XCOM 2
Immolator + Chemthrower Abilities
296 Comments
Kurvek Mar 2 @ 12:40am 
@Yushiko67 You can add the Immolator/Chemthrower to your LWOTC classes by going to LWOTC's config file, opening XcomClassData and pasting ' +AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="chemthrower") ' In each classes Class data right below +Squaddieloadout='ClassNameHere'
Saul Jan 21 @ 11:57pm 
Is anyway to increase aim in nearby and decay with the distance increase?
Tylenol Addict Jan 8 @ 12:45pm 
Question in regards to this add-on is it a character class that is teachable in the GTS as it seems that I am unable to do so or is it sub classes?
PoisonClaw Dec 31, 2024 @ 4:51am 
Would it be possible for you, mod creator, to make a PGO bridge for this mod? I heavily dislike randomness for stuff like this and am simultaneously very confused by basic modding stuff. If it would be to annyoing for you, its fine. Have great time either way ^^
Archmage MC Dec 26, 2024 @ 10:46pm 
Why do these have a chance to miss with how low their range is? LW flamethrowers can't miss and do more damage with twice the range. This class kinda feels useless.
Leokosta Dec 2, 2024 @ 8:37am 
Hello. I have the pics problem on these items on Engeneering: Advanced outrider frame, Advenced Sentinel Frame , Basic Fuel computer , Basic Outrider frame , Basic Sentinel Frame.
The immolator mods related I have are: [WOTC] Immolator Overhaul , Immolator + Chemthrower Abilities, [WoTC]SPARK Flamethrowers and [WOTC] Iridar's SPARK Arsenal.

Thank you


https://pasteboard.co/pzOXErN1TuiS.png
RustyDios Nov 11, 2024 @ 3:09pm 
This is a known issue. There is currently no fix.
RustyDios Oct 19, 2024 @ 10:27am 
iirc ModJam has specific classes that can use the chemthrower, namely the Arsonist
Yushiko67 Oct 18, 2024 @ 6:31pm 
Well idk what happend, i just installed LWOTC mod jam and this mod was on it list. It actually adds immolator to my game but i can´t give it to any of my soldiers, any idea?
:ftired:
glenn3e Aug 27, 2024 @ 4:49am 
Okay Third tier Immolator is gotten from Storm zgun research. Which seems wrong since second tier is gotten from Cannon research.
JKingJ Aug 26, 2024 @ 7:12pm 
Can confirm the specialty slot is now working. Thank you @Mitzruit!
glenn3e Aug 26, 2024 @ 5:53pm 
How do you get a third tier Immolator? i have the advanced one and already have Beam Cannons but it doesn’t not show up to produce at the Proving Grounds. I am using Covert Infiltration mod, amongst other things.
Mitzruti  [author] Aug 24, 2024 @ 9:04pm 
Good News: seem to have fixed it.
Mitzruti  [author] Aug 24, 2024 @ 7:13pm 
I've mucked about with adding some other logging, and it seems that they're somehow failing to get put in the correct slot (logs says they're in eInvSlot_Unknown).

...the bad news is i have no idea why that's happening.
JKingJ Aug 22, 2024 @ 2:47pm 
When I equip a smoke canister in the slot it gives me this instead:

[0870.48] MitzrutiPerkPack: Corvus Enrath validating MZaux Slot. Unit has slot: True , slot contains item: MZSmokeCanister
[0870.48] MitzrutiPerkPack: Corvus Enrath has MZaux Slot, because they have a matching Ability: MZ_Slot_Canister on an equipped Item: AdventPurifierArmor in slot: eInvSlot_Armor
JKingJ Aug 22, 2024 @ 2:43pm 
It appears to not register the equipped chemthrower OR it thinks that a canister is still equipped in the secondary slot despite it being occupied by a combat knife.
JKingJ Aug 22, 2024 @ 2:42pm 
Okay so I turned on logging. I bought some new canisters. And I equipped my soldier a chemthrower in primary and a combatknife in seconday. When I tried to equip poison canister this is what the log spit out:

[0420.73] MitzrutiPerkPack: Corvus Enrath validating MZaux Slot. Unit has slot: True , slot contains item: MZPoisonCanister
[0420.73] MitzrutiPerkPack: Corvus Enrath has MZaux Slot, because they have a matching Ability: MZ_Slot_Canister on an equipped Item: AdventPurifierArmor in slot: eInvSlot_Armor
[0420.73] MitzrutiPerkPack: WARNING Unit has a canister equipped in the MZAux Slot, but they either do not have a chemthrower, or have a cansiter elsewhere. Unequipping the item and putting it into HQ Inventory.
[0420.74] MitzrutiPerkPack: Corvus Enrath has MZaux Slot, because they have a matching Ability: MZ_Slot_Canister on an equipped Item: AdventPurifierArmor in slot: eInvSlot_Armor
Mitzruti  [author] Aug 22, 2024 @ 10:18am 
If you go into the PerkWeapon.ini, there's a bLog option under the MZAuxSlot header that can be turned on to make it log *something* whenever it removes something from the slot. it'd help to know which error it's tripping.
JKingJ Aug 21, 2024 @ 2:36pm 
Just tested if buying new canisters would also work for me, but alas no.
RustyDios Aug 21, 2024 @ 2:06pm 
Also canisters in the slot do not show up on the pawn
RustyDios Aug 21, 2024 @ 2:05pm 
Although weirdly if I buy NEW canisters after adding the slot, those seem to work fine?
Maybe it's something to do with some "legacy" canister Item states ?
RustyDios Aug 21, 2024 @ 2:00pm 
Yeah, confirming this too
JKingJ Aug 21, 2024 @ 1:51pm 
And like I said, the smoke and blast canisters equip just fine. But no other canister will go into the specialty slot.
JKingJ Aug 21, 2024 @ 1:49pm 
Yes. I'm using amalgam's phoenix primary spec, which uses a chemthrower.
Yes, I have a combat knife equipped in the secondary not a canister.
I added the perk to the purifier armor from the reverse-engineer mod series (where you can allow your soldiers to wear ADVENT armor).
Like I said, it gives me the slot, and allows me to select the canisters, but after the equip animation and sound go off the canister is not equipped.
RustyDios Aug 21, 2024 @ 11:08am 
Are you 100% certain your primary is a Chemthrower, and no other canister is in any slot?
How did you get the perk allowing the slot?
JKingJ Aug 21, 2024 @ 10:00am 
To provide more information, it allows me to select the canister and try to equip it, but immediately removes it after equipping.
JKingJ Aug 21, 2024 @ 9:57am 
@Mitzruti I'm having an issue with the specialty slot provided by MZ_Slot_Canister (Thermotechnician).
It refuses to accept any canisters other than Smoke and Blast.
I've tried Bitterfrost, Bluescreen, Flame, Medical, & Toxic Gas canisters but the slot will not accept them.
I don't have a canister equipped in the secondary slot so this isn't an issue of only being able to have one canister at a time.
Could you please check out the specialty slot and see if something is broken there. Thx.
Mitzruti  [author] Aug 9, 2024 @ 7:27pm 
@LordDeTracy
That log comes from Multiple Faction Soldier Classes. but since it doesn't log a completion, it's entirely possible that something else that didn't bother to log anything is crashing.
you might test mods that updated around the time it stopped working.

otherwise, i got no idea.
LordDeTracy Aug 9, 2024 @ 3:09pm 
Mitz, I added you cause im hoping you can help me out. I am trying to start up my game but it crashes. The AML log shows this: [0075.08] DarkXCom: DArk XCOM: building chips and blueprint
[0075.43] ScriptLog: MFSC: Patching schematics <---- what is this?
[0075.98] Log: Crash Detected: Dumping
I thought it might be [WOTC] Multiple Sitreps 2.0: Guaranteed & Categories or Multiple Faction Soldier Classes but ive removed them both just to test it and still get the error. (also tried it without MOCX)
Skit Aug 1, 2024 @ 4:28am 
Are the medical canisters supposed to set my team on fire?
RustyDios Jul 22, 2024 @ 8:42am 
Easiest way.. you need this mod and a supporting class like Arsonist (by Kiruka)
bondrewd Jul 22, 2024 @ 7:59am 
sorry im kinda dum and dont know how to enable flamethrower for my playthrogh. i play LWOTC and it might have messed with allowed weapons
B O N K !! May 28, 2024 @ 12:50pm 
Hey! Awesome mod, thanks for making this! Not positive that this mod is the cause, but the sound effect when using chemthrower suppression is EXTREMELY loud. I'm going to mess around with the ini files and see if I can find the cause, but wanted to share the info here. Thanks again!
Kawapatch May 16, 2024 @ 7:09am 
Hello! I wanted to ask/confirm if it's possible to disable the weapon upgrade proving ground projects via the config? I had a look through and couldn't find anything that serves as a definitive toggle (I may be blind so fair warning haha). If it can't be done in config, could proving ground project templates be removed via another mod? Not aware of any off the top of my head, unless something like Iridar's Template Master is capable of doing that? Cheers for any help in advance!
Langollion May 14, 2024 @ 11:41am 
Hello Rustydios, thank you for your quick response. No problem, the damage still works as it should.
Thanks for the great mod!!
RustyDios May 13, 2024 @ 4:35pm 
Currently there is no fix. There either work/animate or they don't.
It's suspected to be a map issue.
Langollion May 13, 2024 @ 2:11pm 
Hello everyone, I've read through all the pages several times, but couldn't find how to fix the missing animation on the canisters. Can someone please explain this again?
Soulfire72 Apr 5, 2024 @ 2:52am 
I find the Fumigate ability (that removes DoT effects) doesn't function correctly with the Quickburn ability when using an Arsonist, as it still uses up an action when it's supposed to be a free action. Is there a way to make Fumigate work with Quickburn? Playing LWOTC Mod Jam
Mask Mar 11, 2024 @ 9:00am 
I checked the mod, it is referenced as "chemthrower" which is the same as the class' primary weapon. I didn't understand what to change. Can you help?
Mitzruti  [author] Mar 4, 2024 @ 11:24am 
@Mask
you have iridar's immolator thing that adds the flametorch as the starter chemthrower?
most likely cause is that mod class loadouts still have the original one, so one is being added to their inventory every time the default loadout is applied.

to fix, head into the class mod's config and change the loadout to instead reference whatever the flametorch's template name is.
Mask Mar 4, 2024 @ 9:44am 
Yes, I have Musashi's Mod Fixes. Still couldn't figure out when or why this is happening.
XpanD Mar 4, 2024 @ 8:40am 
Are you using Musashi's Mod Fixes? You may have a mod that needs that installed on top. (its page only briefly mentions weapons, but from what I remember it fixed some dupe issues with the mods it targets as well)
Mask Mar 4, 2024 @ 7:07am 
Got something weird going on for me. Immolator is adding up in my inventory on its own for some reason. I now have 15 immolators, didn't build any. xD
Diedn'tgo Jan 11, 2024 @ 9:27pm 
The Medispray ability is not usable and does not appear in missions when learned by a soldier. It also prevents any medikits the soldier has from being used to heal others.

However, if I use the console command GiveAbility MZMedispray I am suddenly able to see and use the ability as normal, along with any extra charges gained from equipping medikits
CaptainSnafu Nov 10, 2023 @ 11:04am 
MZMedispray doesn't show up in battles
Prowler Oct 16, 2023 @ 1:31pm 
What if you modded each of the flamethrower items to give a +200 to aim or something ridiculous like that?
Toyvendor Oct 7, 2023 @ 1:59pm 
thanks for the response man, appreciate all your work.
RustyDios Oct 7, 2023 @ 12:59pm 
It can't be changed in this mod. They may cover a cone area but each unit in the cone has a standard hit calculation/aim. So improve the aim of the soldiers using the weapon and you'll get better results ...
Toyvendor Oct 7, 2023 @ 12:26pm 
any body know what lines to edit so they dont miss? Quite painful to flank a group of chryssalids or lost and have it only kill one enemy out of a group.
RustyDios Oct 1, 2023 @ 12:40pm 
Yes, unless you have the perk that negates Friendly Fire ....