnlocksGrenadePocket=APT_Guttersnipe

Do it for all 37 origins, and additional class plugins
Phat-Budu Apr 16, 2020 @ 2:12am 
+AbilityUnlocksAmmoPocket=WOTC_APA_SwordSlice
+AbilityUnlocksAmmoPocket=Holotarget
+AbilityUnlocksAmmoPocket=LaunchGrenade
+AbilityUnlocksAmmoPocket=IntrusionProtocol
+AbilityUnlocksAmmoPocket=Soulfire
+AbilityUnlocksAmmoPocket=Stasis
+AbilityUnlocksAmmoPocket=WOTC_APA_Sedate
+AbilityUnlocksAmmoPocket=WOTC_APA_FireDiscipline
+AbilityUnlocksAmmoPocket=Overdrive
+AbilityUnlocksAmmoPocket=SkirmisherStrike
+AbilityUnlocksAmmoPocket=Shadow
+AbilityUnlocksAmmoPocket=Rend

+AbilityUnlocksExtraUtilitySlot=LaunchGrenade

[XComGame.X2ItemTemplateManager]
-UniqueEquipCategories=grenade

Things like WOTC_APA_SwordSlice are the versions which replace vanilla abilities like SwordSlice added by Proficiency class mod. If your running other class mods just find the name of the specific ability in that mod ini to put in this mods ini part. Hope that helps :)
Phat-Budu Apr 16, 2020 @ 2:12am 
Fantastic mod thank you Jace the Ace :)

For you guys who use class mods such as Psionic Class mod and Proficiency Class mod here is my copy pasta to make this mod work along side them flawlessly.

[XComGame.X2AbilityTemplateManager]
+AbilityUnlocksGrenadePocket=WOTC_APA_SwordSlice
+AbilityUnlocksGrenadePocket=Holotarget
+AbilityUnlocksGrenadePocket=LaunchGrenade
+AbilityUnlocksGrenadePocket=IntrusionProtocol
+AbilityUnlocksGrenadePocket=Soulfire
+AbilityUnlocksGrenadePocket=Stasis
+AbilityUnlocksGrenadePocket=WOTC_APA_Sedate
+AbilityUnlocksGrenadePocket=WOTC_APA_FireDiscipline
+AbilityUnlocksGrenadePocket=Overdrive
+AbilityUnlocksGrenadePocket=SkirmisherStrike
+AbilityUnlocksGrenadePocket=Shadow
+AbilityUnlocksGrenadePocket=Rend
HotelCharliHill Mar 18, 2020 @ 11:22pm 
@tayron, it "unlocks the ammo and grenade pocklet for all non-rookie classes."
tastiger841 Jan 26, 2020 @ 9:06pm 
Hi Jace the Ace, the grenades are greyed out in the spark grenade slot. Does it still work for you, or I may have a mod conflict?
Tayron Jan 12, 2020 @ 12:48pm 
I have a problem in which this mod is giving the tactical rigging to everyone not just the grenadiers
Beta Oct 21, 2019 @ 9:05pm 
Just a heads up, the link in the description is formatted incorrectly. With the way its written, the parenthesis are considered part of the link. Steam will flag the link as malicious if you click on it.
PrinceAkeem May 11, 2019 @ 4:52am 
@IceMaverick go to XComData.ini for that mod and the random squaddie abilities to the list.
+AbilityUnlocksAmmoPocket=Prodigy
+AbilityUnlocksAmmoPocket=HotShot
+AbilityUnlocksAmmoPocket=EagleEye
+AbilityUnlocksAmmoPocket=Runner
+AbilityUnlocksAmmoPocket=Praetorian
+AbilityUnlocksAmmoPocket=MovingTarget
+AbilityUnlocksAmmoPocket=IronWill
+AbilityUnlocksAmmoPocket=Stalker
+AbilityUnlocksAmmoPocket=Juggernaut
+AbilityUnlocksAmmoPocket=Bulletproof
+AbilityUnlocksAmmoPocket=LightningReflexes
+AbilityUnlocksAmmoPocket=Blastpadding
+AbilityUnlocksAmmoPocket=CyberAdept
+AbilityUnlocksAmmoPocket=Hitman
+AbilityUnlocksAmmoPocket=Panoptic
+AbilityUnlocksAmmoPocket=DamnGoodGround
+AbilityUnlocksAmmoPocket=Scout
+AbilityUnlocksAmmoPocket=XenoBiologist
+AbilityUnlocksAmmoPocket=DeepCover
+AbilityUnlocksAmmoPocket=RpgScrounger
+AbilityUnlocksAmmoPocket=RpgDrivenByVengeance
+AbilityUnlocksAmmoPocket=SyntheticGenes

IceMaverick Apr 23, 2019 @ 6:18pm 
So is there any way to get this working with RPG Overhaul? Their base class doesn't have any specific ability that I can hook into for this method so it doesn't really know how I should go about it. Any advice on something I could hook into?
Medicman Apr 7, 2019 @ 10:43pm 
It only works for certain classes, so how can I add modded classes to this?
I saw that you link it to abilites, if I linked it to other starting ones would that work?
Soory Charlie Oct 28, 2018 @ 12:43am 
I like having a distinct ammo slot with this mod, but I don't like how everyone's got two functioning grenade slots. How can I make it so that only grenadiers have two grenade slots, like normal?
seranovkayou Sep 16, 2018 @ 2:02pm 
i have abb and not working with snijper and infantry Oo :(

any suggestions??

José May 23, 2018 @ 11:38pm 
How do I disable Tactical Rigging as a squaddie skill on grenadiers?
pauloel7 Feb 5, 2018 @ 3:35pm 
Another thing: grenades would no longer auto equip as intender by "Tons of Utility Items" mod. FYI I did try to un/resub to "Tons of Utility Items" mod to make it load later, but that did not fix the problem, which altough minor, worries me that something else breaks up later on... so Fix?
pauloel7 Feb 5, 2018 @ 3:18pm 
So... for some wonky reason I don't have a clue about I am getting Brigadiers, one rank above Colonels. Their squadie abilities are seldom the same as Colonels'. Problem is: those squadie abilities are precisely the ones that trigger ammo and grenade slots creation by this mod. So here's the question: is there a problem if I simply add another ability to trigger ammo and grenade slots for each class? Will I then unlock two slots for grenades and two for ammo!?!?! Or these are unique and no problem!? Anybody else with this problem?
Lampros Jan 27, 2018 @ 7:48pm 
Can you make ammo only go into the ammo vest only? I suspect that may solve the problem of ammo frequently "disappearing."
PowerofTwo Jan 18, 2018 @ 12:05am 
That's so wierd, Mod works for Musashi's classes like
http://steamcommunity.com/sharedfiles/filedetails/?id=1171631441&searchtext= / Infiltrator / Samurai

But not for the classes in Richard's pack
http://steamcommunity.com/sharedfiles/filedetails/?id=1143304826&searchtext=
Lampros Dec 30, 2017 @ 4:25pm 
Also, Jace & Jose:

Is the ammo disappearing bug still a problem? If yes, I am not sure if I want to subscribe.
Lampros Dec 30, 2017 @ 4:10pm 
Just a question: What happens if you use armor like Predator - which gives another utility slot. Do you then get 5 slots (!!!) for some classes?
Coolio Wolfus Dec 13, 2017 @ 4:42am 
@ObelixDk Regarding Vests, this works alongside [WOTC] Armor & Vest Config , letting you configure Vests and Armor stats, utility slots, heavy weapon slots and abilities.
ObelixDk Nov 15, 2017 @ 9:48pm 
would it be possible to add vests to the mod too?
Ser Lancelot Nov 8, 2017 @ 6:31am 
I got it to work by adding -bg-'s Ammo Pocket Fix.

All good!
John  [author] Nov 7, 2017 @ 1:22am 
This mod doesn't change how the ammo slot works so I don't think your issue is caused by this mod. It's also possible that the weapon you are using doesn't support ammo.
Ser Lancelot Nov 1, 2017 @ 6:54am 
My ammo isn't being applied, like, at all...I'd slap ammo in the ammo slot, but on the tactical map, hovering over the weapons doesn't show the ammo loaded. No Bluescreen extra damage, no chance of setting 'em on fire w/ Dragon Rounds.

I've erased my config and reloaded to no avail...
Black Lenin Oct 20, 2017 @ 6:42pm 
Hello!
Is there any way to add one utility slot for all armors in this mods?
I have to use "Ammo and Vests slots" along with your mod.
All work fine, but it seems to me it will lead to trouble.
John  [author] Oct 12, 2017 @ 7:06am 
Published the update. Forgot all about it.
José Oct 11, 2017 @ 10:50pm 
Any news as to when this will be updated? This mod keeps messing up recruits whenever I get a grenadier.
Arad Oct 7, 2017 @ 9:30am 
Found it!

To anyone who encounters the same issue, here is the fix!
Go to the following directory: Steam\steamapps\workshop\content\268500\1148730057\Config
and the XComGameData ini file.

Then add the following two lines:
+AbilityUnlocksGrenadePocket=PistolStandardShot
+AbilityUnlocksAmmoPocket=PistolStandardShot

Just tested it and it works!
Arad Oct 7, 2017 @ 9:20am 
Hey there! First off, I wanted to say I really enjoy your mod and the fuctionality it adds. Suddenly I have an excuse to build ammo and other things in my slots instead of the obligatory grenade.

I do have one question that I'd like to ask, though! I'm currently using the A Better Barracks mod, which moves the Squadsight ability to the Sniper rifle rather than the Sniper itself. Because of this, this mod doesn't go into effect for the Sniper.

Would it be possible to tie this to the 'Fire Pistol' ability? Or at the very least, would you be able to share with us what the ability name is so that we could add the line in ourselves? I've been trying various permutations of 'Fire Pistol' in the XcomGameData.ini but haven't gotten any luck. Any help you can provide would be amazing, thanks!
Cylvouplay Oct 6, 2017 @ 4:11am 
Dear Jace I don't know how to contact you otherway.
Would you make a mod to avoid the reward soldiers to be colonel? That's way overpowered, I think soldier reward should be one or two level UNDER the max level soldier we have.
Thanks for considering, I've tried to find anything related to that in the .ini files but failed.
sebkulu Oct 4, 2017 @ 10:40am 
@José: Didn't know you could use 'in lieu' in english, that's quite astonishing and funny :)
Anyway, I agree with you on the SPARK launching grenades old fashioned way thing ^^
What you meant is that grenades should be launched from SPARK equipment, and not from hand?
José Oct 3, 2017 @ 11:23pm 
Glad to be of help. Might I also suggest to give SPARKS the same perk in lieu of the grenade slot, tying it into either Arsenal or Mechanical Chasis? I find the idea of robots throwing grenades the old-fashioned way to be blasphemy! lol
John  [author] Oct 3, 2017 @ 11:01pm 
That's a good idea! I can give the extra slot to launch grenade as well so even if mods change the skill tree, grenadiers would still have the extra slot. I'll do it in my next update.
José Oct 3, 2017 @ 10:28pm 
@Jace the Ace: Would having your addition of including the Tactical Rigging perk work with other mods that change the grenadier tree if you made it follow the same rule you set up for getting the ammo and grenade slots on soldier classes? For example, you could make the game look for units that have the 'Launch Grenade' ability, and force the game to give them the perk?
sebkulu Oct 1, 2017 @ 9:14am 
Ok yeah, your mod does indeed show Ammo and Grenade slots on the Squad Select menu :-)
Thanks!
sebkulu Oct 1, 2017 @ 8:01am 
Ok Jace, thanks for your answer, i'll give it a shot.
I will disable Ammo&Vests Slots, and enable your mod to see it that makes a difference, maybe that'll do :-)
John  [author] Oct 1, 2017 @ 7:34am 
@sebkulu I didn't do anything special to make it show on the squad select screen. Ammo pockets and Grenade pockets are supported by the game UI by default, I just enabled them for all classes.

@José I encountered the issue you mentioned about disappearing ammo. I tried to look at the code to see what's causing the issue, but I coudn't trace it just by quickly scanning so I'll try fix it when I have time.

As for compatibility with other grenadier rebalancing mods, I'm afraid it won't be compatible since both mods are editing the same ability tree.
sebkulu Oct 1, 2017 @ 5:20am 
Ok, about the 'Edit' button, I just saw this had to do with the risk of being ambushed in covert ops, which I can't because I got the Reaper wildcard that doesn't allow for being ambushed in covert ops mission -> Problem solved :-p

So, about Ammo and Grenade slots, could it be that it is the mod Ammo&Vest Slots that makes it so the slots do not appear in Robojumper Squad Select Menu?
I could try this mod and see if there's a difference.
sebkulu Oct 1, 2017 @ 5:13am 
Nope, it doesn't... I deleted the content of Wotc folder to force the game regenerating new config files, and I still don't have the Ammo or Grenade slot displayed in squad select menu...
Also, I can't edit the soldiers I'm sending in Covert Ops... I just have the 'Remove' button, the 'Edit' button is not there...
sebkulu Oct 1, 2017 @ 3:10am 
@José: Thank you mate, I'm trying it and let you know if that didi the trick for me.