XCOM 2
[WoTC]Tier III Grenades
90 opmerkingen
Nadarith 24 apr 2023 om 1:30 
@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 om 13:06 
@Nadarith Not Claymore.
Nadarith 9 apr 2023 om 10:57 
@zin there is literally already a mod with those...
zin 8 apr 2023 om 13:46 
Tier 2 and 3 Proximity Mines and Flashbangs, and a tier 3 Frost Bomb and Claymore, would be sweet!
zin 5 apr 2023 om 14:30 
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 om 19:47 
does this work with the Long War of the Chosen version?
[TuP]tammi 27 jan 2022 om 7:47 
@Nadarith thks for the info. That help a lots.
Nadarith 18 apr 2021 om 19:59 
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 okt 2020 om 18:00 
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 okt 2020 om 17:43 
@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 okt 2020 om 20:03 
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 okt 2020 om 19:38 
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 om 14:12 
these tier 3 grenade are really life saving.
Nadarith 25 dec 2019 om 22:27 
its been more than 2 years since last update and still no mines :(
DragonKingAbashī 4 nov 2019 om 17:32 
Was wondering if this mod includes warheads for the psionic/vortex grenade and/or the heal grenade?
MrMister 20 okt 2019 om 13:10 
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 okt 2019 om 12:57 
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 om 15:25 
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 om 20:25 
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 om 17:50 
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 om 22:42 
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 om 8:56 
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 om 14:38 
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 mrt 2019 om 9:03 
@kraiver you can edits the mods .INI files to change the AOE and/or DMG.
Kraiver 27 mrt 2019 om 3:36 
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 om 16:23 
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 om 16:20 
Would like to echo @BGen's concerns below
TactiFelis 6 dec 2018 om 5:54 
Oh the bug below, I also reported that again over there at "Experimental Item Unlock" mod.
TactiFelis 6 dec 2018 om 5:47 
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 om 17:40 
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 om 23:40 
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 om 8:49 
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 om 23:53 
Came hoping for the Proximity Mine
HATERADE 24 okt 2018 om 20:08 
New claymores would be terrific!
Flamingcheesepie 19 sep 2018 om 12:22 
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 om 19:31 
I would kill for those grenades DerpMaster mentioned, + maybe the AP Grenades as well, those are cool
DERPKING1991 12 jul 2018 om 2:52 
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 om 19:13 
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 om 20:38 
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 om 2:07 
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 om 6:05 
Anybody else not getting the bonus charges from GrimysLootMod for Smoke Warheads and Alien Grenades M3?
Die By My Sword666 30 dec 2017 om 18:06 
Found it. :)
Die By My Sword666 30 dec 2017 om 18:03 
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 om 0:17 
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 om 0:58 
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 om 13:22 
I'm gonna install this this alongside the Tier 3 Grenade Launchers mod.
This can only end well.
xantex18 3 nov 2017 om 6:59 
where do i find the ini?
john.bradford65 5 okt 2017 om 8:17 
Great! Thanks @Farkyrie
Farkyrie  [auteur] 5 okt 2017 om 7:26 
@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 okt 2017 om 6:20 
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!!