XCOM 2
Soldier Loadout Overhaul
64 Comments
Kintaro 23 Apr, 2020 @ 4:04am 
currently not working/buggy af
yes_commander 30 Nov, 2019 @ 11:57am 
So, it turns out I can dupe vests ridiculously easy with this. Maybe it's because I use a dedicated vest slot mod. I also suspect that some of my weapon mods have been breeding but I haven't kept a close count.
yes_commander 19 Oct, 2019 @ 4:06pm 
Love this. I don't even use the large weapon packs, I just like minimizing how often I have to use the scrollbars. Awesome, awesome QoL UI mod.
ChonkiestHonky 5 Aug, 2019 @ 12:31am 
@Dragon32 Thanks my main person. you made my fears vanish. im currently trying out the "modded beyond reason" modpack for xcom2, and im downloading some of my own personal things that i wanna see if they work or not. hoping that if this works, it can just look better and feel nicer to use, specially with all the modded weapons.
Dragon32 4 Aug, 2019 @ 1:06am 
@D.E.K.3
No they don't
ChonkiestHonky 3 Aug, 2019 @ 6:21pm 
mods dont disable achievements for XC2 do they?
Dragon32 4 Jan, 2019 @ 10:24am 
@tomomi1922:
That's interesting, thanks for replying. I've heard some people say that the Community Mod Launcher's load order function doesn't really work. Interesting to hear it worked for you and glad it fixed stuff.
Aaewen 3 Jan, 2019 @ 11:56pm 
Thanks Dragon32.

Actually I went through my checklist. Mod is installed, no conflict reported (I am very careful, thanks to years of Skyrim).

However, I am happy to report I got this mod working again. The trick: in Alternate Launcher, bump priority of this mod higher, like under 20. This is considered game altering essential mods instead of content mods (outfit, voice, weapons, etc...). And since it loads first, it is guaranteed to load. I bet somewhere in my 200 mods one or two mods derail the loading sequence.

I am quite happy for now. I know, nothing is perfect with modding. But I am glad to find out load order still matters.
Aaewen 2 Jan, 2019 @ 9:58pm 
The mod stops working today. I click on my weapon loadout and it mixes katana with everything else. This is so weird. Alternate launcher reports no incompatibility.
Horatio Cornblower  [author] 12 Oct, 2018 @ 7:00am 
Probably, looks like there was an update.
Franimus 20 Jun, 2018 @ 9:27pm 
Any chance of a vanilla/LW2 version?
José 25 May, 2018 @ 3:59pm 
Any luck with making this compatible with Cross Weapon Training? Seems that the easiest solution would be to allow all weapon categories to be visible to all soldiers.
Horatio Cornblower  [author] 21 Mar, 2018 @ 2:43pm 
mmm thats a good idea. I'll look into it
RealityMachina 20 Mar, 2018 @ 5:05pm 
Can there be some sort of event trigger in "isCategoryEquipable" to make it more compatible with other mods that may alter what a unit can equip? This screws over Cross Weapon Training as it is because the mod hard checks what a soldier can equip according to a class: there's no way for my mod to tell it they can equip other categories due to a trait they have.
Kazraan 17 Feb, 2018 @ 11:00am 
Humm. Thanks. I will try running everything tonight.

Knowing my luck, I broke something lol
Horatio Cornblower  [author] 17 Feb, 2018 @ 10:40am 
If the config file doesn't exist and the mod works correctly then you are all good. If the file doesn't exist and the mod doesn't work at all, you've got something broken
Kazraan 17 Feb, 2018 @ 9:14am 
@Dragon32

I can't find that particular .ini anywhere though. Should I just delete the entire config folder?

Thank you for your response btw.
Dragon32 17 Feb, 2018 @ 1:41am 
@Kazraan:
Try deleting the one in
My Games\XCOM2 War of the Chosen\XComGame\Config
Kazraan 16 Feb, 2018 @ 9:58pm 
Okay, maybe I am dumb, or maybe just missing something. I cannot find
XComArmory_Overhaul.ini
Anywhere. I followed your directory, and it is not there.
Kazraan 13 Feb, 2018 @ 6:49pm 
ooo. Okay, Awesome! will do this now!

Bajillion thanks!
Horatio Cornblower  [author] 13 Feb, 2018 @ 3:17pm 
This fixes the bug where additional slots wouldn't show any items avaliable to be put in them.
Horatio Cornblower  [author] 13 Feb, 2018 @ 3:08pm 
I changed my mod's INI file. To make my mod work correctly, you must have the CategoryWhitelist entries in your own
Documents/My Games/XCOM2 War of the Chosen/XComGame/Config/XComArmory_Overhaul.ini file.
Either add them manually or just delete the file and it will be automatically regenerated
Kazraan 12 Feb, 2018 @ 8:44pm 
@Long Live [A]lliance I am not quite sure what you mean here.

I add those lines to what ini? Yours or theirs? And then I cam use the + utility slot add-ons?
Horatio Cornblower  [author] 9 Feb, 2018 @ 6:05pm 
None backwards compatible update to add compatibility with vest slots and other mods. Add
CategoryWhitelist=eInvSlot_PrimaryWeapon
CategoryWhitelist=eInvSlot_SecondaryWeapon
CategoryWhitelist=eInvSlot_Utility
To your config or delete the ini to regenerate it
kregano 9 Feb, 2018 @ 8:22am 
Apparently, this isn't compatiblw with the new vest mod, so it need a tweak or two.
Horatio Cornblower  [author] 8 Feb, 2018 @ 3:47pm 
Sounds like either a different mod issue or incompatibilities with another mod
Aegelweard 8 Feb, 2018 @ 12:34am 
I have ran into another issue. Yesterday I played two missions, each time having one grenadier in my squad. Both times I loaded them with Incendiary bomb (utility 1), Acid bomb (utility 2) and EMP bomb (grenade). But on the battlefield launching Incendiary/Acid bombs was not among soldier abilities and EMP bombs had tiny range and 1*1 tile AOE. Plasma bombs in grenade slot worked just fine.
Could you, please, help me?
Jess 4 Feb, 2018 @ 10:31am 
Ah... If only the Medikits, Smokes and Flashes were infinite again.
Horatio Cornblower  [author] 3 Feb, 2018 @ 11:26am 
Mod doesn't change the amount of utility slots
Aegelweard 3 Feb, 2018 @ 11:05am 
Let's look at it from another angle: how many utility slots should I have? By the way, is there a need in using "Ammo pocket fix" if I am using your mod?
Horatio Cornblower  [author] 3 Feb, 2018 @ 9:58am 
I think where the mod is right now is a pretty good state. I've got all the features I want added. Please report any bugs or incompatibilities that you find, I'll look into them.

Only other change coming up on the horizon is HL changes, I think better handling of utility slots is being implemented there. I'll have to update to conform to that when it happens.
Horatio Cornblower  [author] 3 Feb, 2018 @ 9:53am 
@Aegelweard That doesn't sound correct, something is screwed up. Any mods that override UIArmory_Loadout will mess with this mod
Aegelweard 3 Feb, 2018 @ 3:22am 
I now have 4 utility item slots NOT including ammo (using "Ammo pocket fix"). Is this how it should be? "Ammo and Vest slots" disabled and I am not using "Tons of utility items".
kregano 2 Feb, 2018 @ 7:11pm 
Thanks for the mod, been wanting something like this for a while now due to having a ton of mod guns.
d09smeehan <MHN> 2 Feb, 2018 @ 4:00pm 
Well damn. That was quick!
Horatio Cornblower  [author] 2 Feb, 2018 @ 3:59pm 
Added weapon images. You will need to regenerate your ini file to see them
tran.bronstein 2 Feb, 2018 @ 8:28am 
Very good mod for oeganizatuonal purposes. Yes, it's an extra click or so but worth it for less clutter and a lot more organizational ability. Well done. Thanks for your work.
Horatio Cornblower  [author] 1 Feb, 2018 @ 2:50pm 
> Is there a marker that identifies an item to be already equipped by another soldier?

Yes, It will come up looking disabled with text that says "equipped". You can still equip it though
d09smeehan <MHN> 1 Feb, 2018 @ 11:50am 
This mod feels practically mandatory now. The vanilla menu really can't handle flexible custom classes (especially RPG overhaul) and/or lots of weapon modpacks and gets incredibly cluttered. Dividing them into groups saves tons of scrolling time.

Thanks for an amazing mod!
GnaReffotsirk 1 Feb, 2018 @ 11:38am 
Is there a marker that identifies an item to be already equipped by another soldier?
SevTheHunter321 31 Jan, 2018 @ 6:06pm 
Awesome, thanks!
Horatio Cornblower  [author] 31 Jan, 2018 @ 5:49pm 
@Kazraan I've been talking to robojumper, if the creators of 'armor and vest' and 'tons of utility' make their mods Highlander compatible they shouldn't have any conflicts with this mod. I based my override off the Highlander one, and I don't think I broke any of the hooks.

@SevTheHunter321 The conflict is actually a bug on my end. The weapons should have been put into the 'Other' category but they weren't. I fixed this and will be pushing a new version soon.
Kazraan 31 Jan, 2018 @ 4:31pm 
Shame with the armor and vest and tons of utility items incompatibility.

Hope you can incorporate those into your mod! Still upvoting because it is still awesome!
SevTheHunter321 31 Jan, 2018 @ 4:26pm 
@Long Live [A]lliance This mod is really great! Makes having all those different weapon models out there easier to find. The only conflict I noticed so far is with Primary Secondaries by Musashi. It removes them as being an option as a primary.
Horatio Cornblower  [author] 31 Jan, 2018 @ 10:43am 
The mod would be updated with the ability to customize slots. I don't want to deviant standard behavior from vanilla.
Matikanefukukitaru 31 Jan, 2018 @ 10:09am 
@Long Live [A]lliance: Great mod, thanks for making this. Wish this existed for non-WotC too, but oh well, one day I'll be able to use this mod. XD
Would hate it through if the functionality of tons of utility and ammo & vest slots was added to this AS A MUST. Just my opinion.
Horatio Cornblower  [author] 31 Jan, 2018 @ 9:29am 
So they are completely incompatible. I'm considering adding the same functionality into this mod, it seems to be the common mod incompatibility.
SkySpirit 31 Jan, 2018 @ 7:28am 
@Long Live [A]lliance and, how do we fix it, or we can't? If not, will it be patched or not?
CommanderNature 31 Jan, 2018 @ 7:20am 
nice mod