XCOM 2
Musashis RPG Overhaul
scorpmath Apr 14, 2020 @ 7:17am
Weapon Restrictions,Random Classes
Great addons at second wave options...
the only issue ive seen is that it doesnt let me choose basic assault rifles, only bullups is that a bug or is it on purpose?
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Showing 1-15 of 16 comments
Musashi  [developer] Apr 14, 2020 @ 7:55am 
The weapon categories depend on the individual specs you roll for the soldier.
bstar  [developer] Apr 14, 2020 @ 7:55am 
Depends which specialization(s) you got. The Sentinel specialization for example only gives access to the bullpup afaik. That's intended.
scorpmath Apr 14, 2020 @ 5:48pm 
thanks... havent tested enough and all the specs i had as primaries couldnt support rifles..
with these two additions and and random origins each soldier is unique!!!
RPG!!!
SilentVigil Apr 15, 2020 @ 4:27pm 
I'm not really sure how the Random Classes option works. Is there an example or two of how a soldier will turn out if this is selected? Does this option conflict with the other Second Wave options?
scorpmath Apr 16, 2020 @ 9:47am 
Originally posted by RagedSilencer:
I'm not really sure how the Random Classes option works. Is there an example or two of how a soldier will turn out if this is selected? Does this option conflict with the other Second Wave options?

[RPGO] Random Classes: Generates funtional random classes
On promotion to squaddie, RPGO will randomly assign a primary, a secondary and some complementary specializations for the soldier. This is recommended over Specialization Roulette if you use Weapon Restrictions as well because it will make sure your soldier will have a primary and secondary weapon category available. Can be combined with Origins and Training Roulette, but NOT to Commander's Choice.

[RPGO] Weapon Restrictions: Specs will determine which weapons your soldiers can use
Enable this option to restrict RPGO Soldier to certain weapon categories based on their chosen specialization. Specializations will grant you access to certain weapon categories for the primary and/or secondary weapon slot. Can be combined with any of the other rpgo second wave options. With Random Classes active your soldier will only have exactly one designated primaray and one secondary specialization.

i have random classes ,weapon restrictions, training roulete and random stats and works great!!
SilentVigil Apr 16, 2020 @ 12:59pm 
Originally posted by scorpmath:
Originally posted by RagedSilencer:
I'm not really sure how the Random Classes option works. Is there an example or two of how a soldier will turn out if this is selected? Does this option conflict with the other Second Wave options?

[RPGO] Random Classes: Generates funtional random classes
On promotion to squaddie, RPGO will randomly assign a primary, a secondary and some complementary specializations for the soldier. This is recommended over Specialization Roulette if you use Weapon Restrictions as well because it will make sure your soldier will have a primary and secondary weapon category available. Can be combined with Origins and Training Roulette, but NOT to Commander's Choice.

[RPGO] Weapon Restrictions: Specs will determine which weapons your soldiers can use
Enable this option to restrict RPGO Soldier to certain weapon categories based on their chosen specialization. Specializations will grant you access to certain weapon categories for the primary and/or secondary weapon slot. Can be combined with any of the other rpgo second wave options. With Random Classes active your soldier will only have exactly one designated primaray and one secondary specialization.

i have random classes ,weapon restrictions, training roulete and random stats and works great!!

Thank you.
Mr McNificent Apr 22, 2020 @ 4:16am 
Is there any chance of putting in a SWO that will give Assault Rifle as a free specialisation to all soldiers?
Just seems a little silly that rookies are the only people in my barracks that can use one right now :p
Musashi  [developer] Apr 22, 2020 @ 4:17am 
Yeah that sound reasonable. I can make it a mcm option.
Mr McNificent Apr 22, 2020 @ 4:18am 
I just came back to edit my post to say mcm would be good too haha
sounds great, keep up the good work :D
Musashi  [developer] Apr 22, 2020 @ 4:44am 
Update is up ;)
Mr McNificent Apr 22, 2020 @ 5:13am 
That was quick, you're awesome! :D
The base mod overwhelmed me to absolute death so these two options are super awesome!
Collard Green Jedi May 18, 2020 @ 11:25am 
Is there a way to manually flag classes to get weapon restrictions? Some of the older RPGO classes like the supersoldier pack dont give the weapon restriction flags.
Sandbox Fox May 30, 2020 @ 6:05pm 
Originally posted by Collard Green Jedi:
Is there a way to manually flag classes to get weapon restrictions? Some of the older RPGO classes like the supersoldier pack dont give the weapon restriction flags.

Using Mitzruti's recent specialization packs as an example you can manually edit the Supersoldier classes to work with weapon restrictions without a whole lot of problems by adding one line for each of the specializations in the XComRPG config of the SuperSoldiers: Classes, Perks & Equipment folder (1726208561 if you don't use AML).

Using Ninja as an example (adding sword as the primary and then psiamp as the secondary):

SpecializationMetaInfo = (bUseForRandomClasses=true, AllowedWeaponCategories=(sword), InventorySlots=(eInvSlot_PrimaryWeapon), bMelee=true)

so that the class info looks like this:

[NinjaNinjutsuArts X2UniversalSoldierClassInfo]
+ClassSpecializationIcon = "img:///UILibrary_WOTCHeroIcons.NinjaClassIcon"

+AbilitySlots=(AbilityType=(AbilityName="NinjaMindOverBody"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaAcrobatics"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaAgility"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaMasterSwordsman", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
+AbilitySlots=(AbilityType=(AbilityName="NinjaMasterOfShadows"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaSense"))
+AbilitySlots=(AbilityType=(AbilityName="NinjaAssassin", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
SpecializationMetaInfo = (bUseForRandomClasses=true, AllowedWeaponCategories=(sword), InventorySlots=(eInvSlot_PrimaryWeapon), bMelee=true)

+AdditionalRandomTraits=(AbilityName="NinjaTheWayOfTheNinja", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
;+ForceComplementarySpecializations=NinjaNinjutsuArts
+ForceComplementarySpecializations=NinjaNinpoArts
+ForceComplementarySpecializations=NinjaBladeArts
+ForceComplementarySpecializations=NinjaImprovisationArts

Adding psiamp secondary works the same way but the line would be (added under the NinjaNinpoArts class info):

SpecializationMetaInfo = (bUseForRandomClasses=true, AllowedWeaponCategories=(psiamp), InventorySlots=(eInvSlot_SecondaryWeapon), bPsionic=true)

There is probably an easier way to update each of them but that would probably go beyond my rather lacking knowledge of Xcom modding.



M0NSTER Mar 17, 2021 @ 7:00am 
Weapon Restrictions + Random Classes + Commanders choice combination doesn't seem to work for me. For example I had 2 random classes picked and 2 commanders choices options of a group of 8-10 classes.

The specializations for the classes that were chosen were shotgun, grenade launcher, sniper rifle. Then once I picked the options, my guy ends up with the main category as rifle with the secondary being gremlin.

That being said one of the choices from the commanders choice that I did not pick was gremlin based so it seems like it might just grab a specialization based on the available options to you and not what was chosen.
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