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[WOTC] Infinite Starting Items
 
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0.062 MB
Aug 30 @ 9:26am
Nov 7 @ 12:54pm
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[WOTC] Infinite Starting Items

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Description
This mod is an alternative to JM001's Infinite Medkits Flashbangs and Smoke Grenades.

Without Tutorial Enabled
It simply makes Medikits, Flashbang Grenades, and Smoke Grenades infinite in supply from the beginning of the game. However, unlike JM001's version, it also makes Nanomedikits, Smoke Bombs, and Smoke Warheads infinite after being researched in the Proving Grounds.

This change encourages players to use more utility items than just Frag Grenades as it's no longer a strategic disadvantage to buy and use them at the start of the game. Combined with [WOTC] LW2 Utility Plating, you'll have every single option from LW2 available, aside from utility pistols.

With Tutorial Enabled
If the Tutorial is enabled for your campaign, you will have to build a Medikit as per usual, but it will only cost 2 supplies. You can either sell it at the Black Market or await the completion of Battlefield Medicine to dispose of it. The infinite supply of normal Medikits will still exist, regardless.

I'd like to thank DerBK for his help in enabling compatability with tutorial mode!

This mod requires a new campaign to take effect.
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23 Comments
Sorry Charlie Nov 11 @ 12:45pm 
@Udaya Yes, it's working now! Thank you!
Udaya  [author] Nov 7 @ 1:37pm 
@YemenLemon @Honey Badger @Sorry Charlie
I updated the mod in the hopes of increasing compatability, so perhaps you can try using it again to see if it works?
Udaya  [author] Oct 28 @ 6:56pm 
@Sorry Charlie Yes, Smoke Grants Concealment [WOTC & Vanilla] overrides two of the same Smoke Grenade templates that this mod changes to make infinite. It's likely that this conflict may have been causing my mod not to work.
Sorry Charlie Oct 28 @ 6:27pm 
@Udaya Could "Blind removes dodge WotC," "[WotC+Classic] Reliable Smoke," or "Smoke Grants Concealment [WOTC & Vanilla]" conflict?
Udaya  [author] Oct 28 @ 3:53am 
@Sorry Charlie I'm not sure what could be causing that issue since this mod works just fine for me and many other subscribers, but I wouldn't be against trying to troubleshoot why it doesn't work for you. My buest guess is that some other mod you're using overrided the two classes I modified in the creation of this mod. That isn't apparent in searches, unless you're using the AML.
Sorry Charlie Oct 28 @ 1:18am 
I just can't get this mod to work. I've moved it to the top and the bottom of my load order. I searched for "X2Item_DefaultGrenades" in my workshop folder, and only got hits in the source folders for legacy added aliens, mods I don't even have active. I've also tried starting yet another new campaign. Nothing seems to work.
Udaya  [author] Oct 12 @ 5:11pm 
@Lux Manifestus After checking out those two mods, it doesn't seem like they'll conflict with this one. Considering that they don't edit the same templates nor override the class in question, no issues should occur.
Lux Manifestus Oct 12 @ 4:32pm 
@Udaya, Thanks for your help. The other mod I want to play with is Experimental Item Unlock. It also shares a subcalss with another mod which the author is in the process of updating for WOTC: Covert Ops Armor. Thanks.
Udaya  [author] Oct 12 @ 4:25pm 
@Lux Manifestus When two mods make a subclass of the same class, it doesn't mean that they automatically conflict. If you could tell me what mod you're using in addition to this, I'll let you know whether it's conflicting or compatible. As for modifying exclusively .ini files in my mods? Only 2 of my mods actually do something that simple, and this isn't one of them.
Lux Manifestus Oct 12 @ 4:11pm 
Is this mod simply a modification of game .ini files? If so, could you tell me which ones are modified? I have another mod that edits the X2Item_DefaultGrenades file and I'd like to use both. Thanks!