XCOM 2
FragCannon -Primary Grenade launcher
37 Comments
Kinsect Apr 28, 2023 @ 9:18pm 
Is this compatible with Covert infiltration/Prototype armory?
INTRA VERT Aug 18, 2022 @ 12:22pm 
Can you plese make similar mod with Iridar's Rocket Launchers? So they become primary weapons
endersblade Nov 26, 2020 @ 11:23am 
@MightNight a bit late with the response, but I believe it's Primarylauncher.
MightNight Jun 29, 2020 @ 10:54pm 
What is the name given to the weapon in order for me to give it to the character by default?
I.E:

+Loadouts=(LoadoutName="Skirmisher",Items[0]=(Item="***WEAPON NAME***_CV"),Items[1]=(Item="wristblade"))
endersblade Feb 17, 2020 @ 7:09pm 
Giving XCOM 2 another go, going through my mods to see what's updated...is this still incompatible with RPGO? If you're still modding, can you pretty please talk to Musashi to find out what needs to happen to make this work with RPGO?
Digan Oct 7, 2019 @ 6:48pm 
Yeah im getting same thing , RPGO seems to not like ur mod mate, Cant launch Granades with this ;/ which is a shame since its a really cool weapon, can you take a look into this?? its super usefull weapon but cuz of that whole Not being able to launch granades i dnt wnna use it :( feel like it stops being as usefull cuz of it X_X
endersblade Aug 20, 2019 @ 4:37pm 
So I just started a new game after painstakingly uninstalling and reinstalling ALL of my mods, disabling some that I never use, cutting down as much as I can. With this fresh install, still having an issue with this mod.

I have a perk that grants an acid grenade on every mission. I can launch that with the grenade launcher. However, I can't launch any of the Frag grenades I'm carrying. I wonder, is it specifically that they can't launch them from the 'grenade' slot? I will try testing it without putting a grenade in that slot, but just in a utility slot, and see what happens.

It's REALLY disappointing, because I want this mod to WORK!
Alterd-Rushnano  [author] Jun 25, 2019 @ 5:05pm 
To be honest, I'm pretty ignorant of the RPGO system. For this you need modder's professional advice, which is often used in that mode.
Alterd-Rushnano  [author] Jun 25, 2019 @ 5:04pm 
@endersblade
Oh my, my mode does not support RPGO by default ... :-(
endersblade Jun 25, 2019 @ 4:06pm 
I can't launch ANY grenades. I've equipped Acid, Incendiary, Frost, Frag, Plasma, Flashbang, Smoke and Heal grenades, and every single one of them gives me the "Weapon not compatible" error. I did notice however that if I unequip the Frag grenades, I get a one use 'launch frag grenade' ability.

I'm using RPGO - is that the problem? The "Universal Soldier" class can equip it, but again am unable to launch grenades with it.

https://imgur.com/a/GXUXAws
Alterd-Rushnano  [author] Jun 24, 2019 @ 1:28am 
@endersblade
Sorry for the delay. First, I designed FragCannon to be a common grenade launcher.
(AbilityName="launchgrenade", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)


...By the way. When I tested it, I launched a grenade without any problems! This is strange. I'll check it out.
endersblade Jun 24, 2019 @ 12:43am 
Started a new game, fresh config, built a Frag Cannon and equipped it to a soldier. Put a frag grenade in the utility slot. Got into combat. Can't launch the frag grenade, it says weapon is incompatible. Unlocked grenade slot, put the frag grenade in it, went into combat with the same issue: Weapon is incompatible. So this weapon can't launch frag grenades? I mean, I get it, that's supposed to be its primary attack and all. Just a little weird.
endersblade Jun 1, 2019 @ 2:52pm 
Love this mod!

Had a question though, for anyone in general: What needs to be changed, not necessarily in this mod, to allow me to equip this as a main weapon and the grenade launcher gauntlet? I want this as a primary weapon for just explody things, and the nade gauntlet for things like the frost grenade. But the game says I already have a nade launcher equipped when I try to equip the nade gauntlet. (Note, I am NOT talking about the actual Gauntlet with the rocket + flamer, I'm talking about the wrist-mounted grenade launcher added by another mod.)
☽Orion☾ Apr 13, 2019 @ 4:30am 
I like the idea, but don’t like the fact that the weapon cannot be reloaded and it directly depends on the explosives carried by the soldier ... no, this is logical, but ... still strange))
Strange, because what's the point in a soldier who in the middle of the battle is completely without ammunition and becomes useless cannon meat?:vahlen:
Daniel_USA Mar 30, 2019 @ 4:04am 
I understand now. If you want to add reload to this gun you need to give reload to your class.

for example in RPGO there is a universal soldier class. Add that text into that ini or make a new ini that adds that.
Daniel_USA Mar 30, 2019 @ 4:01am 
What ini file do I add the code to give the gun reloading without having to redo the entire code in the SDK?
Ron Burgundy Feb 18, 2019 @ 7:56am 
How to build it not showing up ?
theshadowscythe Feb 16, 2019 @ 3:13am 
Do I need to add an ini change at all to make this weapon compatible with the skirmisher heavy class mod?

Asking because I WANT TWIN GRENADE LAUNCHERS.

That is all.
Azuriah Feb 15, 2019 @ 2:12am 
I have enabled the weapon to be used for all of Soldier Template with RPGO. However when trying to launch a grenade, it says Weapon Incompaitble, any fix for this? ( I am not using a Skirmisher)
B0atsMcG0ats Feb 13, 2019 @ 12:52pm 
@viper
Check the ClassData of the Skirmisher Heavy. It should already be allowed to use Grenade Launchers, and if you have a mod that allows for them to be used as a Primary Weapon, it should work. If not, add this to the relevant ClassData.ini:

+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="grenade_launcher")
Viper Feb 12, 2019 @ 11:54am 
oh god if this works with the skirmisher grenadier custom class im gonna rain death
∑3245 Feb 11, 2019 @ 5:04pm 
primary mgl/china lake/m79 wyen?
B0atsMcG0ats Feb 11, 2019 @ 3:28pm 
@IOException
I would think anything that works on standard Grenade Launchers would work for these. I haven't looked at the ini yet, so I don't know how these are classified.
Cypress, Master Spy of IKEA Feb 10, 2019 @ 4:21pm 
Now THIS sounds awesome. Especially if used in conjunction with the Jetpacks. Dynamic Deploy two Skirmishers with these; have them rain absolute Hell, then extract out of there with their jetpacks. Giving this a run!
IOException Feb 10, 2019 @ 1:08pm 
Curses, and here I was about to release a grenadier-like Skirmisher class mod. :-) This sounds way better! Mind if try buidling a class mod around this new weapon?

I'm no coder mind you, so I can't make new skills, just use pre-existing ones. Might you know which skills work for the vanilla WOTC game? And is that a grenade-only slot?
keyofrage yt Feb 10, 2019 @ 12:14pm 
YE WE JUST NEED SOME ONT TO CREATE A DEDICATED mine launch sorry for the caps didnt realize untill it was too late
James Romero Feb 10, 2019 @ 11:28am 
im close to getting a demoman class~ keep it up
Nicious Feb 10, 2019 @ 8:33am 
Best mod ever I waited for a long time.
B0atsMcG0ats Feb 9, 2019 @ 10:49pm 
I feel like the limited charges work pretty well, because it forces you to think outside the, admittedly rather open, box the Skirmisher normally sits in.
NightNinja54 Feb 9, 2019 @ 5:39pm 
```Brendon's ```
lmao
endersblade Feb 9, 2019 @ 1:25pm 
Or you could just edit the ini to change the amount of ammo the thing gets. Easier than dealing with the SDK and all of that. Sure, that means you could essentially have a gun that has infinite ammo and never NEEDS to be reloaded, unlike normal weapons, but it's the easier solution.

It's also criminal that Firaxis never made a T3 'nade launcher...the model that InternetExploder made is so absolutely perfect. I use the original mod for the normal 'nade launcher.

Anyway, awesome mod, definitely going to give it a shot!
Skarsatai 2.0 Feb 9, 2019 @ 8:23am 
works like a charm. where to put this line? AbilityType=(AbilityName="Reload", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
DerBK Feb 9, 2019 @ 4:31am 
Oh, smart! That's an excellent workaround.
Alterd-Rushnano  [author] Feb 9, 2019 @ 4:27am 
@ DerBK
Oops. I did not know. If so, I'll have to edit the details below.
This weapon can not be reloaded. - In any way ....

I have designed the FragCannon so that it can not be reloaded unless there is a special situation. If you want to reload this, you will have to give your class a reload skill.



(AbilityType=(AbilityName="Reload", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon)), \\
This is the only way to reload this weapon by modifying the ini file.
DerBK Feb 9, 2019 @ 4:12am 
Just modifying the .uc is not going to be enough, you will also need to compile it in the SDK.

This is true for all .uc files, they are not actually used by the game, the SDK puts their content all into a big .u file in the Script folder(that also can not be edited directly).

The only things you can edit 'on the fly' without the extra step of going through the SDK are the ini files in Config and the localization files.
Alterd-Rushnano  [author] Feb 9, 2019 @ 12:06am 
@tomomi1922
Simple. modify the UC file of this mod.
Inside X2Item_Primarylauncher.uc is the code for the FragCannon item. You just paste the following code into each item.


Template.Abilities.AddItem('Reload');
Aaewen Feb 8, 2019 @ 11:46pm 
Is there a way to make them reloadeable? It is a bit overpowered, but really fun. I often worry about the limited charges that I always save up, and often never get to use them.