XCOM 2
[WOTC] Chemthrower Addon Redux
46 Comments
RustyDios  [author] 23 May @ 8:54am 
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 May @ 4:17am 
Wonderful mod. I'm missing an electrical and medical Chemthrower to complete the set.
DukeBurger 19 Jan @ 12:36pm 
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  [author] 7 Jan @ 6:39am 
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 @ 5:23am 
I know it's not recommended to change mods mid-campaign, but what about switching from original to the redux version?
RustyDios  [author] 2 Dec, 2024 @ 10:36am 
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 @ 9:17am 
So what's the difference between hydrolator and cryolator?
LeyShade 30 Sep, 2024 @ 10:23pm 
@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  [author] 30 Sep, 2024 @ 8:59pm 
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 @ 8:54pm 
@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.
RustyDios  [author] 30 Sep, 2024 @ 8:53pm 
Template names, a huge code restructuring, new perk mechanics, 4 types of thrower each with 3 tiers, loot table adjustments, new proving ground projects, better/sharper model textures ... some other stuff

In short, so much stuff has changed under the hood, it had to be a new version (instead of an update!)
LeyShade 30 Sep, 2024 @ 8:48pm 
@RustyDios - what are the actual differences between this and the old version, aside from item template names? This is not detailed in the opening of the description.
RustyDios  [author] 26 Sep, 2024 @ 1:49pm 
By default it's a 2 Action Point Stun at 50% chance to robotic units only. Config editable.
ПРОЛЕТАРИЙ 26 Sep, 2024 @ 12:50pm 
Arc Cutter: chance for shutdown - what chance exactly?
RustyDios  [author] 4 Sep, 2024 @ 1:47pm 
Yes, the freeze should still be a 'frost' effect so wearing a 'frost-immune' vest of having 'fortress' or 'chemical deflector'.. should all negate the damages, maybe (I'll be honest!.. I forgot to check!)
Shady Suspicious Smiling Man 4 Sep, 2024 @ 12:57pm 
ohh thanks for the quick reply! I was wondering if it was possible to "tank" the backfire if the soldier is wearing anti freeze gear, I assume in that case they'll get ruptured only, don't have an overwatch specialist yet so I'm trying to make do with the weapon instead of letting it rot.
RustyDios  [author] 4 Sep, 2024 @ 11:09am 
10% chance of a singular point of rupture and 1-turn freeze effect on the user. The attack still happens as normal against enemies. There are configs to adjust the "self damage" and if it freezes the user or not.

It does not do any self damage effects if set for overwatch
Shady Suspicious Smiling Man 4 Sep, 2024 @ 10:55am 
What does the backfiring of the hydrolator do exactly? does it "attack" the user instead, freeze them, or still attack normally but includes the user?
Scroller 3 Sep, 2024 @ 10:08am 
@RustyDios - I think it might be that I've not done the Purifier autopsy. Re the Bitterfrost cryolator, the BF Protocol was there as normal (I installed it a long time ago). I don't recall changing anything that would have changed that but it is possible.
RustyDios  [author] 2 Sep, 2024 @ 11:59am 
CV needs ModularWeapons
MG needs MagnetizedWeapons
BM needs HeavyPlasma

The only extra requirement is the Puriifer Autopsy

Also with this mod, unless you messed with the configs the Bitterfrost Cryolator should be part of the experimental project
Scroller 2 Sep, 2024 @ 10:05am 
I've reached mag weapons and have immolators and the bitterfrost cryolator. However, I don't have access to any of the other chemthrowers and I don't see anything for them in the proving ground. Are they hidden behind additional research or ammo types?
MyNameIsJeff 30 Aug, 2024 @ 12:34pm 
It was right there in the description *facepalm*. Sorry for the hassle and thanks Rusty!
RustyDios  [author] 30 Aug, 2024 @ 9:06am 
For that you need to adjust the XcomClassData.ini found in the base Immolator mod.
MyNameIsJeff 30 Aug, 2024 @ 7:12am 
So how do I make my heavies use this? I mean it makes more sense for them to carry the throwers instead of the specialists who are behind the lines.
Rookie 28 Aug, 2024 @ 4:49am 
oh ok i was worried because the mod looks really cool, thanks Rusty.
RustyDios  [author] 28 Aug, 2024 @ 3:15am 
This mod adds a conditional 'canister slot'. The Undead Lords creator does not want you using a 'canister slot', as it removes a key design principle from the class (the hard choice of which secondary to use and the sacrifice that choice makes)

As far as I know it is a purely thematic incompatibility.
Rookie 28 Aug, 2024 @ 2:30am 
so today i decided to play Xcom 2 Modded and for some reason the Undead Lord Amalgamation spec shows a pop up that says this mod is incompatible, any idea why?
ПРОЛЕТАРИЙ 26 Aug, 2024 @ 1:24am 
Readme right!
I wrote the order of the color scheme as an example. The point is to make 5 tiers of different looking flamethrowers.
RustyDios  [author] 25 Aug, 2024 @ 10:03am 
Red, Orange,Black seems like an odd colour scheme to go for, but you could do the exact same thing, the .upk name has changed, that is all. New filepaths can be found in the readme, which I assume you must have looked in at some point to get the hidden, unused Red Advent chemthrower. ...
ПРОЛЕТАРИЙ 25 Aug, 2024 @ 9:59am 
I could do it like this before:
+Edit_X2WeaponTemplate = (T = "MZImmolator_CV", P = "GameArchetype", V = "WP_XCOMChemthrowerMKII.Archetypes.WP_ChemthrowerADVT")
+Edit_X2WeaponTemplate = (T = "MZImmolator_MG", P = "GameArchetype", V = "WP_XCOMChemthrowerMKII.Archetypes.WP_ChemthrowerNORM")
+Edit_X2WeaponTemplate = (T = "MZImmolator_BM", P = "GameArchetype", V = "WP_XCOMChemthrowerMKII.Archetypes.WP_ChemthrowerXENO")
what now?
Raizen725 25 Aug, 2024 @ 6:33am 
finally with this update now xenolator is no longer an auto equip with the fact that the abilites are now actually spread over
RustyDios  [author] 24 Aug, 2024 @ 3:20am 
Whilst all that is good and useful advice that should be done if using Iridars Overhaul.. it will not do this;
> and stop giving u free immolators


This is because their is code in the base immolator mod for "new campaign installs", that checks the xcom inventory for the *infinite* MZImmolator_CV, if it does not find this item then it creates one to gift to xcom. The Issue with Iri's overhaul is it changed this item 'after creation' to no longer be *unlimited* ... the resulting issue is *every* time you start the save the Immolator mod will give you another infinite immolator..... for free ... which Iri's mod will again make finite .... and the cycle will repeat until either of those mods change. Imo, as the issue is introduced from Iridars mods changes, it should be fixed by Iridar.
8templariusz8 24 Aug, 2024 @ 12:46am 
for anyone who get multiple immolators using this mod and Immolator Overhaul u need find ur class mod file ( ex. i have Amalgamation: Alchemist Specs) and then go to config file. In config file u should find ini. file with class specification (ex. fpr XComAmalgamation for Amalgamation: Alchemist Specs), open it and find line: SquaddieWeapon[0]=
and replace anything after '=' ( most likely it will be: "MZImmolator_CV") with "IRI_Flamethrower_TLE"
that will change starting weapon of that class to flametorch and stop giving u free immolators
Soul 23 Aug, 2024 @ 10:42am 
Btw you should prob change the mods needed for Proficiency Plugin : Field Alchemist v1.3
ikki 23 Aug, 2024 @ 10:23am 
if there are concerns regarding the balance of hydrolator already, maybe it would be a good idea to just disable it when bitterfrost protocol is present because its job is already being by another version anyway? Just my first thought after seeing this. Looks great though, will be switching to this soon.
Vaultwulf 23 Aug, 2024 @ 9:28am 
Another great mod my friend! Congratulation on the release! :steamthumbsup: :steamthis:
XpanD 23 Aug, 2024 @ 8:49am 
(the description mentions this)
Kinsect 23 Aug, 2024 @ 8:18am 
Say does this also include’s or integrate’s Immolator Overhaul as well?
https://sp.zhabite.com/sharedfiles/filedetails/?id=2237137501
Leokosta 23 Aug, 2024 @ 8:04am 
Hum ... ok thank you, gonna try to figure it out how to do it ... :steamthumbsup:
RustyDios  [author] 23 Aug, 2024 @ 7:29am 
Yes, note Iridars overhaul has some issues with its Tier0 Flametorch, and inidividual build items mods (like LWotC or Prototype Armory) in that classes with the normal default 'MZImmolator_CV' need their loadout adjusting and the base immolator mod will continuously give you a 'free' immolator every time you load the game ... because you are "missing" the "infinite" item ...
Leokosta 23 Aug, 2024 @ 5:48am 
"Iridars Immolator Overhaul Also changes the model/archytype 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."

O just changed bUseUpdatedChemthrowerModels_Immo = true to bUseUpdatedChemthrowerModels_Immo = false, anything else I need to do ? Thank you
Soul 23 Aug, 2024 @ 5:15am 
We roasting the Elders with this one
Coley 23 Aug, 2024 @ 4:46am 
Awesome, thanks!
RustyDios  [author] 23 Aug, 2024 @ 4:40am 
Correct
Coley 23 Aug, 2024 @ 4:38am 
Hell yeah, you can't have enough chemthrower shenanigans! Out of curiosity, my gut tells me it'll work fine but doesn't hurt to ask anyway, but I assume this'll work fine with the Field Alchemist as well? If so I can tell AML to hush when it comes to missing dependencies.

Thanks for the mod Rusty!
XpanD 23 Aug, 2024 @ 4:06am 
Awesome! Glad this is finally out, it'll make chemthrower specs way more usable too.