XCOM 2
[WOTC] Grenade Rebalance
57 Comments
Varric Jun 29, 2024 @ 11:29am 
Best grenade mod in the workshop imo. Love how highly configurable it is. Also, just to let people know, this works perfectly fine alongside ADVENT Avenger's Flashbang Blinds WOTC.
Profligate Feb 16, 2024 @ 7:28am 
I am using this mod as well as the Precision Explosives option. As a result it seems very difficult/impossible to remove cover with grenades. Is this intentional?
Bardagh Feb 2, 2024 @ 3:00pm 
Why not boost the damage of EMP grenades? Bluescreen rounds blow them out of the water, damage wise.
RedWaltz_01 Aug 26, 2023 @ 5:59pm 
lwotc compatible?
Lobuno Mar 6, 2022 @ 12:56pm 
@Pepperchini you can configure the mod to your liking in the mod's ini files. Everything is exposed.
minecraft with gadget Mar 4, 2022 @ 9:04pm 
I think this nerfs the grenade launcher a little too hard.
Iridar  [author] Oct 19, 2021 @ 10:08pm 
@MrCloista
Dunno, probably not.
MrCloista Oct 19, 2021 @ 8:16pm 
Is this compatible with Superior Explosives by Hot|3looded?
ZJwh5S May 19, 2021 @ 1:08am 
@Iridar

Ah gotcha. Did not know that.
Iridar  [author] May 19, 2021 @ 12:52am 
@ZJwh5S
Technically the minus line is not even required, I should remove those.
ZJwh5S May 18, 2021 @ 11:52pm 
@Iridar

Hi Iridar,

I would like to report that this line in XComGameData_WeaponData.ini:

-ACIDGRENADEM1_BASEDAMAGE=(Damage=3, Spread = 0, PlusOne = 20, Crit = 0, Pierce = 0, Shred=3, Rupture=0, Tag = "", DamageType="Explosion")

should be

-ACIDGRENADEM1_BASEDAMAGE=(Damage=3, Spread = 0, PlusOne = 20, Crit = 0, Pierce = 0, Shred=2, Rupture=0, Tag = "", DamageType="Explosion")

Also, I think all grenades could be buffed at least +1 damage. I find the damage on grenades to be very weak when playing with Precision Exploves + Grenade Scatter + Iridar's Scatter Mod.
Iridar  [author] Mar 5, 2021 @ 4:08am 
@Be Anti-Speciesist
@FreeHK&TaiwanNo.1(13Crusader13)
I don't like Superior Explosives mod, and I don't plan to update this mod with compatibility for it.
Be Anti-Speciesist Mar 5, 2021 @ 3:54am 
I am also curious about a Superior Explosives update to this mod.
Iridar  [author] Jul 4, 2020 @ 9:44am 
@Krazy_Kirby
For most grenades range is increased by the same 2 tiles, so overall launch range remains the same or longer at higher launcher tiers.
Considering the mod is just a collection of config tweaks, you can always edit the parts you don't like.
In any case, if you don't want to use the mod, that's your business.
Krazy_Kirby Jul 4, 2020 @ 9:31am 
Launcher bonus 4 -> 2, that is a decrease
Iridar  [author] Jul 2, 2020 @ 8:47pm 
@Krazy_Kirby
With this mod launching range is still the same or greater than without it :shrug:
Krazy_Kirby Jul 2, 2020 @ 6:42pm 
the throwing range got increased, while the launcher range got decreased
Iridar  [author] Jul 1, 2020 @ 8:07pm 
@Krazy_Kirby
"Can't launch as far"? With or without this mod, launching has longer range than throwing.

@Ghake
All I can say is that duplicate Launch Grenade abilities are not caused by this mod, since it's merely a bunch of config edits.
Krazy_Kirby Jul 1, 2020 @ 4:24pm 
so they can throw if farther, but somehow the gun can't launch it as far? passing on the mod because of the reductions
Zhake Jul 1, 2020 @ 3:20pm 
Hey, maybe you can help me. I'm using the LW2 Perk Pack as well as this mod, and for whatever reason, my Grenadiers have several "launch grenade" actions. Also, another thing, the Weapon Fixes mod also completely removes the ability for Grenadiers to use their launchers.

Any suggestions?
Chekhov Jun 25, 2020 @ 8:40pm 
It seems more like a suggestion...
Iridar  [author] May 30, 2020 @ 7:20am 
@KT Chong
You should stop going around and telling modders what they should do. It is rude.
KT Chong May 30, 2020 @ 2:00am 
You should fix the Proximity Mine as well. I've noticed a problem with it:

When a soldier drops the mine, before the trap is triggered and explodes, it immediately makes a loud noise that attracts the Lost, (when it should NOT have.)

Then, when an enemy triggers the mine, the explosion makes the loud noise again.

Twice, loud noises.
Iridar  [author] May 6, 2020 @ 8:43pm 
@Opposing Farce
This mod affects grenades from Tier III Grenades mod, if you have it.
Opposing Farce May 6, 2020 @ 8:35pm 
So this includes Tier 3 grenades or do I need to subscribe to that too?
Be Anti-Speciesist Apr 7, 2020 @ 12:32pm 
I understand the realism reasons for making Gas and Fire grenades not shred, but this mod makes the worst grenades worse and the best grenades (Acid) even better. Acid is now the correct choice for dealing with armored organics. Most of the best enemy mods make acid an even better choice (The Hive, ABA). I guess I'll make some adjustments to the config.
Donald J. Trump Sr Apr 5, 2020 @ 10:12am 
Ok perfect thank you! Not bothering you anymore ^^
Iridar  [author] Apr 5, 2020 @ 10:11am 
@TAKEDA 🔴 SHINGEN
I haven't looked, but probably compatible, since I don't touch those things, just the damage/range.
Donald J. Trump Sr Apr 5, 2020 @ 10:05am 
Is your mod compatible with the 'Ultimate Workshop' mod? Since the latter modify the price of items and their availability.
Donald J. Trump Sr Apr 5, 2020 @ 9:50am 
Oh they were commented out at the bottom, I didn'T see that. ^^ Thanks!
Iridar  [author] Apr 5, 2020 @ 9:25am 
@TAKEDA 🔴 SHINGEN
You can change the config of the base game in this mod's config file.
Donald J. Trump Sr Apr 5, 2020 @ 9:10am 
I know, but since your mod allows a quick and easy way to modify grenades, I though it would be time-saving to add a line for proximity mine as well, is all. ^^ And I'd rather change a line from a mod config file than the base game.
Iridar  [author] Apr 5, 2020 @ 8:58am 
@TAKEDA 🔴 SHINGEN
You don't need this mod to include anything in order to edit Proximity Mine's stats. That can be done through configuration files.
Donald J. Trump Sr Apr 5, 2020 @ 8:51am 
Yeah I read, but I asked to know if there would be an update for the mine to add it as a line so people can mod its stats as well.
Iridar  [author] Apr 5, 2020 @ 8:43am 
@TAKEDA 🔴 SHINGEN
All changes are listed in the description.
Donald J. Trump Sr Apr 5, 2020 @ 8:16am 
This mod doesn't change the proximity mine stats?
Iridar  [author] Mar 21, 2020 @ 12:57pm 
@MrMister
Blast Padding will still affect it, it's looking at some other thing, not Damage Types.
MrMister Mar 21, 2020 @ 12:07pm 
Last question, I promise - will the experimental grenades having non-explosive damage types on detonation affect their interaction with Blast Padding?
Iridar  [author] Mar 20, 2020 @ 4:15am 
@MrMister
As you have guessed, weapon and item categories are used to set them as unique equip items.
The exclusion list is global, config order doesn't matter in this case.
To give scatter to all grenades simply remove the weapon category filtering from the scatter config.
MrMister Mar 20, 2020 @ 3:36am 
Basically I'd like to try allowing scatter on ALL grenade-like objects except for claymores. I imagine I have to basically copypaste both Thrown and Launched lines from XComScatter.ini changing WeaponCat = "grenade" to WeaponCat = "utility" and just remove the Frost Bomb exception, right? Or is the frost bomb in a different categorisation?
MrMister Mar 20, 2020 @ 3:32am 
Out of curiosity, how does what are the differences between setting "utility" vs "grenade" item and weapon categories for grenades? I take it from your fix to SmokeGrenadeM3 that smoke grenades are "utility" in both item and weapon category, and from the page description of Grenade Scatter that all other grenades have the "grenade" weapon category, which is what I would think limits them to one of such weapon category per soldier (barring grenade-only slot)... except that in Grenade Scatter's XComScatter.ini you give scatter to all items of weapon category "grenade" both when thrown and when launched, but you only need to manually exclude the FrostBomb from the Launched list, and not Thrown?
Iridar  [author] Mar 19, 2020 @ 12:39pm 
@MrMister
Guess I didn't. Did it now, thanks.
MrMister Mar 19, 2020 @ 12:30pm 
Did you publish the update with the fix to tier III smoke grenades? Mod launcher says last update was prior to that, and I don't see any XComWeaponSkinReplacer.ini in the mod's folder.
Brave Sir Sausage Mar 18, 2020 @ 10:03pm 
Nice!

I did a similar thing a while back with my configs but didn't think to change the damage type.
Star¤Dagger Mar 18, 2020 @ 5:52pm 
All good except nerfing Flashbang when its radius should actually be larger.
Iridar  [author] Mar 18, 2020 @ 12:59pm 
@MrMister
I added the necessary config into *this* mod so that if you have my Weapon Skin Replacer mod, it will fix the Tier III Smoke Bomb item and weapon categories.
Iridar  [author] Mar 18, 2020 @ 12:40pm 
@MrMister
Not sure what you mean. If you want to give your Frost Grenades larger radius, you're welcome to do that. But it's not possible to make a grenade launcher give bonus radius only to frost grenades, it's not set up like that. It's global radius increase for all grenades launched through that launcher.

I don't believe grenade launchers have any business increasing grenade radius, so you're on your own there.
MrMister Mar 18, 2020 @ 12:07pm 
@Iridar
In that case, is there any easy way to have your changes to grenade launcher behaviour not apply to throwing grenades not effected by this mod (again, like the frost grenade)?


It's ok if there's not, but I'm gonna miss my 3x3 frost grenade AoE.
Iridar  [author] Mar 18, 2020 @ 10:22am 
@Varric the Rogue

> Can we add custom grenades to the WeaponData config file on our own?
If you mean grenades from other mods, you don't need to add their config here. Just edit the config of that mod directly.

> how about in the case of an enemy like the Purifier, who uses the same incendiary grenade as XCOM
Naturally if an enemy uses the exact same grenade as XCOM, it will be affected. There is a mod that addresses the Purifier Grenade issue, though.

> enemies that’re normally immune to explosive damage will be affected by the initial blasts of acid, fire and gas grenades/bombs as well as their DoT effects?

That's the intent, though I can't think of any enemy that would immune to explosives other than Chosen with the right trait.
Iridar  [author] Mar 18, 2020 @ 10:20am 
@MrMister
Right.

@Cato
This mod is a simple config change. I don't know what the mentioned LW perks do, but anything that works with base game config should work with this.

The only potential for conflict is with mods that attempt to make changes to the same config values.