XCOM 2
Spark - Plating and Launcher Slots
13 Comments
Rikka Arashi 16 Aug, 2022 @ 10:17am 
removed the ; from both the stated lines to use the ordinance launcher in the new slot, but its nether functional nor gives the grenade slots except when placed in its original secondary slot
Lobuno 4 Mar, 2022 @ 8:49am 
Incompatible with "Ammo and Vest Slots [WOTC]" https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1123704945
Dragon32 26 Jun, 2020 @ 4:01am 
@kenanthebarbarian
I really wouldn't expect Kyuubicle's mod to be set up to modify Iridar's

I'd look at the configuration available in Iridar's mod.
kenanthebarbarian 25 Jun, 2020 @ 7:09pm 
If I'm using Defensive Items Overhaul and I want to remove the vest slot from SPARKs and allow only the plating slot, should I comment out +AllowedCharacterTemplates = "SparkSoldier" in Iridar's XComVestSlot.ini, or is there someplace to do it in this mod's configs?
ryousanko 24 Jun, 2020 @ 11:50am 
Thanks, I wasnt unable to to fix the issue on my end, seems like Iridar tinkers SPARK ALunchers in a different manner. Still, SPARKs are already insanely powerful , Im just powermongering here xD
Kyuubicle  [author] 24 Jun, 2020 @ 8:24am 
@ryousanko - I see what you mean, I actually didn't know rockets could be launched with the ordnance launchers and thus had only tested to make sure grenades worked.

A brief look through the code of both mods seems to indicate it might be something that can't just be changed via a config change. It might be related to the fact that will the Spark Arsenal code will look at a config file entry to determine where to look for the ordnance launcher for grenades, the Rocket Launcher mod always looks at the Secondary Weapon slot.

I'll have to get in touch with Iridar and see what can be done to fix the issue on my end or his.
ryousanko 22 Jun, 2020 @ 12:09pm 
I will tinker a bit around and report back, yesterday I had a rather optimal set up (2 grenades, 2 rockets plus two Launchers.) It seems I broke something this mordning.
Kyuubicle  [author] 22 Jun, 2020 @ 12:02pm 
@ryousanko - I changed nothing about the BIT in this mod. I'll have to check about using Rockets at somepint.

As for reverting the changes, just comment out the lines in XComOrdnanceLauncher.ini in this mod's folder and that should switch the Ordnance Launchers back to using the Secondary Weapon slot.

You can also comment out the one line in XcomSparkLauncherSlot.ini to stop the Ordnance Launchers from being able to be equipped in the launcher slot.
ryousanko 22 Jun, 2020 @ 11:57am 
Queston if the fact that the BIT cannot be unequipped intentional? What adjustment can I make to use tehs econdary weapon Slot to use , say, Iridar´s Arsenal? Im running into an issue that attempting to use Iridar´s ordenance Launcher with rockets is borked for some reason
McJeetus.Hollow 21 Jun, 2020 @ 11:42am 
@Kyuubicle to answer your question, this mod doesn't do anything to the SPARKs. They're entirely separate and fall under the the same category as the other DLC Heroes and the RPGO primarily focuses on the standard XCOM Soldiers. In short, the RPG Overhaul should be just as compatible as Mechatronic Warfare.
Kyuubicle  [author] 21 Jun, 2020 @ 7:58am 
@ryousanko - All the necessary changes are in commented out (start with ';') lines in this mod's config files. Just check the two config files I specified in the description and remove the ';' from those lines
ryousanko 21 Jun, 2020 @ 2:44am 
Could give some precise isntructions on how to config the Ini files for Iridar´s Spark Arsenal?
Flashstriker 21 Jun, 2020 @ 1:01am 
See this and Mechatronic make Sparks into the XCOM Hero class they should be. Very nice!