XCOM 2
[WOTC] Skirmisher Swords
32 Comments
RolandJ 8 Jul @ 9:12pm 
To circle back, the ability name that works for my modlist is 'SkirmisherMelee'. I'm not sure which mod is responsible for my Skirmishers having this as their slash ability, but it functions ingame and refunds the action point when that ability is added to the [Rend the Lost] mod.
NightNinja54  [author] 5 Sep, 2023 @ 3:56pm 
@RolandJ
I believe the Skirmisher Melee ability is called Reckoning. SkirmisherStrike is actually Marauder that provides two shots on a turn if I recall correctly.
RolandJ 21 Aug, 2023 @ 6:31pm 
Hello, thank you for the mod! It works great.

I'm trying to add this slash ability to the "Rend the Lost" mod's XComGameData_SoldierSkills.ini, as that's where it designates which abilities to trigger the lost killshot action point refund. I've added the following line but it isn't triggering the action point refund ingame for my skirmisher who is using a sword via this mod. Does this mod add a custom ability? If so, what is the name, please?

+ValidHeadshotAbilities=SkirmisherStrike
NightNinja54  [author] 20 Jul, 2022 @ 8:25pm 
@Trooper
I don't believe I set them up to have attachment slots
Nero 20 Jul, 2022 @ 10:03am 
Can this be used with melee attachments?
NightNinja54  [author] 29 Aug, 2020 @ 6:22am 
@Hot Wet Novel Laureates
Hm, no they're set as starting items so they should appear regardless of initial faction.
Hot Wet Nobel Laureates 28 Aug, 2020 @ 11:02pm 
They showed up after I restarted my game. Maybe it was because I started with a Skirmisher ally?
Hot Wet Nobel Laureates 28 Aug, 2020 @ 4:04pm 
I just started a new game, and the skirmisher swords aren't showing up.
Valvatorez(Cox Cable = awful ISP 7 Feb, 2020 @ 6:59am 
It is possible to add the Alien Hunter Axes via ini edits?
NightNinja54  [author] 13 Oct, 2019 @ 6:56pm 
@Feezec
No, this is a basic mod that replicates the 6 swords as Skirmisher Ripjacks - it will not effect any swords outside of those.
Feezec 5 Aug, 2019 @ 10:38pm 
Does this mod let skirmishers use chosen assassin sword?
NightNinja54  [author] 20 May, 2019 @ 5:52am 
Announcement: Wrist-Mounted Energy Swords released -
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1746708084
Phnx 16 Apr, 2019 @ 9:21am 
@NightNinja54 It's nothing to do with your mod. It's just my perception that the curved part is on the wrong side of the sword. But now I actually see why the experimental sword is experimental. It's inverted by design. :lunar2019grinningpig:
NightNinja54  [author] 15 Apr, 2019 @ 7:33pm 
@Hattori Hanzo
Hi, the left arm grapple gauntlet is intentionally included as the skirmishers still need that to use their grapple and chain abilities!
NightNinja54  [author] 15 Apr, 2019 @ 7:33pm 
@Phnx
That's strange, I haven't made any adjustments to the object itself so uncertain why that would happen.
NightNinja54  [author] 12 Apr, 2019 @ 9:38pm 
Stolas Suzie 12 Mar, 2019 @ 6:06pm 
Using the sword still causes the left arm guard to appear which can look awkward on some custom armors is there way to make the ripjack and armguards invisible?
Phnx 11 Jan, 2019 @ 12:05pm 
Cool mod! It's funny no one noticed yet but the red enhanced sword is inverted. All the other swords have the sharp edge one the left side when sheathed on the back while that sword has it on the right side. And it also shows during animations.
NightNinja54  [author] 7 Jan, 2019 @ 8:46pm 
@jonnyafrica:
Hi Jonny, thank you. Unfortunately I would not know how to make those items invisible without losing the animations that make those items work as we’d expect in game. Additionally, I wouldn’t want to pull the energy sword from the halo mod pack as it’s another authors work
jonnyafrica 6 Jan, 2019 @ 8:05pm 
Hey Night. Thanks for your mods. I do enjoy them. Wanted to ask if it was possible to make the energy sword from the halo weapons work with this? Also would you know or be able to craft a mod that makes skirmisher claws(both arms) and templars weapons invisible, for cosmetic purposes. :) Thanks for your time.
Brave Sir Sausage 30 Dec, 2018 @ 7:47am 
Great, I'll give this a spin.
NightNinja54  [author] 30 Dec, 2018 @ 7:16am 
@CascadianJigglePolice:
Yeah, exactly. It won’t cause any issues. The creator of those mods, Musashi, did not include ripjacks originally. Since this is considered a ripjack technically, they won’t appear available to be equipped in the primary slot.
Brave Sir Sausage 30 Dec, 2018 @ 3:11am 
Cool! I never really liked the ripjack so this is tempting.
One question - you said this is incompatible with primary secondaries and dual wield but I can have them installed simultaneously. By this do you mean I can have all three enabled and just shouldn't try to give a skirmisher a primary secondary weapon or dual weapons, or can I not enable this mod while I have those two?
NightNinja54  [author] 29 Dec, 2018 @ 4:53pm 
NightNinja54  [author] 25 Nov, 2018 @ 8:20am 
@Bezimienny Hey! Thanks for pointing that out. You are correct and is something I just fixed.
Arkhangel 1 Nov, 2018 @ 9:21pm 
@Circle: I'm aware, just staying the Stun Lance that actually WORKS like one for Skirms would be nice, specially as some of them probably are former Lancers anyways.
Grikan 1 Nov, 2018 @ 4:03pm 
Advanced Blade has only 4 dmg instead of 8, at least in my game :( too bad it looks cool. Thanks for the mod, other than that works 100% fine :)
NightNinja54  [author] 16 Oct, 2018 @ 5:51am 
@prophyz: Glad to hear!

@Circle of Psi: I've tinkered briefly with the Templar Blades, could be cool addition but would have to make sure everything works correctly - no plans at the moment

@Arkhangel: I'll keep that in mind :) - no plans at the moment
PROPHYZ 15 Oct, 2018 @ 11:12pm 
E P I C + FAV + RATED
Arkhangel 15 Oct, 2018 @ 12:27am 
@Night: should add the Stun Lance from ADVENT Armory ;)
NightNinja54  [author] 14 Oct, 2018 @ 8:00pm 
@GUA: :)
GUA 14 Oct, 2018 @ 7:58pm 
You are a godsend. Thanks.