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[WOTC] Chemthrower Addon Redux
   
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23 aug, 2024 @ 3:32
26 sep, 2024 @ 13:47
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[WOTC] Chemthrower Addon Redux

Beskrivning
What is this?
This mod was intended to be a simple mod update of the previous Chemthrower Addons mod, but because of feature creep I decided to publish it as a redux instead. Needless to say getting permission from the original author was, for once, not really difficult!

Features
This mod adds 4 new chemthrowers, each with 3 tiers. Some of them may drop as "corpse loot" and there are configs to adjust this, but mostly they should be built in the new Proving Ground Experimental Project.
The projects include the Cryolator (and Ice Canisters) if you have Bitterfrost Protocol . (Config editable!)

They can be used by anyone that can use Chemthrowers, and thus my Alchemist Class is a strong recommendation as a companion mod.
You will need classes that can use the Chemthrower Weapon Type.

Also adds an OPTIONAL project to make all canisters come from an experimental project. Defaults to not active.
I highly advise that the required mods be subbed to first.

Equipping ANY weapon of the chemthrower type will enable a "CANISTER" slot, allowing you to equip a Canister, providing there is not one equipped elsewhere.
This option works alongside Dedicated Pistol Slot configs (SIDEARM), SPARK Arsenal and Immolator Overhaul (AUXILLARY SLOT), which all do similar functions for Canisters.
A unit should only be able to equip one Chemthrower and one Canister, at any given time.
Chemthrowers do NOT need a Canister equipped to function, but they're useful when enemies are immune to the main damage.

I change Medispray and Fumigate to be non-turn-ending and also self-applying.

Stats and details
All can be found in the XComRustyChemthrowers.ini
A short summary of each weapon;
  1. Immolator: (Orange) These are fire based. No frills, no extras. Always purchasable. These are from the base Chemthrowers mod.
  2. Xenolators: (Black) These are fire based extra versions of the Immolator. Tintable by default!
  3. Corrolators: (Green) These are acid based. They will corrode and shred armour.
  4. Toxolators: (Yellow) These are poison based. They pierce armour and inflict poisoning.
  5. Hydrolator: (Deep Blue) These are frost based. They have a chance to freeze units and apply some rupture. Low chance to backfire, but not for overwatch shots!
  6. Cryolator: (Light Blue) These are bitterfrost based. They will chill and freeze units in stages. You require the Bitterfrost Protocol mod to get these. Some integrations are made in this mod.
All Experimental Chemthrowers::
  • The basic Immolator is NOT classed as 'experimental'
  • Made by the Proving Ground Project
  • Are immune to disable/Codex bubbles
  • Interact with *most* Chemthrower Abilities
  • Affects the world, leaving fire/acid/poison tiles
  • Length and Width = 8
  • Have unique perks per tier.
    1. CV = Arc Cutter
    2. MG = Arc Cutter, Wide Burst
    3. BM = Arc Cutter, Wide Burst and Directed Jet.

New Abilities
Please see the discussion for details on the new perks

Config
Most weapon and ability values can be adjusted in the XComRustyChemthrowers.ini config file

Tintable weapon models are enabled by default for Xenolators.
New models are enabled for Immolators, Cryolators, Corrolators, Toxolators and Hydrolators.
There are config toggles for enabling tinting on any of these.
The tintable weapons will start out with the default colour set in your ini's (likely highlander config, either a beige or black)

Configs also include optional fixes and tweaks for Claus' SPARKThrowers to make them interact/behave a bit more like Chemthrowers.

Configs also include fixes to most Chemthrower attack Damage Previews and FriendlyFire warnings.

Known Issues
  • Sometimes visualization of some chemthrower/canister perks glitches out, they still work functionally but don't display a stream-jet.
  • Immolator Overhaul Also changes the model/archetype of Immolators. To get these two mods to work together, you need to make adjustments to this mods config files.
    The XComRustyChemthrowers.ini needs to be set to NOT update Immolator models. There may be some overlap with Canister related 'free' slots.
  • Special chemthrower attacks (like Medispray and Fumigate) take their cone sizes from the 'Immolator Mod Settings', the default ranges of these chemthrowers might not match, pay attention to your cones!
  • ? Is this an issue ?. It's worth noting that if using Bitterfrost Protocol the Hydrolator's Chemstorm will inflict Bitterfrost effects instead of direct Frozen.
  • If migrating from my older mod I highly advise you to strip and sell any older Xenolators, Corrolators and Toxilators before swapping. Both this and the original should work together but will be highly confusing as many player facing terms are the same, but internal names have been completely redefined.
  • Bug reports welcome

To my knowledge these work in LWOTC/CI/RPGO/PCP/AMA
This mod should work for a mid-campaign strategy save install/switch but for best results a new campaign is advised.

Credits and Thanks
HUGE thanks to Mitzruti for the Chemthrower mod that this all started with, lots of stuff here is from the base mod
HUGE thanks to Team CX members that allowed me to put this mod together, for their assets and code; MrShadowCX, ObelixDK and Musashi
Lots of thanks to Iridar and NotSoLoneWolf for allowing me to implement the Canister Slot wizardry.
Many thanks to NelVlesis for the Proving Grounds project image
Many thanks to MrNice for the weapon fix mod, yes still required for it's multi-shot visualization fixes.

Also, a shoutout to ∑3245 for the XCOM2 Weapon Tutorial I used as reference for making the new models!
(copy/paste the link, Steam no longer likes google docs links, I assure you this is safe)
https://docs.google.com/document/d/1j3sG2NUAmKj4BgJA9yLYk-i7ZfflXkcamVvgscNzkZk/edit

LW Classes and Perks and Pavonis, some icons I used for the abilities were taken from here
Heavy Elemental Alchemical Throwers was used to reference some frost coding.

The XCOM2 and MEME Modders Discords for continued help and support

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
Populära diskussioner Visa alla (2)
0
5 sep, 2024 @ 16:47
KLISTRAD: New Perks
RustyDios
0
17 apr @ 9:49
中文简体翻译 Simple Chinese Translation
Tommy
46 kommentarer
RustyDios  [skapare] 23 maj @ 8:54 
The "Arc Cutter" perk does double damage against robots and mec's. I'm not sure what special thing an electric-based chemthrower could do. Maybe a stun/ap reduction?

Any chemthrower can be a medical one with the right canister or perk (Medispray) ... a full-on always heal one would be weird to me.

Nice suggestions, but not something I think I'll be adding to this mod.
solvius90 23 maj @ 4:17 
Wonderful mod. I'm missing an electrical and medical Chemthrower to complete the set.
DukeBurger 19 jan @ 12:36 
is anyone else having an issue with directed jet ability on the Xenolators not visualising ? i know flamethrower weapons in general are usually wonky but it never visualise no matter how many times i use it . The other chemthrowers versions dont have this issue.
RustyDios  [skapare] 7 jan @ 6:39 
If migrating from my older mod I highly advise you to strip and sell any older Xenolators, Corrolators and Toxilators before swapping. Both this and the original should work together but will be highly confusing as many player facing terms are the same, but internal names have been completely redefined.
michael199310 7 jan @ 5:23 
I know it's not recommended to change mods mid-campaign, but what about switching from original to the redux version?
RustyDios  [skapare] 2 dec, 2024 @ 10:36 
Hydrolator does instant frosting and rupture (with a backfire chance) and low damage
Cryolator does stacking Bitterfrost status with medium damage
Nero 2 dec, 2024 @ 9:17 
So what's the difference between hydrolator and cryolator?
LeyShade 30 sep, 2024 @ 22:23 
@RustyDios - Far enough. Was just thinking formatting clarity to prevent people asking the same question repeatedly, or not updating to new because they don't understand the differences. Thank you for considering regardless.
RustyDios  [skapare] 30 sep, 2024 @ 20:59 
True I could, but for me it already says as such in the opening paragraph and the full following description listing all the stuff this mod does. People can do a manual compare if they really want too.

Suffice to say "Mod Author made a new mod version of his own mod with 'feature creep' included" should be enough for most people as far as I'm concerned.
LeyShade 30 sep, 2024 @ 20:54 
@RustyDios - Thank you for clarification, but may be worth putting into mod description in a more clarified manner of what's changed and what that means for users.