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b) will it have the brigadier rank, pistol row or LW-style xcom row... no, not without editing the config
c) a LWotC design-focused similar alternative is Kiruka's Arsonist
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
If not you can use the command AddItem xxxTEMPLATENAMExxx to add each chemthrower ((might need to use WeaponSkinReplacer's WSRAddItem command instead - it's more powerful than the base game version))
The Template name is MZImmolator_ and then the suffix CV/MG/BM depending on tier
Is it possible to upgrade chemthrower midgame? And I have already researched cannon beam and upgrade them... Any code, or any cheat line for this? :)
Either way, it is controlled by the localisation files, XComGame.int, feel free to edit it in any decent text editor (like notepad++ or VSCode)
For the standalone Commanders Choice mod?.. not a clue, I don't use it.
So you would get a better answer by asking Mitzruti over on that mod... but I don't think they apply to the UBFT
What is inconsistent about the canister ? The visuals are known to glitch out sometimes, but the game-play effects should always work in my experience
Yes, go into the XComMZChemthrower.ini config file and change the following lines to false;
ThermalShock_CrossClass
UnstableReaction_CrossClass
DissonantEnergies_CrossClass
Abilities=( (AbilityName="MZThermalShock"), \\
(AbilityName="MZUnstableReaction"), \\
(AbilityName="MZDissonantEnergies")
Every single Soldier in my Rooster got the Thermal Shock Perk and some got Dissonant Energies on top of that.
Hopefully it works out, i'm using your chemthrower addon so i will be able to use and test out that canister whatever/if it comes out ^^
I can possibly attempt the multi-can idea, and if I managed that it would go into my Chemthrower Addons mod. I'll also pitch the idea to Mitzruti, and if he can do it, it'll go into the base mod :)
Although this mod prominently uses the weapons is it just the class framework.
But yeah, i don't think i can install the dedicated pistol slot mod unfortunately, seems to be incompatible with like 3 mods i use.
A option to have limited-range cans as utility items could be interesting, i mean i personally prefer the multican idea, but i could see the utility-item cans being a good middle ground between 1 can effect and all of them.
Equipped this way the canisters overlap/clip like crazy but it does give you both effects.
A 'multican' would be a cool idea though.. like half range, but a quick 'one-shot' of any type of damage....
i was wondering if there's a way to allow soldiers to carry multiple canisters? maybe using the utility sidearm mod? though i'm not sure how it would work with all the different canisters and such.
I know that would 100% break balance, but it would be fun to have one flamethrower guy be able to shoot any type of damage.