XCOM 2
[WoTC]Tier III Grenades
90 Comments
Nadarith 24 Apr, 2023 @ 1:30am 
@zin There is a separate mod that adds tiered claymores, that said claymores aren't like the other explosives and aren't made to be tiered, being directly upgraded and partially granted by reaper's skills and i don't even know why'd you want them tiered anyway
zin 23 Apr, 2023 @ 1:06pm 
@Nadarith Not Claymore.
Nadarith 9 Apr, 2023 @ 10:57am 
@zin there is literally already a mod with those...
zin 8 Apr, 2023 @ 1:46pm 
Tier 2 and 3 Proximity Mines and Flashbangs, and a tier 3 Frost Bomb and Claymore, would be sweet!
zin 5 Apr, 2023 @ 2:30pm 
Is this compatible with Smoke Grants Concealment, which makes smoke grenades and smoke bombs grant concealment in addition to the other effects?
Kinsect 5 Feb, 2023 @ 7:47pm 
does this work with the Long War of the Chosen version?
[TuP]tammi 27 Jan, 2022 @ 7:47am 
@Nadarith thks for the info. That help a lots.
Nadarith 18 Apr, 2021 @ 7:59pm 
In case there's someone that doesn't know looking at this mod: there is a newer, actively updated mod based on this one that also adds tier 3 mines and flashbangs, called Superior Explosives
DragonKingAbashī 27 Oct, 2020 @ 6:00pm 
Glad you were able to resolve the issue. PGO v2 will definitely be a big help to the modding community for anyone who chooses to use it. I used PGO about a year and a half ago, but unsubbed to it due to the same issue you had with it.
GargakOfTheEast 27 Oct, 2020 @ 5:43pm 
@DragonKingAbashi

Yes, it does appear PGO was the culprit. But fortuitously, V2 of the PGO came out, and now the warhead grenades work with it.
DragonKingAbashī 9 Oct, 2020 @ 8:03pm 
The developer is probably no longer modding for this game. Some modders do move on.

As for the mod itself, it seemed to work fine during my last major campaign. I didn't experienced the issue that you noted @GargakOfTheEast. Maybe there is a mod conflict on your end like a major overhaul mod that is impeding its function. One such mod would be PGO since it is mostly for the vanilla items rather than modded ones.
GargakOfTheEast 9 Oct, 2020 @ 7:38pm 
Mod is broken. The Tier 3 grenades cannot be built, only the ones you have will be automatically upgraded.

Mod developer has not responded in ages. Ignore mod and do not install.
Thumper 13 Aug, 2020 @ 2:12pm 
these tier 3 grenade are really life saving.
Nadarith 25 Dec, 2019 @ 10:27pm 
its been more than 2 years since last update and still no mines :(
DragonKingAbashī 4 Nov, 2019 @ 5:32pm 
Was wondering if this mod includes warheads for the psionic/vortex grenade and/or the heal grenade?
MrMister 20 Oct, 2019 @ 1:10pm 
Also, as far as I can tell, you can't remove the "offensive grenade" quality of smoke warheads just by editing the mod's .ini files; it needs you to update it.

So I hope you can, I really like the added offensive potential you bring here.
MrMister 20 Oct, 2019 @ 12:57pm 
Rather than a preference, I think it's an uninteded bug in the mod that makes tier 3 smoke grenades count as offensive grenates in utility slots.

Vanilla smoke grenades don't count towards your maximum of one utility-slot grenade per soldier. But your tier 3 smoke grendade does: you can equip a soldier with, say, a frag grenade on an utility slot and a smoke grenade on another utility slot, but you can't equip him with both a tier 3 frag grenade and a tier 3 smoke grenade.
Ludwig, Shadow Protogen 24 Jul, 2019 @ 3:25pm 
There is a bug with the Smoke Warhead where you still can do damage when you have Volatile Mix and Biggest Boom doing 4 damage. Mind if you can check it out?
drone12 19 Jul, 2019 @ 8:25pm 
I researched this but none of the grenades chaned to warheard other than EMP. Do I still get the bonus damage increase?
maudin88 9 Jun, 2019 @ 5:50pm 
Would love to have a version that doesn't affect smoke grenades/bombs. Other mods affect smoke in ways I'd like to keep.
maudin88 7 Jun, 2019 @ 10:42pm 
Is there a way to still have regular bombs? I'd like to have Smoke bombs for the smoke grants concealment mod.
maudin88 4 Jun, 2019 @ 8:56am 
The only one that didn't upgrade for me was the Acid Bomb. I just added some with the console command additem acidgrenadem3 1.
Layth36 17 Apr, 2019 @ 2:38pm 
CAUTION! This mod will block you from getting the achievement (Who Needs Tygan?). Even though in the vanilla game plasma grenades are allowed, the plasma warhead added by this mod will not be recognized as "conventional gear". If you're already mid-campaign, you can deactivate the mod from the launcher before starting the game, load the save before starting the final mission (ignore the red message) and when you go to change your soldier's loadout you will find a corrupted image in the grenade slot, just remove it and select the plasma grenade. do it for every soldier you will take and you will be good to go.

If you want to play the final mission again with the plasma warhead to get another achievement like (The Few and The Proud), just exit the game completely, run the launcher again, activate the mod, load the last save you made before you deactivated the mod and you should have the plasma warhead again and everything should be hunky dory.
SuspiciousSeal 27 Mar, 2019 @ 9:03am 
@kraiver you can edits the mods .INI files to change the AOE and/or DMG.
Kraiver 27 Mar, 2019 @ 3:36am 
It is a pity that increased the area, but not one damage as it would costed. I deleted with regret. The increase in the damage area greatly hinders and spoils the game.
sAiNtgOtEn 19 Feb, 2019 @ 4:23pm 
The main issue is that tier 3 grenades don't show up as grenadier launchables. I think it is an issue with this mod more than anything else.
sAiNtgOtEn 19 Feb, 2019 @ 4:20pm 
Would like to echo @BGen's concerns below
TactiFelis 6 Dec, 2018 @ 5:54am 
Oh the bug below, I also reported that again over there at "Experimental Item Unlock" mod.
TactiFelis 6 Dec, 2018 @ 5:47am 
Some relevant mods possibly involved in the bug before I continue: This mod, Experimental Item Unlock (allows build item from proving grounds after the 1st instance of item has been done)

My bug is basically simple, all the proving ground grenades (gas, acid and incendiary) built via "build item" screen rather than "proving grounds" screen after the warhead upgrade will be at "bomb" level rather than "warhead" level.
ATF_Coldblooded Carebear || 1 Dec, 2018 @ 5:40pm 
Is there a reason the Smoke grenade and bomb are not consider "grenade" while Smoke warhead is?

considering that i can fit 1 of each Flash, Smoke & Grenade (when they are grenade and bomb Tier 1-2) but warhead consider all grenade so i'm force to pick 2 out those 3..

is there somewhere i can change in the ini file to make the game consider the Smoke warhead a like grenade/bomb??
Brave Sir Sausage 25 Nov, 2018 @ 11:40pm 
I think this is interacting oddly with the Proving Grounds Overhaul for me too (not sure though).
I can build plasma, EMP and smoke warheads as normal, but can only build gas, acid and fire bombs. The gas, acid and fire bombs I already had in inventory were upgraded to warheads when I researched nuclear warfare, so working as intended there.
Captain Taz 18 Nov, 2018 @ 8:49am 
So I have a mod that changes the proving grounds to let you build whatever nade you want in the shop without using a million cores for random chance... however, this mod's nades do not show up there. Is there a list of item names for the nades so I can add them manually?
Maven 7 Nov, 2018 @ 11:53pm 
Came hoping for the Proximity Mine
HATERADE 24 Oct, 2018 @ 8:08pm 
New claymores would be terrific!
Flamingcheesepie 19 Sep, 2018 @ 12:22pm 
Just wondering - you mentioned thinking of adding 2nd and 3rd tier Claymore (there currently only is 1). You still planning that, or moved on?
Mice 6 Aug, 2018 @ 7:31pm 
I would kill for those grenades DerpMaster mentioned, + maybe the AP Grenades as well, those are cool
DERPKING1991 12 Jul, 2018 @ 2:52am 
You need to do some third tier nades of the prox, add in Vortex Grenade, and add in [WOTC] Sub Sonic Grenade

Or tell us how to do it ourself???
GameAcc 9 Jun, 2018 @ 7:13pm 
It would be great to have fix from smokes... It is a bit odd that it behaives so after this upgrade... Anyway thanks for great mod :)
Charlotte 11 Feb, 2018 @ 8:38pm 
It appears that smoke counts towards the grenade limit. You can't equip the smoke alongside other granades which is valid in vanilla.
Aegelweard 2 Feb, 2018 @ 2:07am 
I want to make "Nuclear Warfare" project depend on Elerium research to make it more of a late-game thing. How can I do that?
TeH_Reapz0r 7 Jan, 2018 @ 6:05am 
Anybody else not getting the bonus charges from GrimysLootMod for Smoke Warheads and Alien Grenades M3?
Die By My Sword666 30 Dec, 2017 @ 6:06pm 
Found it. :)
Die By My Sword666 30 Dec, 2017 @ 6:03pm 
I'd like this to work with the Advent Warlock Psionic grenades. Was just gonna do an ini edit myself but not sure where it is.
Cahos Rahne Veloza 16 Dec, 2017 @ 12:17am 
Loving these, but might I give a small suggestion...

How about adding having researched "Elerium" and "Plasma Rifles" as additional requirements before the nuke research unlocks? As is just requiring Advanced nades to unlock these is kinda easy.
Baleur 15 Dec, 2017 @ 12:58am 
This is actually not TOO overpowered as hell even with the Tier 3 grenade launcher mod, if using the advanced game option "Grenade damage falloff". Actually almost need these tier 3 explosives to compensate for that xD
Gram 4 Nov, 2017 @ 1:22pm 
I'm gonna install this this alongside the Tier 3 Grenade Launchers mod.
This can only end well.
xantex18 3 Nov, 2017 @ 6:59am 
where do i find the ini?
john.bradford65 5 Oct, 2017 @ 8:17am 
Great! Thanks @Farkyrie
Farkyrie  [author] 5 Oct, 2017 @ 7:26am 
@john.bradford65 Advanced Grenades is the same AdvancedExplosive. I already fully tested it, and Nuclear Warfare shows up, on new and concurrent saves.
john.bradford65 5 Oct, 2017 @ 6:20am 
I have the same issue about Nuclear Warfare not showing up. I get Advanced Explosives instead of Advanced Grenades. I assume I'm missing something obvious, so any insight would be very helpful.

Thanks for making this @Farkyrie!!