XCOM 2
Pistols Get PistolStandardShot
19 Comments
initium 18 May, 2019 @ 5:14pm 
@DivideByZero - Clause released a mod called Mercenary Plasma Weapons (IIRC)
He put a config file together which includes mobility for each weapon along with a Range Table. It doesn't replace the vanilla weapons and by default uses the same damage etc.
But I'm with AA on this. The item/weapon used should be applying the effect of its use, not a soldier ability.
Juravis  [author] 18 May, 2019 @ 2:49pm 
Its easy to code but you cant do it via ini editing
DivideByZero 18 May, 2019 @ 2:01pm 
Many thanks for the clarification AA.
btw I'm doing some ini tinkering to try and add a mobility penalty to a weapon, do you know of a mod that already does that so I can check the code involved?
Juravis  [author] 18 May, 2019 @ 1:20pm 
That's correct. You cannot have 2 secondary weapons.
DivideByZero 18 May, 2019 @ 1:16pm 
Just wondering, when you say you can't give pistols to reapers you mean you can't get them to have their signature claymore(s) AND carry a pistol too, I suppose?
Because I think after all I'd like to equip a pistol on a reaper when I know the Lost are present, since you're not going to want to blow up stuff anyway.
Juravis  [author] 10 May, 2019 @ 9:38am 
Anytime captain
initium 10 May, 2019 @ 4:41am 
I suppose this mod provides the bases for all weapons to have a weapon based skill to use them. If that is the case I'm very happy as I've had an idea for a mod for ages but never had the time to learn how to mod properly. I'm still an ini tinkerer =)
So thank you AA - from us ini tinkerers that you so kindly called modders.
Spacetauren 16 Apr, 2019 @ 9:47am 
@The Real Cynik
Slight (lol) necro, but how did you manage to do that ? I'd like to do the same as well as giving ranged hacking to gremlins.
CyniksteR 2 Nov, 2018 @ 9:15am 
thanks, I ended up going overboard and giving LaunchGrenade to Grenade Launchers, and SwordSlice to Swords 😅
Juravis  [author] 1 Nov, 2018 @ 10:47pm 
Probably, feel free to take my code and just swap it
CyniksteR 1 Nov, 2018 @ 10:33pm 
is it possible to do the same for Grenade Launchers and LaunchGrenade? I always found it ridic that the weapon itself does not allow launching grenades, but a soldier's skill does
Juravis  [author] 1 Mar, 2018 @ 6:50pm 
Yes, but that's an entire different mod. Check here, its up there somewhere.
Coolio Wolfus 30 Nov, 2017 @ 8:46am 
Hmm, wonder if it's possible to give rookies the pistol/autopistol as a primary weapon...
Juravis  [author] 25 Nov, 2017 @ 11:18pm 
The Claymore is not a grenade, you cant equip it in the Accessory slot. The Claymore is like a Sword or a Pistol or a Psi Amp. I have no idea what effects swapping those would do, but knowing XCOM just swapping those slots without any other changes will break the game.
Coolio Wolfus 25 Nov, 2017 @ 11:14pm 
Just a thought, can't you give Reapers a Claymore based Grenade Slot, that would free up their secondary for a pistol.
Juravis  [author] 11 Nov, 2017 @ 8:57am 
It would but removing the psi amp might cause other problems, try it.
Juravis  [author] 10 Nov, 2017 @ 11:14am 
V2.0 now supports custom pistol names templates via CONFIG file.
Juravis  [author] 10 Nov, 2017 @ 11:00am 
I just saw that the Chosen Pistol already has partial abilities inside it. I kept my code but cleaned it up, its much more presentable now. It also prevents other mods from adding the same abilities and then having duplicates, but thanks for that.
Musashi 10 Nov, 2017 @ 7:55am 
Hi ADVENT Avenger
just a suggestion to cleanup the code. To prevent duplicates when adding abilities you can do

if (CurrentWeapon.Abilities.Find('PistolStandardShot') == INDEX_NONE)
{
CurrentWeapon.Abilities.AddItem('PistolStandardShot');
}

the rest of the abilities can be left untouched.