XCOM 2
[WOTC] Infinite Starting Items
43 Comments
Old Ben Feb 11 @ 7:45pm 
During a game with WOTC, and LWOTC, this mod does not replenish Nanomedikits, Smoke Bombs, and Smoke Warheads infinite and required every one to be built in Engineering after first time in Proving Grounds.
Giggles Dec 6, 2023 @ 11:41pm 
Mod will NOT work if added into the middle of a save, medkits, flashes, and smokes will dissappear and cannot be built or cheated in.
hottt3 Jul 21, 2023 @ 7:40pm 
Did anyone test it with LWOTC? Thanks!
Kanario97 Oct 12, 2022 @ 3:32am 
Spanish Translation:

[TutorialMedikit X2WeaponTemplate]
FriendlyName="Botiquín"
FriendlyNamePlural="Botiquines"
BriefSummary="El botiquín contiene una solución presurizada que, cuando se expone al aire, actúa como sellador y aislante. Con una infusión de analgésicos y antisépticos, el botiquín puede tratar las heridas y eliminar una variedad de condiciones adversas, incluyendo las quemaduras y el veneno."
TacticalText="<Bullet/> Un botiquín puede restaurar <Ability:MEDIKITPERUSEHP/> de salud a un aliado.\n<Bullet/> Un botiquín se puede usar también para quitar los efectos del fuego, ácido y veneno de cualquier soldado.\n<Bullet/> Un botiquín se puede usar para estabilizar a un soldado que se está desangrando.\n<Bullet/> El botiquín solo tiene una carga, y si se usa en aliados, tiene que estar en una casilla adyacente (a menos que se use un GREMLIN).\n<Bullet/> Llevar un botiquín concede inmunidad al veneno.\n<Bullet/> No se puede usar en aliados robóticos."
XpanD Aug 26, 2021 @ 1:49pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, love me some utility items.
Snipe Jun 15, 2021 @ 11:40am 
I don't know if I could ever manage without this beautiful mod. Used it for years and money is always tight and not have to use your precious supplies on Medikit's and grenades etc. it's a savior. Thank you.
Иваныч Apr 16, 2021 @ 10:41pm 
It would be great if you make a setting or a separate mod so that items are purchased as usual, but they would not end on missions. )
Rtma Eros Paragon Dec 28, 2020 @ 5:22am 
By the time you get Predator Armour, Medkits are a must and trivialise Poison attacks. :3
hellcry May 22, 2020 @ 9:44am 
This mod works ok on wotc, i never had any problems with it, make sure you don't have a mod conflict
Dust the Regulus Dec 29, 2019 @ 11:21am 
Or rather while I would wish it would work on an existing save, it just doesn't.
Dust the Regulus Dec 29, 2019 @ 11:20am 
This isn't working for me. Removes all traces of smoke grenades, flashbangs and medkits and I can't select them at all.
Snipe Nov 7, 2019 @ 6:30am 
Love the mod. I might be rare but I like using the smoke grenade and now I have as many as I want. Thanks.
Marcus Oct 3, 2019 @ 2:11am 
just to put things right unsubed and then resubbed to it and its working!
Marcus Oct 3, 2019 @ 2:10am 
if you play on the hardest setting the tutorial is disabled by default, so you cant use this mod.
Snipe May 29, 2019 @ 12:16am 
@Charlemagne -- Same problem here. I wasn't sure which mod but now I know.
Cyrias May 24, 2019 @ 6:01pm 
I just got into Xcom as a whole and tried to use this mod and im not getting it to work at all.
djconner Jan 19, 2019 @ 8:01am 
I really like this mod. Like a lot of people, I hardly ever use smoke, and I usually buy a single flashbang over the course of a game. I particularly like (which I didn't know before) how smoke doesn't count as a "grendade," so you can, e.g., put one as the 3rd item for a Grenadier before you have something more useful to put there.
Charlemagne Jan 3, 2019 @ 6:41pm 
You should add a warning that the Medikit that you buy from Shen should NOT be equipped by soldiers (the one with a [!] ). The infinite medikits are found scrolling down. Equipping the Shen medikit causes the game to get stuck in the soldier equipping interface. Took me a while to figure out what was the problem, I was already considering dumping the mod.
Udaya  [author] Dec 20, 2018 @ 3:34am 
@「 LiTe Em uP 」Nope, as that is not a starting item.
「 LiTe Em uP 」 Dec 20, 2018 @ 1:42am 
so i guess it doesnt make stuff like battle scanners infinite??
Soory Charlie Nov 11, 2018 @ 12:45pm 
@Udaya Yes, it's working now! Thank you!
Udaya  [author] Nov 7, 2018 @ 1:37pm 
@YemenLemon @Honey Badger @Sorry Charlie
I updated the mod in the hopes of increasing compatability, so perhaps you can try using it again to see if it works?
Udaya  [author] Oct 28, 2018 @ 6:56pm 
@Sorry Charlie Yes, Smoke Grants Concealment [WOTC & Vanilla] overrides two of the same Smoke Grenade templates that this mod changes to make infinite. It's likely that this conflict may have been causing my mod not to work.
Soory Charlie Oct 28, 2018 @ 6:27pm 
@Udaya Could "Blind removes dodge WotC," "[WotC+Classic] Reliable Smoke," or "Smoke Grants Concealment [WOTC & Vanilla]" conflict?
Udaya  [author] Oct 28, 2018 @ 3:53am 
@Sorry Charlie I'm not sure what could be causing that issue since this mod works just fine for me and many other subscribers, but I wouldn't be against trying to troubleshoot why it doesn't work for you. My buest guess is that some other mod you're using overrided the two classes I modified in the creation of this mod. That isn't apparent in searches, unless you're using the AML.
Soory Charlie Oct 28, 2018 @ 1:18am 
I just can't get this mod to work. I've moved it to the top and the bottom of my load order. I searched for "X2Item_DefaultGrenades" in my workshop folder, and only got hits in the source folders for legacy added aliens, mods I don't even have active. I've also tried starting yet another new campaign. Nothing seems to work.
Udaya  [author] Oct 12, 2018 @ 5:11pm 
@Lux Manifestus After checking out those two mods, it doesn't seem like they'll conflict with this one. Considering that they don't edit the same templates nor override the class in question, no issues should occur.
Lux Manifestus Oct 12, 2018 @ 4:32pm 
@Udaya, Thanks for your help. The other mod I want to play with is Experimental Item Unlock. It also shares a subcalss with another mod which the author is in the process of updating for WOTC: Covert Ops Armor. Thanks.
Udaya  [author] Oct 12, 2018 @ 4:25pm 
@Lux Manifestus When two mods make a subclass of the same class, it doesn't mean that they automatically conflict. If you could tell me what mod you're using in addition to this, I'll let you know whether it's conflicting or compatible. As for modifying exclusively .ini files in my mods? Only 2 of my mods actually do something that simple, and this isn't one of them.
Lux Manifestus Oct 12, 2018 @ 4:11pm 
Is this mod simply a modification of game .ini files? If so, could you tell me which ones are modified? I have another mod that edits the X2Item_DefaultGrenades file and I'd like to use both. Thanks!
Udaya  [author] Sep 13, 2018 @ 2:05pm 
@Honey Badger I see. I'm afraid that I won't be of much help to you unless I get a definitive modlist. Aside from that, you could go to your XComGame folder and clean out the Config.
Honey Badger Sep 13, 2018 @ 1:57pm 
I've looked but I can only see your mod with X2Item_DefaultGreandes in it :/
Udaya  [author] Sep 13, 2018 @ 1:28pm 
@Honey Badger It's hard for me to say, really. I haven't seen many mods that change the strategy element of these two grenades. If the mod uploader named their files accordingly, it's probable that you could go in your 268500 folder and use CTRL + F to find X2Item_DefaultGrenades_(...)
Honey Badger Sep 13, 2018 @ 12:35pm 
Hm, do you know any mods that may cause that? I'm not sure if I have anything that may conflict.
Udaya  [author] Sep 13, 2018 @ 12:32pm 
@Honey Badger It's possible that you have another mod that changes X2Item_DefaultGrenades, which might overtake my mod's effect on the Flashbang and Smoke Grenade being infinite.
Honey Badger Sep 13, 2018 @ 12:02pm 
So this sortof works

I get infinite medkits, but not smoke and flash grenades, as I have to make them
Udaya  [author] Sep 2, 2018 @ 6:13am 
@YemenLemon Probably. I might be able to give you a more detailed analysis of what it could be, but you should clean out your config and download the AML so you can see your modlist easily.
Yemen of House Lemon Sep 1, 2018 @ 10:06pm 
not sure why, but this didn't work for me, maybe a conflict. It gave me zero medkits, and I wasn't able to build any either
Azzla Aug 31, 2018 @ 10:06am 
Simple, sensible, and effective. I would not otherwise consider even using smokes, let alone purchasing them. I do generally buy a single flash and a single medkit per campaign, but this will free up a wee bit of funds for use upgrading the other equipment I mod in. Cheers!
Jess Aug 31, 2018 @ 9:38am 
I want to squeal.
Udaya  [author] Aug 30, 2018 @ 6:20pm 
@Korbis Excellent point! I like your idea about doing that with LW Classes and Perks since it's not feasible to always choose Snap Shot on them just to fire with one action point, and a utility pistol would solve that. An entire secondary weapon shouldn't be wasted, after all.
Wet Dog Squad Aug 30, 2018 @ 5:09pm 
Worth mentioning that if you want utility pistols, you can go grab the utility secondaries mod and comment out everything but pistols in the .ini. That's what I did, and it makes the sniper class from the LW2 Class Pack less likely to die horribly.
Lux Manifestus Aug 30, 2018 @ 1:25pm 
Thank you