XCOM 2
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[WOTC] Proximity Mine PG Project
   
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1.037 MB
7 Sep, 2019 @ 11:56am
31 Mar @ 6:53am
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[WOTC] Proximity Mine PG Project

Description
What is this?
This mod adds a Proving Ground Project to create powerful Proximity Mines on completion of the Andromedon autopsy.

These mines can be thrown without breaking concealment and when detonated by enemy movement will also not break concealment.

You will also get a whole new Claymore weapon that will give you an additional Claymore to throw during missions. This Proximity Claymore will not affect your Reapers standard Claymore/Homing Mine charges, but it should respect extra range and damage from the Shrapnel ability.

You can only have one each of these non-concealment breaking mines but the items are re-useable. Adjustable in the configs.

The project costs 250 supplies and an Elerium Core, adjustable in the config files as well as if they break or retain concealment on throw and explosion, and if they can be built more than once and even if you can start a campaign with these unlocked from the beginning.

Compatibility
Pathfinder Proximity Stun Mine has been given the same treatment. The project will also give you one of these.
Should integrate seamlessly with Superior Explosives
To make them not attract Lost for being thrown you need this mod Silent Throwing

To my knowledge I've not overridden anything so it shouldn't break anything, bug reports welcome.

FAQ
  1. You could have done 'this' a better way
    ... Thanks, this was my first XCOM2 mod, I hope you like it
  2. Vanilla/LW2 Version?
    ... Not likely
  3. LWOTC or CI Version?
    ... I can't see why it wouldn't work with them?
  4. PGOv2?
    ... I don't see the need for it for this mod
  5. Can I change 'this' ?
    ... Check the Configs. If I don't have a config value for it, then it is likely something that couldn't be easily changed.
Credits and Special Thanks to
RoboJumper, Iridar and Puma for tips, code help and tutorials
Claus for the Pathfinders mod whose code I learned from
dotvhs for the assets and tutorial used to create the proving ground image
The XCOM2 modders discord for support

~ Enjoy !! and please buy me a Cuppa Tea[www.buymeacoffee.com]
50 Comments
RustyDios  [author] 3 Apr @ 9:47am 
A mod similar to this one would need to be made.. but focusing on the Lost Lure. It's not something I'm likely to make as I think a grenade that makes loud sounds to lure the lost from/to where it is thrown would indeed make xcom break concealment.
Duk of Deth 3 Apr @ 7:19am 
Is there a way to get the Lost Lure Grenades to also not break concealment? Seems that would make them much more useful.
RustyDios  [author] 1 Apr @ 9:23am 
it's a normally hidden setting of the GrenadeTemplate.
The setting should work for anything that adds damage by Volatile mix (such as volatile mix and boosted cores)... other perks would need code adjusting exactly what/how they add the damage to grenades if they do not check for this value
Johnny_exe 1 Apr @ 9:03am 
Hey Rusty, thanx again for the proxymine fix.
Can this "CurrentGrenade.bAllowVolatileMix = default.bPROXMINE_ALLOWSVOLATILEMIX" work with another perks (if change volatilemix for smthing else ofc), or it hardcoded to only work with volatilemix?
Johnny_exe 19 Mar @ 9:55pm 
Got it, thanx!
RustyDios  [author] 19 Mar @ 8:16pm 
That would need to be fixed from whatever mod is adding that perk, to make it not apply to Prox Mines.
Johnny_exe 19 Mar @ 8:11pm 
Hello there! Very good mod, like proximity mines. But have a problem: one of my operatives have grenade boosting perks (i believe it's boosting cores) and proximity mines do 1 point of damage on impact, and triggers a pod instantly breakin coancealment. Is it a way to remove initial damage somehow:?
Darkswirl 21 Jul, 2023 @ 11:22pm 
Thank you.
RustyDios  [author] 21 Jul, 2023 @ 2:28pm 
RoboJumpers Squad Select ? It's like one of the top UI mods, an essential in any playthrough imo
Darkswirl 21 Jul, 2023 @ 1:51pm 
What mod is that to show more soldier info on the mission planning screen?