XCOM 2
[WOTC] Open Class Weapon Restrictions
118 Comments
SinnerSmile Jan 31 @ 7:49am 
Ah, thats a shame. I tried scavenging rpgo files, but am not sure where and how to make those tweaks, I guess gonna ask in RPGO thread, thanks!
Iridar  [author] Jan 31 @ 6:44am 
This mod wouldn't be able to affect weapon restrictions in RPGO, you need to tweak RPGO for that.
SinnerSmile Jan 31 @ 6:01am 
Hi! Using RPGO and Psionics Ex Machina. With weapon restrictions in RPGO - I cant give soldiers psi amps, was hoping to use this mod (the config version of it) to fix it.
Added
+GRANT_WEAPON=(GrantWeaponType[0]="psiamp", Slot[0]=eInvSlot_SecondaryWeapon)
To the ini config
No luck :(

Any ideas?
Tal'Raziid Jul 14, 2024 @ 8:01am 
Okay thank you for confirming
Iridar  [author] Jul 14, 2024 @ 2:15am 
@Tal'Raziid
This mod will do anything only if you or some other mod provide configuration for it.
Tal'Raziid Jul 13, 2024 @ 8:36pm 
I see that this says it doesnt do anytihng by itself but i wanted to verify. This does -literally- nothing on its own? doesnt go around unlocking all weapons for all classes, more or less?
Dragon32 Apr 20, 2024 @ 9:51am 
@DeBlue
A semi-colon in front of a line will comment it out, the game will ignore it.
DeBlue Apr 20, 2024 @ 9:37am 
I'm confused how to get this to work with RPGO. I have set it as such, and neither works?

;+GRANT_WEAPON=(AllowedWeaponType[0]="shotgun", GrantWeaponType[0]="SMG", Slot[0]=eInvSlot_PrimaryWeapon)

; Any class that can use either Pistols or Autopistols gets access to both.
;+GRANT_WEAPON=(AllowedWeaponType[0]="pistol", AllowedWeaponType[1]="sidearm", GrantWeaponType[0]="pistol", GrantWeaponType[1]="sidearm")
Zarkx Mar 10, 2024 @ 11:54am 
add lightsaber may be :p
danhtai Jan 13, 2024 @ 10:54pm 
nah forgot that i just going to fuck it up
danhtai Jan 13, 2024 @ 10:48pm 
so how can i give my magi psi blade
Iridar  [author] Dec 22, 2021 @ 9:18pm 
@Wet Dog Squad
I don't know what ITM is. Template Master? Neither this nor that mod can do what you want, though it's possible in general.
Wet Dog Squad Dec 22, 2021 @ 7:47pm 
Is there a method to add allowed weapons to soldiers with specific abilities, or will I need to use ITM for that? I would like to allow soldiers with the One Good Eye ability to use the Assault Rifle so I can change Denmother's class to one that doesn't have AR support while still allowing her (and only her) to use Assault Rifles, such as her signature weapon.
Scroller Aug 22, 2021 @ 6:21am 
@Iridar - Superb. Thanks for the fast response.
Iridar  [author] Aug 22, 2021 @ 6:20am 
@Scroller
It won't "conflict" no matter what you do.
Scroller Aug 22, 2021 @ 6:15am 
Am I understanding the description correctly, in that this mod would not actually conflict with RPGO by default?
⭕⃤📐Tr4wnet Nov 9, 2020 @ 11:32am 
@Iridar Is it possible in any way to make grenades have infinite uses in WOTC like in LW2 ? (or like frag grenades are)
Iridar  [author] Jun 24, 2020 @ 12:01pm 
@D-Lan
This mod can do essentially what this mod can do for secondary weapons as well.
D-Lan Jun 24, 2020 @ 11:50am 
Could anyone possibly point in the direction where I can essentially do what this mod does but for Secondaries?
MightNight Jun 24, 2020 @ 7:14am 
Ok so it was True Primary Weapons. Musashi fixed it in a split second and now it works just fine.
Thanks for pointing me in the right direction @Iridar!
MightNight Jun 24, 2020 @ 6:03am 
@Iridar Yes sir I have tried disabling it, but to no effect. I will dig in into True Primary Secondaries and see if something is up there. Thanks!
Iridar  [author] Jun 24, 2020 @ 5:52am 
@MightNight
Have you checked if that still happens with this mod disabled? Class weapon restrictions are *normally* adjusted via XComClassData.ini, but some mods can bypass them altogether, I believe that's how True Primary Secondaries work, unless that was changed.
MightNight Jun 24, 2020 @ 1:35am 
So I have done a recursive search for every "XComWOTCOpenWeaponRestrictions.ini" that is adding either a primary/secondary sword to a class when they only have one of them equipped. (I.e. in the class restriction I only have it to possess a primary sword, but not a secondary one...but it also gives me secondary swords). I couldn't find anything related to swords unfortunately so I was wondering if you knew which mod might be causing that? My initial though was your dual melee weapon mod of yours since you have the dual pistols mod set up with "XComWOTCOpenWeaponRestrictions.ini", but there is no such file in there :O
Iridar  [author] Apr 22, 2020 @ 11:52pm 
@TheJokerofSocal
Correct.
JokerofSocal Apr 22, 2020 @ 7:08pm 
So if I'm understanding this right, this mod doesn't autoconfig it to allow all weapon types, you have to do it yourself?
ssomchay85 Apr 18, 2020 @ 10:46am 
What would you say Yes to?
Iridar  [author] Feb 15, 2020 @ 7:30pm 
@Zastaver
No.
Zastaver Feb 15, 2020 @ 2:55pm 
so is there a pre configured version of the config file for this that unlocks everything for everyone?
Iridar  [author] Feb 7, 2020 @ 1:37pm 
@CuddliCalf
No.
Bearoness Feb 7, 2020 @ 1:03pm 
Does this mod add a standard pistol shot ability to pistols?
Iridar  [author] Jan 31, 2020 @ 4:42am 
@romrojal
No idea, but in principle, this mod doesn't do anything you can't do through .ini editing, so probably not?
RomRojal Jan 30, 2020 @ 6:27pm 
would this mod be incompatible with the Cross Weapons Training Mod?
Iridar  [author] Jan 15, 2020 @ 4:35am 
@CptnHappyTimePie
You can open the XComClassData.ini of the ABB mod to add a config line to allow a specific class to use SMGs, it's very straightforward, you can use existing config as an example.
CptnHappyTimePie Jan 15, 2020 @ 4:11am 
@Iridar I was hoping for some advice please?

I'm using this mod: [WOTC] Renamed SMGs Mod (Compatible with A Better Barracks) and have changed the weapon category from "rifle" to "SMG", meaning the SMGs will now be treated as their own weapon (instead of being treated like a rifle variant) via that mods INI as suggested.

I have both this mod, and [WOTC] Open Class Weapon Restrictions Config installed as well as ABB.

What line from the SMG mod would I need to add to the XComClassData.ini for the classes of ABB (specialist, scout, ranger, agent, saboteur) to allow them to use the SMG's?

Or, how can I do it with this mod / [WOTC] Open Class Weapon Restrictions Config becuaseI don't understand I'm sorry.

Again, any help would be greatly appreciated. Thank you
ArmoredCascade34 Oct 24, 2019 @ 11:40pm 
so do i need the config mod for this to work or can i just use this by itself as its a bit too advance for me and have no idea what im doing
Iridar  [author] Oct 24, 2019 @ 10:51am 
@SoupierGalaxy3
The mod will not do anything unless you configure it. Please read mod description.
ArmoredCascade34 Oct 24, 2019 @ 10:41am 
no
Iridar  [author] Oct 23, 2019 @ 11:10pm 
@SoupierGalaxy3
Did you enter any configuration for the mod?
ArmoredCascade34 Oct 23, 2019 @ 9:19pm 
so i have this mod did the first mission got promoted and went to go an outfitted my guys but on my heavy it says cannot equip snipers some pistols and other weapons even the suit changing thing
Havoc Squad Sep 2, 2019 @ 7:16pm 
@Iridar
ah, that's sounds interesting. i'll check your mod as well as RPGO out. Maybe i'll find a way to get the customization option for the Commando class i'm looking for. thanks for pointing those things out
Iridar  [author] Sep 2, 2019 @ 6:52pm 
@Havoc Squad
Okay, that makes sense. It is possible to have empty slots in general, but the Secondary Weapon slot is not allowed to be empty. Which can be changed, of course, but that would require a separate mod.

RPGO solves this by adding an "Emtpy Slot" secondary weapon which can be used as a slot filler.
You could try to achieve something like that by using my Weapon Skin Replacer mod to change some equipment item so it is equipped in the Secondary Weapon slot, but doesn't add any abilities, and doesn't do anything by itself.
Havoc Squad Sep 2, 2019 @ 6:46pm 
@Iridar
i kinda understand why you're confused so let me try to explain it
the main reason i asked is because i wanted to play the Republic Commandos with no secondary weapon. on the other hand i was hoping to be able to play regular Clone Commanders with dual pistols, while both units are usind the Commando class. IF it would be possible to add an empty slot i would have gotten exactly what i was hoping for - one class able to played in two different ways simultaneously (no secondary and dual pistols). but you explained to me that it won't work the way i was hoping it would, because i can either have a secondary weapon OR no secondary weapon at all. and that is the response i was afraid of, because it forces me to change my plans for my upcoming playthrough

i hope this time i explained it better
Iridar  [author] Sep 2, 2019 @ 6:38pm 
@Havoc Squad
Then I don't understand your response. I explained how to easily do exactly what you want, and you're all like "I was afraid of that".
Havoc Squad Sep 2, 2019 @ 6:25pm 
@Iridar
don't worry, i did read the whole comment
Iridar  [author] Sep 2, 2019 @ 5:41pm 
@Havoc Squad
Read the whole comment, lol
Havoc Squad Sep 2, 2019 @ 5:37pm 
@Iridar
i kinda was afraid you'll say something like that. guess i have no other choice than to give them a pistol then, since i was planning on using the Commando class for some regular Clone Commanders as well, mainly those who use dual pistols. i know there's a Akimbo class for that, but i like the Commando class skills more......yeah. damn, but thanks either way. at least i know the answer now :)
Iridar  [author] Sep 2, 2019 @ 4:49pm 
@Havoc Squad
You can't add an "empty slot", it doesn't work like that.
You can, however, remove secondary weapon from a class. It's just one config line in XComClassData.ini. Look up how K's Officer class is set up, the version that only uses a primary pistol.
Havoc Squad Sep 2, 2019 @ 4:43pm 
i know this question might sound pretty noob-ish, but is there an option to change a ClassData.ini from a mod-related class so they don't need a secondary weapon?
the reason i ask is that i'm planning to do a vet playthrough with the Republic Commandos from Star Wars with the Commando class mod from Alpha115. And even though the claw as a secondary weapon is kinda nice, my RC's neither need those, nor any other secondary weapon. and before i try things that won't work at all, i wanted to ask if i can add the option for an empty secondary slot i.e. by adding "+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="none")"
would that work?
Iridar  [author] Jul 12, 2019 @ 12:29pm 
@Mad Dog
if you configure the mod to do so.
Mad Dog Jul 12, 2019 @ 12:07pm 
Will I be able to use the Skirmishers Bull-up Rife?