XCOM 2
Grenades Unlimited
81 Comments
DoguFPS 7 May, 2018 @ 12:20pm 
@Luckmann i tried and it works fine :D nice mod btw m8
Krigsprästen  [author] 7 May, 2018 @ 3:01am 
@Kirito:
I have no idea, since I've never used such a mod, but from my understanding of how the game works, it *should* work. I could be wrong.
DoguFPS 1 May, 2018 @ 9:14am 
i got a more utility slots mod so can i take like 10 (whatever)-nades with me?
Krigsprästen  [author] 30 Jan, 2018 @ 5:43am 
There is now a WotC-updated version available here:
http://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=1286369683
sherder 27 Jan, 2018 @ 9:49pm 
Grenades Unlimited DOES work with WOTC, but I had to delete and recreate the config folder for it to take effect.
Krigsprästen  [author] 22 Jan, 2018 @ 7:33am 
¯\_(ツ)_/¯
wedajm 21 Jan, 2018 @ 12:39am 
When I add this mod for wotc, the game crash before it even starts. In the mod list it is marked as not compatible to wotc
lab637 28 Dec, 2017 @ 11:41am 
Doge bless us indeed.
d4n13lus 8 Sep, 2017 @ 8:39pm 
Doge bless America
Rylien 6 Sep, 2017 @ 8:09am 
Can confirm what Th3Zer0 said, Grenades works in WOTC.
Zer0 2 Sep, 2017 @ 7:27pm 
@Elrain as far as I know and in my current WOTC campaign it does work. So I assume skulljack unlimited and medkit unlimited work as well too. But dont quote me as I have only tired grenade so far
Elrain-64 1 Sep, 2017 @ 11:37pm 
sry for asking but is it campatible with WoTC ??
Krigsprästen  [author] 23 Aug, 2017 @ 6:49am 
I'm sorry, I haven't kept track of this, updated it, or any of my XCOM mods in a long time, and I don't plan on making any new mods until I can actually get the new DLC, which might take a long time.

At that point, I'll probably make new versions of this, the Medkit version, and then I might just as well make one for vests, too, if possible.
MantisUK 22 Aug, 2017 @ 3:09pm 
Coul you make a Vests unlimited please?
Mr.George 28 Jan, 2017 @ 2:10pm 
Works fine for me in LW2.
RaunchyFartBomb 20 Jan, 2017 @ 5:29am 
Long War 2 compatible?
Krigsprästen  [author] 15 Jan, 2017 @ 10:29pm 
Still works fine for me.
PsychoticEpisode 15 Jan, 2017 @ 6:36pm 
Dont work I still ony have 1 grenade.
🎖xXStretcHXx🎖 9 Nov, 2016 @ 3:43pm 
Thanks! I can have a flash and a nade on one soldier! What a concept!
Tiger's Eye 3 Oct, 2016 @ 2:45am 
Well, that was exactly what I was looking for, thanks.
LittleSister 26 Sep, 2016 @ 7:47pm 
uugh finally able to use a grenade and a flashbang together i got annoyed by building all those useless smoke grenades just so the slot doesnt remain empty
Higgins 2 Sep, 2016 @ 10:22pm 
Although simple, I really like this mod, especially with Grenade Damage Falloff. I just wish there was some sort of complimentary mod that made frag/plasma grenades finite. They are unlimited because you can only have one per soldier. So I feel it would be much more balanced if you only started out with as many frags as you do squad size. 4 soldiers, 4 grenades. Need more? You'll have to buy them--for a low cost--or upgrade your squad size.
FreedomFighter 12 Jul, 2016 @ 4:08am 
16MB just for a single text line?
ilKama 14 May, 2016 @ 7:11am 
@michael chisty i have the same issue, it seem depending from the cone of fire mod, but it's updated now and it work. i have similar issue with the ranger and the sharpshooter, but i can't find the mod that don't work properly.
Christy 12 May, 2016 @ 4:35pm 
I have lost the ability of Grenadiers to use a greande launcher since patch. Could this have something to do with this mod?
Popitrekker 19 Apr, 2016 @ 5:05pm 
i believe the same thing, i use grenade tweaks alongside this mod so that way i have a better balance, at least in my opinion, than what was originally offered before
Krigsprästen  [author] 19 Apr, 2016 @ 7:54am 
@Codyjack215:
Yeah, it's essentially what it comes down to, I think it's a stupid-a** decision, and I've elected to ignore it, I just felt like explaining why I feel that way. The limitation to 1 grenade just feels arbitrary and off. It's ultimately not a balance issue, it's a "feels" issue.

It just feels wrong to be limited to one grenade and one grenade only, when you can still take some other grenade(s) (like smoke grenade), just because of "muh balance". If grenades are *so* powerful that you feel you have to create a restriction like this, you might want to re-examine how the grenades are balanced towards other pieces of equipment to begin with.

The developers are basically saying that grenades are so powerful that you should never consider taking something else instead of them, and must thus be forced to pick only 1 damage-dealing or debilitating grenade per mission, per character. Which isn't just false, but a terrible design decision.
Popitrekker 18 Apr, 2016 @ 10:43pm 
you know, you probably could have said that since it was a stupid a** discission, you have elected to ignore it. At least in regards to the limit to one offensive grenade for "balance" plus who needs balance when you have grenades?
Krigsprästen  [author] 11 Apr, 2016 @ 2:14pm 
@Run Away From Danger Man!
There *is* a medkit version for this.
Scribe of Nekoti 11 Apr, 2016 @ 10:25am 
Like Sparky.Hotdog said if there was a version of this for medkits that would be lovely.

Great mod! Thanks!
Ninja 27 Mar, 2016 @ 1:16am 
LOL at your ending ^^
great idea - keep up the modding, bro
sparky. 20 Mar, 2016 @ 5:34am 
can you make something like this for aid protocol?
I think it would be cool to bring out a full secalistsquad and have one guy with six gremlins floating around his head
Kanan 9 Mar, 2016 @ 9:31am 
Dunno if you have seen this, but this reddit thread shows how to get rid of unecessary files in XCOM 2 mods that only make it harder to load:

https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

If you have already, then just ignore my post :)
Krigsprästen  [author] 3 Mar, 2016 @ 5:56am 
@Solraven: Charges? Also, probably not.
Solraven 3 Mar, 2016 @ 12:17am 
can you make a mod that increases charges
IceMaverick 2 Mar, 2016 @ 12:13pm 
Hey. I'm posting for broadcasting volume to mod authors I'm subbed to, in case this applies to you and you haven't yet fixed the Memory issues inherent to many mods due to a ModBuddy error: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
Krigsprästen  [author] 26 Feb, 2016 @ 8:56am 
@Opque: Huh, that's weird. I almost never use the make-utility-items-available thing, so it's possible I've just missed it, but I have no idea what'd cause it. I can't check it out at the moment, though, but I'll try to check it out soon. I doubt there's anything I can do about it, though.
Opque 24 Feb, 2016 @ 2:43pm 
I seem to have encountered a bug. When I make utility items available, my smoke grenade seems to just vanish out of my inventory. I can't re-equip it to any other soldier.
Krigsprästen  [author] 22 Feb, 2016 @ 1:38pm 
@Ser Lancelot: It's in the same folder as all other config files - \steamapps\common\XCOM 2\XComGame\Config

Also, don't forget that this is a thing: http://steamworkshopdownloader.com/

Finally, I'm not uploading anything to the Nexus on account of the Nexus being shit. I hate how the Steam Workshop has split the modding communities, but at the end of the day, I'm banned on the Nexus but not in the Workshop, so there's that.

AzuriteT3 21 Feb, 2016 @ 12:59pm 
thanks for making this mod. you are a Ten Leg Man and a Sol Arch
Arkan 20 Feb, 2016 @ 10:33am 
Any well-done grenade-related mods are welcome! Specially when we are also adding mods that makes our alien enemies stronger during missions and gameplay :DLskull:
Ser Lancelot 20 Feb, 2016 @ 7:24am 
Where'es the XCOMGameData.ini located in? Which folder? Thanks.
Ser Lancelot 20 Feb, 2016 @ 7:01am 
Obligatory-on-my-knees-begging-for-Nexus-pose: Nexus, please? Thanks!
Aimeryan 19 Feb, 2016 @ 6:20pm 
I don't think it makes much sense to be able to get the full effects of two ammo types (it would also be unbalanced).

However, I could see a logical and balanced use of two ammo types with each only applying some of their effects (roughly 50%-60%). Lore wise, you are using half of one ammo type and half of the other. Remember, you do lose a slot by doing this.

For example, AP and Dragon: you could get 3 out of the 5 AP and set the target on fire. You don't get 2 of the AP and the +1 damage.

For example, Bluescreen and Talon: you could get 3 out of the 5 EMP damage and get the extra crit chance. You don't get 2 of the EMP damage and the +1 crit damage.

For example, Viper and Dragon: you could get the poison and set target on fire. You don't get the +1 damage from each (so +2 total).

For example, Bluescreen and AP: you could get 3 out of the 5 EMP damage and get 3 out of the 5 AP. You don't get 2 of the EMP damage and 2 of the AP.
Thyrork 19 Feb, 2016 @ 4:31am 
I'd love Ammo Unlimited too. Something about Dragonfire Venom Rounds on a gunslinger tickles me in all the right places. :steamhappy:
Kemwer 18 Feb, 2016 @ 8:28pm 
I'll throw in for my support of an 'Ammo Unlimited' mod. Alternating round types, specially designed rounds, variable beam power settings, etc. There are plenty of ways it could be achieved within the context of the world setting and it would be less balance breaking that the grenade mod here. I mean, you still have to hit and still have to even have enough slots to be willing to devote to two ammo types.
Preacher 17 Feb, 2016 @ 8:30pm 
@Tom O'Bedlam, DoomPotato. actually its would be quite easy to explain multiple bullet types being equiped, just look at tandem warheads in modern day. you have two charges built into a single round, they dont explain how the bullets get their superpowers in Xcom so you cant say they're mutually exclusive =)
Sakarbik 17 Feb, 2016 @ 2:44pm 
I LOVE YOU. I asked for this in the discussions a couple of days after the release, when i realized about the limitation. It felt just silly that, since i wasn't rushing the PG and didn't have enough utility items for all my soldiers, i had to carry some of them to battle with an empty utility slot because i wasn't able to equip them with an extra grenade. This mod made my day, i swear.
Bean_Goblin 17 Feb, 2016 @ 1:39pm 
@jack finn i agree that would be awesome
Blue Zergling 16 Feb, 2016 @ 11:49am 
Toss another one in for unlimited ammo. Justification: High explosive armor piercing rounds? I mean, logic be damned, I just want to poison someone and light them on fire.