XCOM 2
Utility Slot Sidearms WOTC
461 Comments
[FT] STRlCE - I use MnK 14 Sep, 2023 @ 10:00am 
Alright, I have ruled out by now that it appears to be this mod. Upon removing it and nothing else, everything works again.
[FT] STRlCE - I use MnK 14 Sep, 2023 @ 5:42am 
Snipers that have been around since the early days of my campaign however are unaffected and can still select all kinds of gear for their secondary slot. I also checked the class ini files, all things there are unchanged.
[FT] STRlCE - I use MnK 14 Sep, 2023 @ 5:41am 
Important question: I recently cannot equip pistols on new Snipers, the entire secondary weapon slot is empty with no choosable option. All sidearm options say: "max 1 unknown weapon category per soldier". However, it still says then when the ONLY gear the sniper has is the default armour and default sniper. I have 0 mods that change class behaviour, but I legit cannot find ANYTHING on that error message via google and therefore also have a hard time figuring out which mod is even responsible for it showing. If ANYONE knows anything, please do share! It is impacting my very advanced career.
Nimobee 20 Apr, 2023 @ 8:55am 
无比垃圾的模组,害我游戏奔溃并无法启动,检查了很久才找到根源,千万别用这个垃圾
Kranford T. Butcher 27 Oct, 2022 @ 6:13am 
This mod is the bee's knees. It's also a pretty big lifesaver when your guys have crap hit chances with their guns, but the sword on their back is another story. And that's just one possibility. Mad props to you for cooking this one up, chum.
Haos51 14 Oct, 2022 @ 9:56am 
Is there a way to make it so it defaults to grenades, I've had it randomly give my boys some other items.
Haos51 4 Oct, 2022 @ 10:47am 
Thank you for this mod, I got the LW2 classes but with no option to use pistols until this mod came up.
Kraise Gaming! YT 16 May, 2022 @ 2:42am 
Guys. I need to add the stim pistol to the list of pistols in utility slot
How do i do this?
Cheesy_ 14 Apr, 2022 @ 8:18am 
Is it possible to make the LW gauntlet work as a utility item?
Triel 2 Mar, 2022 @ 7:20pm 
Would be cool if this thing got the same overhaul like primary secondaries with the 'True primary secondaries' thing
Dredgen 20 Feb, 2022 @ 4:56pm 
Is it possible to have the Chosen sword be in the utility slot? Currently I have the chosen sword and cannot use it on my soldiers.
Harro 30 Sep, 2021 @ 7:31am 
psi amps arent showing up even when enabled in ini files, is the mod abandoned?
jonlevir 6 Sep, 2021 @ 6:34pm 
I have been trying to get this to work with Psiamps with RPGO, but it doesn't seem to be working. I did the .ini edits, but it works for the Gremlin and not with the psiamps. The log seems to say that the psiamps are being generated for it, but they only show up in the secondary slot.
Tachikoma 23 Aug, 2021 @ 8:00pm 
well i have a bit of a problem i downloaded this mod to have the axe throw for the stormrider class without needing to use the second melee slot but my people don't get the possibility is it because they are custom classes or something ? because i tested a few things and it just doesn't work otherwise i found other reasons to keep using the mod but still the axe throw not working is a problem because i thought the axe would be giving the ability and not a class or something else besides the axe
Ginger  [author] 14 Aug, 2021 @ 12:45pm 
Heh, True Primary Secondaries is definitely the other way of getting around that problem. Honestly, I might look into TPS and make TUSS, myself. Seems like an interesting enough concept to keep my attention
5ColouredWalker 14 Aug, 2021 @ 2:34am 
I've reported it on all three actually.
There's a 'True' Primary Secondaries mod that gets around the issue, but apparently it can be a bit more unstable than most mods so the author's listed it in Beta. If it ends up stable, maybe we'll get lucky with 'True' Utility Slot Sidearms.
Thanks for the response.
Ginger  [author] 14 Aug, 2021 @ 12:49am 
Sure. Better report it over there, too. The cause is almost certainly that it adds items to be built without checking what they are (in my case, easiest thing to check is what inventory slot they go in).

All the utility slot weapons are actually two weapons - one for the UI, and one to be equipped on the soldier.

Honestly, at this point I think I (and by that I mean "someone" because I haven't felt like modding xcom2 for ages) should look into finding out if the Highlander can make utility slot items display on soldiers if they have archetypes... it'd solve so many problems.
5ColouredWalker 13 Aug, 2021 @ 7:03am 
Reporting a bad interaction with Prototype Armoury. This causes all sidearms to be doubled up in the weaponry build item section, with one of the doubles charging for building but not providing the item.

@Ginger This isn't me asking for a fix, but so that if anyone else runs into this problem they can better find the source.
NSilver 12 Aug, 2021 @ 5:44pm 
To Anyone using this mod with RPGO:
You need to go into the folder for the required mod "LW2 Secondary Weapons"
Open up XComLW2SecondariesWOTC.ini
"bEditAbilityTemplatesForBaseClasses" must be set to false.
Otherwise any secondary weapon you put in your Utility Slot will be missing several abilities related to it.

That said, I thank Ginger for this amazing mod!
cakelover69 13 Jul, 2021 @ 7:57pm 
Did anyone figure out the LW gauntlet yet? I would like to know how to do that.
Inaire 6 May, 2021 @ 6:35am 
aside from having to manually re enable psi amps your mod doesnt seem to work with the psionic training mod a shame.
Ginger  [author] 21 Apr, 2021 @ 4:53am 
There's supposed to be a fix for that included in this mod - specifically, utility pistols are given the Fire Pistol ability at game bootup - but there's so many bugs with X2 that I could never pin them all down. It had to have been a mod conflict or config file error or something, but it has always worked on my end so I was never able to reproduce it.
_b1ack0ut 19 Apr, 2021 @ 4:06pm 
@Spleedude this is because the Fire Pistol ability is not granted by the pistol, but rather by the sharpshooter class, so providing it to other classes will not allow it to be fired.

Pick up the mod called something like "pistols get pistol standardshot" and add the pistols you want to be able to fire in the custompistols config file in that mod. This should solve your problem.

Downside is if you don't remove the pistol shot from the sharpshooter skills, they will have that ability twice, but it isn't the biggest deal
0A0 6 Mar, 2021 @ 9:33am 
Some unique sidearms from other mods cannot show up in the utility slot. Don't know why.Like ripjack in [WoTC]Legacy of Chosen(Chosen Hero Weapon mod)https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2282920064
and Psi Amp in Chosen Reward Variety
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1619292810
Others Looks OK
Danzy 5 Mar, 2021 @ 12:38pm 
activating this mod with ABBA duplicates the Alloy Sword. It shows up 3 times at the build item in the Armory, and only 1 of those works as intended
Splee 30 Jan, 2021 @ 10:55am 
Hey there, I just found this mod and I love it so far. The only issue I'm having is when I equip a pistol the the utility slot I cannot fire it during combat, Overwatch with the pistol works fine, I just can't shoot it. I've looked through the comments and saw a this issue being discussed in the past with no resolution. I was just wondering if a workaround or fix has been found? Thanks.
Pietia 1 Jan, 2021 @ 4:57pm 
Hi, I also will wait for fixing problem with LW gauntlet. I tried to add but nothing happend. I really want release slot for shield :P
LordStarkillerII 20 Dec, 2020 @ 6:11am 
Ginger  [author] 19 Dec, 2020 @ 8:16pm 
Hrm. Looks to be crashing while trying to generate the WeaponSet template for the first difficulty variant of the conventional LW gauntlet. I find this very odd because that function shouldn't have anything that is capable of crashing - all it does is create a new template and then copy a bunch of stuff that, by definition, exists. It's one of the longest, but least complicated, operations that USS does.

Can you give me a link to the mod that contains LWGauntlet_CV? I'll need to take a closer look and run my own tests.
LordStarkillerII 19 Dec, 2020 @ 5:41pm 
https://pastebin.com/SLGdDCPk So this is actually from the Launch.log because for some reason the game refused to even crash properly and never post a crash log it would just sit with a small black un-responding screen, I let it sit like that all day and nothing changed the only crash thing is a 0 Kb crash dmp file so i hope the launch log is enough.
Ginger  [author] 18 Dec, 2020 @ 7:50pm 
Oh. Wow, this mod is *old*. I apparently wrote this mod before I started adding optional logging in my inis, so this mod always logs things.

Use Pastebin
LordStarkillerII 18 Dec, 2020 @ 6:30pm 
Thats fine, but 2 questions where do i enable logging specifically for USS i looked in all the configs through AML and could find anything. Also how do i give you the crash log do i just copy and past the wall of text here or do you want me to post a pastebin link or something like that
Ginger  [author] 18 Dec, 2020 @ 5:38pm 
(Sorry it took so long to reply. I got caught up in Cyberpunk 2077 :P )
Ginger  [author] 18 Dec, 2020 @ 5:37pm 
I'd need to see a log of the crash with USS logging enabled in the ini to be able to determine what might've gone wrong.
LordStarkillerII 12 Dec, 2020 @ 8:06am 
i tired adding the gauntlet from lw2 secondary weapons mod with this line +GenericCategories=lw_gauntlet and it causes the game to crash at launch. any idea whats wrong?
Dannyw 25 Nov, 2020 @ 3:27am 
I just can't use the sidearm slot.
Ginger  [author] 24 Sep, 2020 @ 8:40pm 
Yeah, that's a vanilla bug - a set item (an item equipped by another item, e.g. the second sword when you equip the alien hunters double-swords) can be unequipped by some unintended means and if it does, it doesn't take the master item with it. The master item will always take the set item with it, and if a second master item tries to equip a set item into a slot where an item is already equipped, it bugs out.
Skootchums 24 Sep, 2020 @ 12:16am 
Yeah, I spent a while trying to figure it out and had assumed that another mod was filling one of the weapon slots used by the utility weapons, but it looks like there was just some other conflict effecting specific sidearms that made me notice it when I wouldn't have otherwise. I thought it was weird that the UI wasn't unequipping items from the displayed utility slot after they had already been removed from their hidden slot, and having used the mod for a long time that didn't seem normal but I guess I've just been oblivious to it until now.
Ginger  [author] 23 Sep, 2020 @ 8:58pm 
UI slots and inventory slots are two different things, for one reason or another (blame firaxis). Though I set Gremlins to use a specific slot, and pistols to use a different specific slot, and I did that to fix exactly the problem you're having. Maybe there's some kind of mod conflict?
Skootchums 23 Sep, 2020 @ 3:55pm 
Having an odd problem where I can only have one secondary weapon equipped in a utility slot at once (one secondary in the secondary slot and one in the utility slot is fine, however.) For example, I might have 3 utility slots, a gremlin in one and the rest empty; if I equip a pistol in one of the empty slots, the gremlin and its abilities will no longer appear in a mission, being replaced with the pistol. The overwritten weapon's model will even disappear from the soldier in the armoury upon backing out and returning to him after adding the new one, even though both weapons still appear to be equipped in their slots on the loadout screen.
Red110 21 Aug, 2020 @ 9:42am 
@SupremeMorpheus I use Bowcasters mod, but I also want my Templar to also have an autopistol
Savar Belmont 12 Aug, 2020 @ 10:38am 
@suprememorpheus or musashis rpg overhaul
SupremeMorpheus 12 Aug, 2020 @ 8:27am 
@red Autopistols are, to my knowledge, Templar exclusive unless using something like Iridar's Autopistol Overhaul
Red110 12 Aug, 2020 @ 8:25am 
Where autopistols?
Lester_556 30 Jul, 2020 @ 10:58pm 
About the grenade launcher sidearms part. Does it only launch frags even if multiple types of grenades are equipped to the same soldier?
veneficus 28 Jul, 2020 @ 5:29am 
Thanks, I will
Ginger  [author] 27 Jul, 2020 @ 9:00pm 
Check your logs. The bootup sequence should have a bunch of entries from this mod, showing all the items secondaries it generated and their parameters. You can at least see if the grenade launchers sidearms are being made.
veneficus 26 Jul, 2020 @ 11:08pm 
thanks, something is blocking it though. I have to find it
Ginger  [author] 26 Jul, 2020 @ 8:36pm 
Oh, huh. I guess I left the grenade launchers on from back when I was testing all the stupid grenade launcher ability bugs.

No, shouldn't be anything else you need to do to enable them.
veneficus 26 Jul, 2020 @ 12:58pm 
I was using a similar mod that stopped working. I wanted to try this mod, but enable grande launchers, because I play with an increased enemies mod too. I looked at the ini file and it says enable grenade launchers is set to true. Do I need to alter anything else?