XCOM 2
(WOTC) Everyone Equips Everything
38 Comments
1142 Dec 21, 2024 @ 8:55am 
You can't equip melee weapons for LWOTC classes. Only Rookies can use melee weapons.
attiladuran123 Mar 4, 2024 @ 8:17am 
@Cap'n Blokebeard it's working perfectly fine ( and I am Using the Five tier Overhaul )
Stolas Feb 13, 2023 @ 9:34pm 
Just a warning: This crashes your game when you go further in to the point you can use Plasma Weapons on Reaper.
Papistman Jan 10, 2023 @ 10:44pm 
Does this work Kiruka's modded Lwotc base classes?
Zise Aug 24, 2022 @ 1:41am 
need this so my ODST reapers can use the halo sniper
Barry Bee Benson Jan 2, 2022 @ 7:34am 
@dustadon yes
Boyrdee Dec 26, 2021 @ 12:52pm 
Hello do this work with lwotc
Moisesjns Dec 11, 2021 @ 5:32pm 
Love it! anything that makes the game like classic xcom. :) I always loved having some rookie with Rpg, and an RPG mule,
Slackboy101 Mar 3, 2021 @ 12:09pm 
As an RPGO user I use this too give the Hero classes every weapon, mostly because Banish point blank with a Shotgun is STUPIDLY satifying with the Eddy from Ed Edd n Eddy voicepack
BOOGEYMANE Feb 13, 2021 @ 4:57pm 
i tired it today and got it to work. but the thing is, i cant get it to work with custom classes. got the shocktrooper class mod and field medic one. i understand the basics of adding lines in ini files and stuff but it still doesnt work. are the no spaces allowed in the class name or anything like that? dont know how to whrite the lines correctly with those class mods
ArmoredCascade34 Oct 25, 2019 @ 5:55pm 
have the mod im trying to equip my Garrus (Mass Effect) with a Sniper Rifle but the weapons still say cannot equip do i have to get farther into the game? i just passed the first mission
Annathesa Jul 8, 2019 @ 7:01am 
Quick question, does anyone know if this mod would play nice with Musashi's RPGO? Mainly wanting it so that I can change out hero class weapons, since RPGO doesn't touch them. TY. :]
PZ  [author] Aug 6, 2018 @ 10:35pm 
@Sir Wolf
There are too many class features that depend on having a claymore so it would be bad for Reapers to replace their claymore. What you can do is add a ripjack using my Utility Slot Sidearms Extended WOTC mod (or Ginger's version, which is slightly different but ultimately based on the same mod) and equip a ripjack in the utility slot.
Snickle Gustav Amadeus Fritz Jul 27, 2018 @ 2:53am 
Is there anyway you can add the ability for the Reaper to equip the Ripjack? I always thought it would be so badass to grapple onto buildings to get that birds eye view.
PZ  [author] Jun 13, 2018 @ 11:05pm 
@José
What do you mean? At least the last time I tested it, the two different squadsights didn't clash at all, and Reaper sting gave an extra charge, which is what it was designed to do.

Anyway, as to your other question, I don't use either of those other two mods so I'm probably not going to be able to help very much.
José Jun 13, 2018 @ 4:35am 
Could you add a way to disable Sting and Squadsight on the .ini file? This mod conflicts with classes that use those abilities.
José Jun 8, 2018 @ 7:57pm 
The addition of Sting to Vektor rifles gives it automatically to Reapers. Anything you could do about removing it from them or buffing the skill when an actual Reaper gets it?
José Jun 6, 2018 @ 7:53pm 
Could you update this in a manner to make RealityMachina's 'Cross Weapon Training' compatible with Long Live [A]lliance's 'Soldier Loadout Overhaul?' The latter mod makes the new weapons the training gives you inaccessable and your mod makes all the weapons accessible. Kinda like the idea of earning the ability to use other weapons.
PZ  [author] Apr 22, 2018 @ 7:40pm 
I updated the mod to add the "Sting" ability to vektor rifles. Otherwise, there's really no reason to use one instead of a sniper rifle or an assault rifle.
NickSheperd Feb 9, 2018 @ 9:06pm 
You should add which file number it is in the description. xD
PZ  [author] Jan 26, 2018 @ 10:48pm 
@Nicholas
Edit XComClassData.ini. You'll need to add a new block for your new class-- e.g., if your class is called the BadassDude, you add [BadassDude X2SoldierClassTemplate] and then just add +AllowedWeapons lines for whatever weapons you want to allow that class. The ini has some examples that should be enough for you to go on. Feel free to ask if you have more questions though.

I'd recommend making a backup copy (or simply putting these changes into your own mod) because you'll lose your changes if I update this mod.

@Lady Vert
I'm not sure what you're asking, sorry.
Evelyn S. V. Jan 24, 2018 @ 4:29pm 
Does this make a new .ini or is it an existing one it adds to?
NickSheperd Jan 23, 2018 @ 8:26pm 
Can you put up a walkthrough that allows us to add custom classes to the ini for those of us who have no experience with modifying inis?
PZ  [author] Jan 20, 2018 @ 7:26pm 
@Circle of Psi
Yeah, it only affects weapons that (in my opinion, anyway) don't contribute substantially to the "feel" of the class.
Deadput Jan 20, 2018 @ 4:00pm 
For me it's less about having a super op templar and more wanting to experiment with a pure psi warrior, so no guns or anything.

But thanks for the explanation GUA might check that mod out after my current campaign.
GUA Jan 20, 2018 @ 2:20pm 
For those interested in a jacked-up Templar, sporting psi powers, the only way I was able to do this on my last run was by the Psi overhaul mod, which trains rookies in Psi abilities once the Psi chamber is built. What normally happens once the chamber is built, randomly a select few from your team with be "gifted" and be able to undergo psi training. This means if you are lucky enough to have that Templar be gifted, you can make him a Psi-killing machine. I'd check out a few of the WOTC psi mods and remember, "Before" you are about to complete that psi chamber save scum. this wy if your templar or another character you like is not chosen for "gifted", you can reload until it adds your Templar.
Arkhangel Jan 20, 2018 @ 10:48am 
@Circle of Psi: actually doesn't break the Grenadier to take the Grenade Launcher off, as shire's LW2 Sidearms can be used instead if it. it just means you can't lob grenades as far.
Marcus Jan 20, 2018 @ 7:00am 
Dose anyone else have this problem?
With this mod enabled with my other mods, any loaded saved games, plays a fast forward snap shot of that file, then dumps out to the desktop.
With all mods enables - apart from this one it loads and plays fine from where it was saved.
Other than that it is working in being able to give weapons to soldiers that you would like to change.
Mr. Walrus Jan 19, 2018 @ 11:27pm 
You are a saint!
Player Jan 19, 2018 @ 11:16pm 
Nice, more like the original X-COM!
PZ  [author] Jan 19, 2018 @ 10:07pm 
@evilrevilhero
I can't promise anything, but I haven't had a crash and I've been using this mod in my own game for at least a week.

@0.5x A Press
Not at the same time, but you get ripjack damage if you use justice and you get gauntlet damage if you use rend.

@Deadput
I didn't think of that. That would be quite powerful! Unfortunately there's no real way to give the Templar any psi powers without editing the class, unless I just directly apply the powers to the Psi Amp. Then there isn't much choice in what you can use. I'll have to look into this a little more as well.
Chonsu Jan 19, 2018 @ 5:28pm 
Awesome! Finally I might be able to create some classes I have in mind! :D
evilerevilhero Jan 19, 2018 @ 5:02pm 
I could see the potential, but will this cause problems to the game like crashing? My soldiers switch weapons behind back enough as it is.
CommanderNature Jan 19, 2018 @ 4:27pm 
nice mod pz
Snowstorm Jan 19, 2018 @ 4:04pm 
Do both the ripjack and gauntlet damage get applied should both be equipped?
Deadput Jan 19, 2018 @ 8:43am 
Probably a dumb question but does this allow Templars to use a Psi Amp? Been wondering in my mind about a pure Psionic unit (Both gauntlets and psi amp) and if this mod allows the use of Psi Amps then this is a good start to experiment with that idea.
abstr Jan 19, 2018 @ 5:32am 
great mod
Arkhangel Jan 19, 2018 @ 5:17am 
Reality's "Weapon Training" mod is also a good alternative as well. granted it doesn't give you access to diff sidearms, but that's a pretty minor issue, specially as Sidearms for the most part are what really gives a class its identity.