XCOM 2
[WOTC] Open Class Weapon Restrictions Config
100 Comments
atrislab 5 Apr @ 12:12pm 
Hello there.
First: thank you for the mod, the work and the time.
Any chance to find a mod with the same philosophy for armors? For some reason mod classes can't wear spider suit or exo suit. Thanks :)
[Red Cross] ✚Fox_pl✚ 9 Feb, 2024 @ 10:34am 
Is there any way to give ripjack for reapers? I wrote this, and it doesn't work:
[Reaper X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="wristblade")
Iridar  [author] 11 Jan, 2023 @ 8:01am 
You're correct, it's not something you can do with this mod.
aivo 11 Jan, 2023 @ 7:36am 
True it does not look very good (shotgun hanging in front) but it gets the job done.
I have this emotions with pistols: they are bad :)
Could there be an option to make myself a secondary weapon and copy from Shotgun. I guess it not that easy as you have to specify gun placement also and which animations to use.
Iridar  [author] 10 Jan, 2023 @ 6:37pm 
Yeah, but it will not look good.
aivo 10 Jan, 2023 @ 2:42pm 
Used this mod to put shotgun to utility slot
https://sp.zhabite.com/sharedfiles/filedetails/?id=2848089939
aivo 10 Jan, 2023 @ 2:07pm 
Would it be possible to add shotgun as secondary weapon?
Drake 27 Dec, 2022 @ 4:23pm 
can this mod be used with the ballistics shield mod? also im a bit lost as where can i change some of the things as i want any class to use any weapon.
Totsnuk 21 Nov, 2022 @ 6:15pm 
Oh, thanks.
Iridar  [author] 21 Nov, 2022 @ 3:42am 
It needs to be GrantWeaponType[0]="SMG"
Totsnuk 21 Nov, 2022 @ 12:41am 
I have it in the XcomWOTCOpenWeaponRestrictions.ini but it's not doing anything
Totsnuk 21 Nov, 2022 @ 12:40am 
Which INI file should I put this line into?
+GRANT_WEAPON=(AllowedWeaponType[0]="rifle", AllowedWeaponType[1]="shotgun", AllowedWeaponType[2]="bullpup", GrantWeaponType="SMG")
MarsToSirius 14 Aug, 2022 @ 9:19am 
Alas. I appreciate the timely response though.
Great little thing you've setup here regardless :steamthumbsup:
Iridar  [author] 14 Aug, 2022 @ 8:40am 
@Spaceman Spiff
There's no easy way to do this.
MarsToSirius 14 Aug, 2022 @ 7:25am 
I'm looking to be able to swap a regular Templar's autopistol for a rifle, but apparently using SecondaryWeapon slot designation isn't working, and for obvious reasons I don't want to give up the Templar's Gauntlet for a rifle.

...It's also way past my bedtime -_-
Can you clue me into what I need to do in order to facilitate this? I need that sweet, sweet Psionic Overkill Disrupter Rifle action on my Templar.
Reiyn 14 Jun, 2022 @ 5:24am 
@GI JASON 170
Open this file
..\steamapps\workshop\content\268500\1728899282\Config\XComWOTCOpenWeaponRestrictions.ini

Then add these lines
+GRANT_WEAPON=(GrantWeaponType[0]="sword", Slot[0]=eInvSlot_SecondaryWeapon)
+GRANT_WEAPON=(GrantWeaponType[0]="combatknife", Slot[0]=eInvSlot_SecondaryWeapon)
GI JASON 170 26 Apr, 2022 @ 7:03pm 
Can someone help me? I'm trying to make it so any class can use a sword or a combat knife, but I honestly don't know how to do that.
Havoc Squad 15 Apr, 2022 @ 9:44am 
as far as i know, at least for those classes i tries so far, "WeaponType="empty" " adds an empty weapon slot to all classes
i use the Commando-class mod from Alpha115 for, obviously, Republic Commando-characters. They finally get to use primary weapons only
Iridar  [author] 14 Apr, 2022 @ 10:13pm 
Primary Secondaries and True Primary Secondaries add an "empty secondary" you can use on specific soldiers.
Havoc Squad 14 Apr, 2022 @ 2:58pm 
i'm curious if it's somehow possible to allow a class to have no secondary weapon at all. and don't get me wrong, i'm not talking about deleting "SlotType=eInvSlot_SecondaryWeapon" but rather something like "WeaponType="none" " or "WeaponType="empty" "
i've got some units with classes that would look better with no secondary at all and some unit with those classes who look good with secondary weapons
Zaku II (Alias WatcherZigzagoon) 9 Apr, 2022 @ 5:36am 
I see
Iridar  [author] 8 Apr, 2022 @ 11:36pm 
You can allow equipping primaries into secondary slot with or without this mod, but it won't work the way you think.
Zaku II (Alias WatcherZigzagoon) 8 Apr, 2022 @ 6:33pm 
am I stupid to assume this thing will let me configure primaries to be selected for the Secondary slot of soldiers? Probably, but I thought I'd ask anyways
Christhebobcat 23 Nov, 2021 @ 7:54am 
can you make a video or a better explanation on how to work the file. my dumb brain has no idea if i have do it right.
Haerzog 22 Oct, 2021 @ 11:52am 
I didn't realize that they were part of the assault rifle category, but know that helped me dial in my problem to the Amalgamation classes mod. Turns out it reassigns the bolt caster to its own weapon category.
Iridar  [author] 21 Oct, 2021 @ 11:17am 
@Haerzog
Without mods the boltcaster has the assault rifle weapon category, so it can be used by all classes that can use assault rifles - specialist and ranger. There are mods that change boltcasters' weapon category, though.
Haerzog 21 Oct, 2021 @ 11:11am 
Does the bolt caster have its own weapon type, named the way I have it below? I havent been able to find any information on the textual weapon types for the Alien Hunter DLC weaponry.
Iridar  [author] 20 Oct, 2021 @ 11:39am 
@Haerzog
I don't know what you want, but that's what you could do.
Haerzog 20 Oct, 2021 @ 11:32am 
@Iridar alright, and suppose I want to conditionally tell the game that I want every user of the assault rifle to be able to use the bolt caster?
Iridar  [author] 19 Oct, 2021 @ 10:06pm 
If you want to allow using a weapon category unconditionally, refer to soldier class configuration: (AllowedWeapons)
https://www.reddit.com/r/xcom2mods/wiki/wotc_modding/soldier_classes/#wiki_xcomclassdata.ini
Iridar  [author] 19 Oct, 2021 @ 10:04pm 
@Haerzog
No, that's not how this mod works, its purpose is to allow using weapon categories based on other weapon categories available to the soldier class, it's meant to be conditional.
Haerzog 19 Oct, 2021 @ 9:00pm 
Have a question about getting the Bolt Caster to work with alternative classes. I find that none of the classes in my lwotc game have access to the bolt caster. Does the following line fix that? Cause it isn't doing so in my game.

+GRANT_WEAPON=(GrantWeaponType[0]="bolt_caster", slot[0]=eInvSlot_PrimaryWeapon)
SnowPirate 6 Mar, 2021 @ 10:11am 
So i got this mod to work once and then it broke my game so how, mustve been something i did a while ago but now i have no idea how to do it again, right now i have changed the ClassData.ini file to what i want but my question is am i not typing the code in right? for example AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") that should be it right? or do i need the other ini files as well
Iridar  [author] 6 Mar, 2021 @ 6:17am 
@Danzy|Dab on Death™
Normally only primary and secondary weapons are affected by soldier class weapon restrictions. There's no way to do what you want to do anyway, because LWOTC pistol slot is hardcoded to only accept pistols.
Danzy 6 Mar, 2021 @ 2:07am 
Running LWOTC, I'm trying to add throwing knife to their dedicated pistol slot, will this command alone work?

+GRANT_WEAPON=(GrantWeaponType[0]="throwingknife", Slot[0]=eInvSlot_Pistol)

Mizuki 水城 泰士 7 Sep, 2020 @ 12:36pm 
Sorry for late response, had to go out. Anyway, it worked, thank you!
Mizuki 水城 泰士 7 Sep, 2020 @ 7:53am 
Found it. I'll test it in a minute.
Iridar  [author] 7 Sep, 2020 @ 7:52am 
@Taishi
Finding the folder of the mod you need is a pretty common thing to do, you can find the how-to on google.
Iridar  [author] 7 Sep, 2020 @ 7:38am 
@Taishi
No, this is the wrong way and wrong place to do it. Locate the XComClassData.ini of the mod that adds your medic class.
Mizuki 水城 泰士 7 Sep, 2020 @ 7:27am 
I've checked the one in \Documents\My Games\XCOM2 War of the Chosen\XComGame\Config and it shows nothing about the class I wish to modify. I tried adding new field for "SoldierClasses=Medic" with [Medic X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="shield") as I assumed that was it and it didn't work.
Iridar  [author] 7 Sep, 2020 @ 6:38am 
@Taishi
You have to locate the XComClassData.ini in the folder of the mod that adds your Field Medic class and add the new entry near other +AllowedWeapons entries.
Mizuki 水城 泰士 7 Sep, 2020 @ 5:44am 
Ahh... ok thanks, that I did not know. I assumed as much but still don't now what the "appropriate place" would be since the Field Medic I use is pretty much a mod class which doesn't seem to show up in that list.
Iridar  [author] 7 Sep, 2020 @ 5:40am 
@Taishi
What kind of weapons can be used by which soldier classes is entirely configurable even without this mod. All you need to do is add this line:

+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="shield")

In the appropriate place of the XComClassData.ini of the soldier class mods you're using.
Mizuki 水城 泰士 7 Sep, 2020 @ 5:25am 
Guess I misunderstood it's purpose then.. Back to the drawing board I suppose.
Iridar  [author] 7 Sep, 2020 @ 5:22am 
@Taishi
This is just for reference to let you know the weapon category of ballistic shields.
Granting access to a certain weapon category to all classes is not something this mod can do. It was made to grant access to a certain weapon category based on other weapon categories available to soldiers. For example, it can give access to assault rifles to all sodliers who can use cannons.
Mizuki 水城 泰士 7 Sep, 2020 @ 5:18am 
ok. Trying to figure out how to add shield to all classes, or at least my custom medic. I removed from
=== WOTC Ballistic Shields mod by Claus ===
shield

Is this right or wrong? I'm a little confused..
Iridar  [author] 7 Sep, 2020 @ 5:16am 
@Taishi
Yes, lines that have a semicolon at the start are disabled. Removing the semicolon enables them.
Mizuki 水城 泰士 7 Sep, 2020 @ 5:14am 
Correct me if I'm wrong but removing ; will enable features in the config file right? I assumed this and I've had an issue loading the mod after doing so :-/
_b1ack0ut 7 May, 2020 @ 6:26am 
Ah, problem is that dedicated pistol slots already conflicts with a few mods I use already, and lowkey I have no idea how to go about configuring USS to work with three tiered cosmetics, I'm extraordinarily bad at this lol
Iridar  [author] 7 May, 2020 @ 6:23am 
@_b1ack0ut
You could try configuring USS or USSE to add the utility slot versions of the Three Tiered Cosmetics. If that doesn't work, you can use Dedicated Pistol Slot mod to equip secondary pistols in that slot.