XCOM 2
[WotC] Limited Reloads [Old, Unsupported]
231 Comments
VII 13 Aug, 2024 @ 2:44pm 
wasnt there a version of this mod that made ammo finite in a way? just come back to see how xcom2 is these days
4rrakis 10 Dec, 2019 @ 9:07am 
Bobby_Hill (♀) 10 Dec, 2019 @ 9:05am 
make this open to the public so it can have future support please
spiritplumber 26 Oct, 2019 @ 2:16am 
awesome to use for the AXE-COM playthrough
Berserk 9 Aug, 2019 @ 10:47pm 
I am very interested in @looplick 's version of this or any version that doesn't mess with the enemies reloading at all
Insufferable Smartypants 6 Jul, 2019 @ 1:45pm 
Excellent! I always thought the melee damage on a rifle strike should have been a straight 1 point, but never bothered to change it.
looplick 6 Jul, 2019 @ 7:46am 
@Talon Richard has graciously allowed others to upload their own versions of this mod. See the "Odd bug" discussion above.

I've been working on a version of this mod for a bit now and only today squashed the last nasty bug. It's the one where if you save, exit, then load back in, soldiers who had no reloads left magically got their reloads back...

Anyway, my version is different though. Mainly, it removes the melee strike ability and adds a bunch of configurables to adjust difficulty even further. I have a few other things I want to do before release though, but it should be ready in the coming week(s).
Talon 2 Jul, 2019 @ 1:09pm 
Hey!
I dont suppose you would open up working on the project to other modders, now that you're done working on it? You might be done with XCOM modding for the moment, but this mod itself is too good of an idea to simply pass up, so I was hoping you'd be willing to release the right to have others work on it/upload other versions of it!
Insufferable Smartypants 1 Jul, 2019 @ 3:52pm 
So adding reload to sniper rifles isn't something I can do myself, with say, an ini tweak, right? I don't know the mod tools well enough to trust doing anything like that to it.

I turned off ammo consumption for pistols, but for some reason all my standard sniper rifles don't get the ability. I know you have it added in your mod, but it's not showing up for me specifically for those weapons (regular and TLP). I've noticed that XCOM 1 style sniper rifles can reload, but they have unlimited ammo.

I didn't expect to hear from you, Richard. I'd decided to live with it unless a player pipes in with some advice.
Richard  [author] 1 Jul, 2019 @ 7:11am 
@insufferable smartypants I'm no longer making xcom mods and i dont play on my pc as much currently. The issue you are having is with weapons that are not supported by the mod, primary pistols added by mods are usually classed as new primary weapons so the mod would need to be updated to support them. Secondary (default) pistols have reload removed due to a conflict with primary reloads, as typically secondary pistols have infinite ammo this isn't.an issue but secondary pistol mods that are not supported typically affect things.
Insufferable Smartypants 29 Jun, 2019 @ 10:26pm 
Argh!

Similar issue as before, only it's on sniper rifles too. Standard sniper rifles. Reload ability claims the weapon is fully loaded, but the weapon is clearly empty and says so if I try to shoot.
Insufferable Smartypants 29 Jun, 2019 @ 6:33pm 
I've got primary pistols on for the Akimbo class mod, and I'm unable to reload. I saw that Richard's left XCOM, and was wondering if any players might know how to help me.

Basically, the reload function has been removed from pistols, but primary pistols sets an ammo limit to them. After you're out of ammo, you can no longer reload.

Is there anybody out that that might know how to add the reload ability back onto pistols? And I might need it spelled out slowly, or with as much detail as possible, as one might to a dull-witted child.
Zigg Price 6 Apr, 2019 @ 12:16pm 
Yeah, I have had my concerns about that. I haven't heard how they plan to introduce their own workshop, it if they are just going to let everyone use the Nexus Portal.
Richard  [author] 6 Apr, 2019 @ 11:26am 
Security issues and lack of features aside its more the steam workshop aspect that I'm interested in. I've used epic launcher, I don't mind it although I don't like splitting my catalogue.
Zigg Price 6 Apr, 2019 @ 11:14am 
I don't see an issue with the Epic Store. Just a different launcher. But one that allows the developer to keep more of the money they put into the game, which is nice. But ultimately, it's not nearly as bad as Origin or UPlay. The interface kind of sucks and it lacks functionality, but that's because the store function is new. Give it time. I have a lot of hope for Epic Store to be as good as Steam.
Richard  [author] 6 Apr, 2019 @ 10:22am 
No nothing for X3 yet, I thought the TLE/TLP pack might of been something but it was a nice bit of content regardless. I'm more concerned about 2K games and their love for the Epic store at this point though :\
Zigg Price 6 Apr, 2019 @ 9:24am 
Has it been announced?
Richard  [author] 5 Apr, 2019 @ 11:03am 
All my mods are being abandoned, I'll be back for xcom 3 hopefully (whenever it comes to steam)
Zigg Price 4 Apr, 2019 @ 10:17am 
Wow, this got updated. That's awesome. But it seems the title has been changed. Does that mean something new is being created to replace it, or is the project being abandoned?
Richard  [author] 4 Apr, 2019 @ 4:16am 
Updated:
Fix: The Extra Mags Perk now works correctly, there was an issue with it not applying the 2 extra reloads to a solider (but still applying the 2 extra give ammo charges) this is now fixed thanks to Looplick.
Change: "Reload" ability is always displayed on HUD now so you can see how many reloads you have left.
thoughtdotcom 27 Mar, 2019 @ 2:05am 
I love this mod. Great job. I am noticing something odd though. For whatever reason, the extra mags provide 2 clips that I can toss to another soldier, but they can't be used for reloads (unless they have been tossed first). It's probably a mod conflict on my end (I use a lot of mods), but I thought I'd mention it in case anyone happens to know why it's happening.
Zigg Price 6 Mar, 2019 @ 11:22am 
Does anyone have any suggestions for what to set the reloads to when playing with larger enemy pods? I plan on using A Better Advent and Better Campaign+. Should I double the base amount of reloads? Thematically, this seems fitting. But, to me, it seems difficult to balance when it comes to Guerilla Ops VS, say, Shens Last Gift.
tjvelcro 18 Feb, 2019 @ 9:42am 
I really like the idea of this mod. The story based missions with lost and reaper intro was really close due to this. However just wondering how I can get this to work with Akimbo class?
Frightener_One 5 Feb, 2019 @ 11:42am 
Is it possible to take the "Give Ammo" mechanic and apply it to all other items soldiers carry such as grenades?? The original X-COM: UFO Defense had such a mechanic where you could share grenades and rockets between soldiers while fighting aliens.
MrCloista 27 Jan, 2019 @ 6:15pm 
I've noticed an animation problem. If I do a standard sword slash it uses the weapon strike animation. Any way to fix this, or alternatively remove the strike ability? This along with the problem with primary secondaries and modded classes like Akimbo, are the 1 thing stopping me using what should be an awesome mod.
Richard  [author] 23 Jan, 2019 @ 2:10am 
It doesn't matter on the class it directly replaces the reload function within the game on weapons that I have manually done it on. It is a pain to do it this way but it works best. I'm not currently playing xcom or on Steam much so don't expect an update for a while. The mod has to be built in the tools whenever code for new weapons is added it's not something the end user can do.
Anakameron 22 Jan, 2019 @ 1:43pm 
@Talon - so there seems to be inconsistencies between this and mod-added classes, good to know I'm not the only one and it's repeatable.
@Richard - since patching every single class-added mod would likely take considerable time and effort on your part, maybe putting together a guide for users to apply the perks/abilities to soldiers or exempt them would be more useful overall. I would certainly use it and appreciate something like that.
Talon 22 Jan, 2019 @ 9:13am 
@Anakameron I agree, also with the Heavy Gunner class mod it seems to not be able to reload.
Anakameron 22 Jan, 2019 @ 1:39am 
This has quickly become one of my top must-have mods for any playthrough and I've been messing with .ini files and my mod list to get it working with everything in my setup. I have one issue I can't seem to sort out though. This mod always removes the ability for my Akimbo class troops to reload and with 2 pistols that each have 3 shots, you end up wanting to reload frequently. Hoping someone has any ideas on the best way to get the reload function back on the primary secondary weapons. Akimbo class mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1494158555
El Psy Congroo 1 Dec, 2018 @ 8:04pm 
Love the mod!
will-117 24 Nov, 2018 @ 4:59pm 
I picked this up a while back and you know what. Its awesome. Keep this alive please.:steamhappy:
Richard  [author] 6 Nov, 2018 @ 12:57pm 
@someone its not hard to make multiple reload functions its just having them work with give ammo that is the problem. Another point is only being able to share shotgun reloads for example would make you equip more of one weapon type. If you have the nod tools you can edit and rebuild it
Richard  [author] 1 Nov, 2018 @ 4:37am 
@Talon I will get around to support on those on a future update when I have some time.
It would be possible to have different reload capacities for different weapon types but would require some work on my part although I'm not sure if the "give ammo" ability would remain universal. As it stands it just gives a reload charge to an ally, it can't distinguish weapon. Making different reload amounts for different weapon types wouldn't be hard but they'd all have to share the giveammo ability still. You could always change the values of the weapons ammo capacity in the ini files if that would suit you better?
Talon 31 Oct, 2018 @ 11:12am 
Also is there a way to make different weapons have different amounts of reloads? 3 mags for rifles, 4 for smg's, 5 for LMG ammo-hogs, etc...?
mystermask 26 Oct, 2018 @ 12:57pm 
I used ReloadRS instead of Reload in the weapon .uc, works like a charm.

Thanks a lot !

P.S: I notice the M21 SMWS from Firearms mod doesn't have the limited relaod but I supect a problem with Firearm
Richard  [author] 25 Oct, 2018 @ 5:25am 
@mondomau ah actually this is an interesting point it could be icon display. Well it could be anything really at this point xD
mondomau 25 Oct, 2018 @ 12:41am 
@ Richard I will try Reload Anytime and report back, though the issue is not that it isn't showing, but that it's definitely using an action right from the first reload. I've noticed I have a ton of other mods installed though, so don't sweat it if nobody else is experiencing it.
One last thought: Is there any chance it could have something to do with the number of ability icons? I've noticed I'm more likely (though not guaranteed) to 'lose' the reload ability if the soldier has a lot of extra icons.
mystermask 24 Oct, 2018 @ 12:00pm 
Thanks Richard for the useful reponse, I will try your solution for a weapon mod I know will work first (for example the Scar H for WOTC).

Because my mod is a very alpha state and that's more for having a hand on modding, I used to script a lot and take pleasure to modify your class mod by the way.

Anyway, I will how it works and I'll give you an update !
Richard  [author] 24 Oct, 2018 @ 11:49am 
@mystermask If you are making a weapon mod you can edit the weapon abilities directly;
Template.InventorySlot = eInvSlot_PrimaryWeapon;
Template.Abilities.AddItem('StandardShot');
Template.Abilities.AddItem('Overwatch');
Template.Abilities.AddItem('OverwatchShot');
Template.Abilities.AddItem('Reload');
Template.Abilities.AddItem('HotLoadAmmo');
Change Reload to ReloadRS
However this would make my mod required for your weapon mod to work.
If you send me a copy of the localization file (XcomGame.int) I can add support for any mod once I know the actual weapons coded name.
Richard  [author] 24 Oct, 2018 @ 11:45am 
@mondomau are you using BG's Free Reload anytime mod? It's wierd that it can't reload with 0 ammo left, I'll look into it.
mystermask 23 Oct, 2018 @ 2:54pm 
Hello !

Thanks for this great mod, I have a question how can I add an unsupported weapon ?

I try to create a weapon mod and would like to add limited ammo.
mondomau 23 Oct, 2018 @ 7:43am 
Hey, just a quick update. After reloading (the game), reload appeared for most soldiers, though it now often disappears if I let them run out of shots - they can reload fine if they still have at least one shot left but if they run dry the icon often disappears. Happened with the main rifle and reaper Vekto Temniotic rifle so far. Don't know if it has something to do with autoloaders as I these flat out don't work the way they should - the soldiers always use an action reloading.
mondomau 19 Oct, 2018 @ 8:41am 
Yeah, I didn't actually notice til somebody ran out, and then it became clear it was affecting everybody. Weird, I'll have a look at whether there's another weapon mod that could be affecting it. Cheers.
Richard  [author] 19 Oct, 2018 @ 5:52am 
@mondomau if they have the option to give ammo then they should be able to reload. Note that the reload will only show up once ammo has been spent from the weapon. Also its not based on my classes at all, its all down to the weapons but is working as intended for me. I know that the Extra Magazine item is being a bit wierd.
mondomau 19 Oct, 2018 @ 5:15am 
Sorry, to add: I'm using vanilla weapons and TLE weapons.
mondomau 19 Oct, 2018 @ 5:11am 
I am using your classes pack and this mod, but I have an issue where none of my soldiers have the reload action at all. They have the option to give ammo, but no reload. Any ideas?
Richard  [author] 11 Oct, 2018 @ 5:06am 
Update:
Added support for TLE/TLP Weapons.
Richard  [author] 2 Oct, 2018 @ 11:39am 
Update:
Added Support for:
-Coilguns for War of the Chosen (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1253939617)

Will add support for Tactical Legacy Pack when it drops on October 9th.
cyrneco 17 Sep, 2018 @ 7:41pm 
Thanks Richard, whenever you got the spare time! Enjoy your holidays