XCOM 2
Grenades Damage Falloff
110 Comments
-bg-  [author] 12 Jan, 2020 @ 1:15pm 
this mod is not needed in WOTC because it already have a second wave option that does this.
Juno 12 Jan, 2020 @ 11:42am 
It is broken for WOTC
rockhounddiva 11 Jan, 2018 @ 9:57am 
Wotc has a second wave option that does the same thing, so this mod would be obsolete
lazorexplosion 30 Sep, 2017 @ 3:48am 
Will this be updated for WOTC? I really love the configuration options with this mod
Boisegangpc 14 Aug, 2017 @ 7:46pm 
Looks like this will be a second-wave option for XCOM 2 when WotC launches :D
pauloel7 14 Aug, 2017 @ 7:14pm 
CTD at launch.....
YouStayClassySanDiego 28 Jul, 2017 @ 1:07pm 
Had no idea it was in there... Strangely it worked fine up until yesterday when I started up LW2 after a week or so layoff and I was using along with LW2 previously.
-bg-  [author] 27 Jul, 2017 @ 10:33pm 
why are you using it with LW2, it is already built in
YouStayClassySanDiego 27 Jul, 2017 @ 10:17pm 
Latest updated version isn't working for me. Can't even get the game to load with it enabled. Crash logs all show:

[0007.49] LWTrace: Template Mods: Updating Ability Templates for SwapExplosiveDamageFalloff
[0007.50] LWTrace: Template Mods: Updating Item Templates for SwapExplosiveDamageFalloff
[0007.63] Log: Dumping name table: (2721904)
[0007.63] Log: Dumping name table: 0xf7998000 (2721904)

Although the dumping table numbers in parentheses are different for each crash log as is the hexadecimal value.
-bg-  [author] 26 Jul, 2017 @ 11:28am 
I just updated last night that should fix the crashing.
Dragon32 25 Jul, 2017 @ 4:31pm 
@AceOfBlades:
Been working fine for me, although last time I played was last week. Although that's still a year after this was updated. Try deleting the vanilla game INIs from:
%USERPROFILE%\Documents\My Games\XCOM2\XComGame\Config\
KitKat 25 Jul, 2017 @ 1:20pm 
i like this mod, however, it appears to be broken in the most recent update...
Militus Immortalis 29 Mar, 2017 @ 5:36am 
Holy crap that logo is awesome. o-o Well done vhs! Even if it isn't used. :)
dotvhs 26 Feb, 2017 @ 4:20pm 
Hello, once again thank you for your mod. I made an icon for ya, feel free to use it if you like it:
http://i.imgur.com/Y7ZGBcj.png
Rymdkejsaren 24 Feb, 2017 @ 11:45pm 
Cool, thanks for the help! I believe I have figured it out, will save before my first test! :steamhappy:
-bg-  [author] 24 Feb, 2017 @ 4:38pm 
You need to put the trigger x4 ability into the config
Rymdkejsaren 24 Feb, 2017 @ 1:09pm 
I want to run the new X4 mod and A Better Advent 2 with this. Does it affect the explosives in those or do I need to do something to make that happen? Sorry, I'm not very moddy.
Ser Lancelot 14 Dec, 2016 @ 12:22pm 
Or is it simply impossible to just "write in" a non-existing perk from another mod without doing it from the SDK?
Ser Lancelot 14 Dec, 2016 @ 12:18pm 
Suppose I enable your class mod just to have access to the perks, would it "overwrite" the Long War Grenadier? Or just the vanilla game's Grenadier?
Dragon32 14 Dec, 2016 @ 12:14pm 
Guess you could use Disable Any Class to stop the overlapping LW or -bg-'s classes from appearing too.
-bg-  [author] 14 Dec, 2016 @ 11:27am 
In edits alone won't work as those templates doesn't exist, you'll need to enable my class mod and use my class mod's sapper and tandem warhead perks.
Ser Lancelot 14 Dec, 2016 @ 11:14am 
But suppose I edit some of the LWPP Grenadier to have those perks, they'd show up since your mod is active in my campaign?

That'd be:

AbilityName="Sapper",ApplyToWeaponSlot=eInvSlot_SecondaryWeapon
AbilityName="TandemWarheads",ApplyToWeaponSlot=eInvSlot_SecondaryWeapon

Correct?
-bg-  [author] 14 Dec, 2016 @ 11:03am 
You have to add an ability with that name, currently only my grenadier/gunner separation mod uses them.
Ser Lancelot 14 Dec, 2016 @ 5:54am 
I meant, are these AWC perks or a class perk? On the Grenadier? Long War Perk Pack?
Ser Lancelot 14 Dec, 2016 @ 5:53am 
I noticed in the config that you mentioned two perks, Sapper & Tandem Warheads...where are these perks found?
-bg-  [author] 10 Nov, 2016 @ 1:29pm 
you can tweak the weapon data ini to decrease the damage spread of rocket launchers
Dema 10 Nov, 2016 @ 12:09pm 
Is it possible to make the damage/AOE damage work based on the dmg range of each explosive? For instance: Rocket Launchers have 4-7 dmg range, so at the center of the blast it would inflict 7 dmg and at the borders 4 dmg. I'm asking this because I feel it's kinda bullshit when a RL does 2 dmg at the border of the explosion :D
Orionox 23 Aug, 2016 @ 1:17am 
this still works if I edit the radius of a grenade correct?
-bg-  [author] 15 Jul, 2016 @ 8:28am 
for grenade launcher vs normal grenades, they are patched from the grenades side so they are already covered, as long as you add any new grenades into the other list
sormi 15 Jul, 2016 @ 7:10am 
Are the grenadelauncher grenades and regular grenades different as far as the template name of the grenade goes? Can I adjust FALLOFF_GRENADES=<template name of grenade> to only effect regular grenades and not the grenadier ones?
-bg-  [author] 14 Jul, 2016 @ 6:26pm 
it seems SPARK heavy weapons uses a different ability than normal heavy weapons, unfortunately I don't have the DLC, if anyone has the DLC would you mind posting the ability names of the heavy weapons abilities for SPARKs? I will need to add them to the ini so they get affected by the damage falloff (and suppressable targeting tweaks) as well.
-bg-  [author] 31 May, 2016 @ 2:26pm 
you might want to try suppressable targeting abilities that removes snapping.
Badyuyu 31 May, 2016 @ 2:17pm 
Would love to use this since granades & rockets are pretty op in vanilla and I love LW explosives but this mod neuters them to almost complete uselessness. I get why granades are useless at the outskirts but why is the damage and the terrain damage nerfed to hell at the central square? The graphics show 100% at the centre yet if I throw an early frag granade at the middle tile it deals 2-3 damage and never destroys cover! *comfused*
Cyph 22 May, 2016 @ 10:06am 
I found that this mod at default, it's almost impossible to blow cover with the starting granades. However, I made a change which gave a good compromise by allowing the epicenter to always deal full environmental damage. Change the first +ENV_DMG line to this:
+ENV_DMG=(UseLargerArea=true,AoEValue=96,AoEPercent=0.33,UseSmallerDamage=false,damagePercent=1.0,damageMod=0)

This is a good compromise between two powerful (vanilla) and too neutered (vanilla granade falloff).
Ouroboratika 14 May, 2016 @ 10:37am 
@-bg- Goddamn, -bg-. just wanted to say that I only now noticed you make a ton of the mods I use for XCOM 2. Keep up the good work, dude. It's appreciated!
-bg-  [author] 13 May, 2016 @ 3:57pm 
you can still increase the grenade damage manually in XComGameData_WeaponData.ini, I did encourage people to tweak that when using this mod.
Aku47 ★★☆☆☆ 13 May, 2016 @ 2:27pm 
Had to unsubscribe after the grenade nerf in alien hunter dlc patch. Although i prefer the realism of this mod over the direct damge reduction the devs did. They do stack making grenades feel like you're chucking stones.
Bullett00th 6 May, 2016 @ 3:52am 
ah, thank you!
-bg-  [author] 5 May, 2016 @ 2:31pm 
dang that comment is for the old config format. Ignore that, use + instead when adding new lines, and don't touch the existing prefixes if you are just editing existing lines.
Bullett00th 5 May, 2016 @ 2:01pm 
that I understand, thanks.
what confuses me is this instruction:

'To add additional ENV_DMG, copy and paste the 2nd or 3rd line and work from there, remember to not have a . prefix for the very first entry (already exist) and . prefix for every other entry, otherwise the mod won't read the config properly'

Does this mean that if I want to increase the env damage I should replace the original line with the third one and remove the . prefix just for it? Or should there be no . prefix at all for all lines?
-bg-  [author] 5 May, 2016 @ 11:51am 
+FALLOFF_START for damage and +ENV_DMG=(UseLargerArea=true,AoEValue=96,AoEPercent=0.33,UseSmallerDamage=true,damagePercent=1.0,damageMod=0) for environmental damage
Bullett00th 5 May, 2016 @ 4:20am 
Would you be so kind as to explain which ini line I should use if I want to increase the epicenter zone of the explosion (meanin the fallof starts at a bigger radius than default) as well as increase the environmental damage?

I've had a setup I liked but it reset after verifying game files and I can't seem to get it back to where it was...
marshmallow justice 27 Apr, 2016 @ 9:21am 
o
:steamfacepalm:
-bg-  [author] 27 Apr, 2016 @ 9:17am 
you want falloff_grenades, not falloff_abilities
marshmallow justice 27 Apr, 2016 @ 6:36am 
Hi -bg-. I'm having trouble adding Shen's Legacy Shrapnel/Shredder grenades to have falloff effects. I've copied the names from X2Item_Shens_Legacy_Grenades.uc in his src folder:

"+FALLOFF_ABILITIES=ShrapnelGrenade
+FALLOFF_ABILITIES=ShrapnelGrenade_MK2
+FALLOFF_ABILITIES=ShredderGrenade
+FALLOFF_ABILITIES=ShredderGrenade_MK2"

and added it to your mod, but it doesn't seem to be working. Did I copy the wrong name? There were a couple variations in there but the ones copied were the ones from CREATE_X2Template(class'X2GrenadeTemplate', Template,
-bg-  [author] 1 Apr, 2016 @ 9:13pm 
Updated, now you can specify abilities to be affected by falloff daamge (andromedon acid and mec missiles are now included), I previously didn't use this is due to the variable access controls preventing me from modifying them, however I found a workaround this time.
Koziorec 31 Mar, 2016 @ 2:48pm 
good to hear that! Keep up the good work. :)
-bg-  [author] 31 Mar, 2016 @ 2:29pm 
:/ I just checked and notice there's an acidblob grenade and acidblob ability, it seems the grenade is not used and they use the ability instead, which this mod didn't change, I will make a patch that allows this to mod abilities listed in config as well then, making it affect andromedon acid and micro missiles by default as well.
Koziorec 31 Mar, 2016 @ 1:31pm 
this is so unfair when andromedons and mechs are not affected by this mod
JayBee 🔰 31 Mar, 2016 @ 1:24am 
That would work but then balance might be an issue with grenade fall off. Still it's an option. Would 'ammo as weapon mods' fall in the same way? The AWC Healing Rework is the one that's key as I was going to work on something similar next... a bit different as slot 1 would be for a scientist to add +75% healing to allow a level 4 Field Medic (custom class but specialist I suppose would work) to staff the second slot for +25% healing. Same with the upgrade. Possible to use the current code to integrate so I can make those changes? thanks for the thoughts :)