XCOM 2
[WOTC] Extra Abilities for Chosen Weapons
248 Comments
william09703 26 Feb @ 5:58am 
it's a very minor issue, but I see ui is showing no friendly name error for throwing dagger, despite it does have one in localization?
Iridar  [author] 10 Jan @ 3:09pm 
I'm all booked up in terms of commissions right now.
vinistrifezza 10 Jan @ 1:55pm 
wow
Do you make custom mods? I didn't know XDXD
How can I order or suggest something?
I'm really sorry, but I didn't know that XDXD
Iridar  [author] 10 Jan @ 7:58am 
This mod was a commission and I don't plan on expanding or altering it in the foreseeable future.
vinistrifezza 10 Jan @ 6:27am 
Hey master.... i really love your mods, so, thank you very much XD
I would like to ask you something... could you make some special ability for the assassin's shotgun (arashi) and the hunter's pistol (darkclaw)? I really like those weapons, and I think it's a infelicity that they are the only weapons that don't have any special abilities like the others you made for this mod.

I hate the look of the tier 3 weapons in xcom2, but I really love the look of the chosen weapons, so much so that I downloaded 2 mods that allow me to have all types of weapons in their "chosen versions" XDXD
And in all of these versions, they always have incredible unique abilities, with the exception of the darkclaw and arashi.
I would actually love that, because my campaign has been really hard, since I made things really more complicated with mods for more enemies, more powerful enemies and new types of enemies too XDXD

again, thanks for your mods and congratulations on the talent in making them
Lebowskichild 1 Jan @ 7:27am 
WOW thanks for the fast response. I will experiment to see what I can find out. I'll post my findings in the future when possible. Happy New Year.
Iridar  [author] 1 Jan @ 7:21am 
Hi. I don't know, there's no exact answer without experimentation, the game is often weird when it comes to conversion and ability radii.
Lebowskichild 1 Jan @ 7:19am 
Hello @Iridar.

The below line in the XComChosenWeaponsIRI.ini gives tile radius OR is it like other mods/vanilla config, where the value is actually meters which I believe is 1.5 meters for every tile. I would like to make the radius 5 tiles, so do I simply change the value 3 to 5, or would it need to be 8 or 9 depending on rounding?

DISRUPTOR_RIFLE_PSIONIC_DEATH_EXPLOSION_RADIUS_METERS = 3 ; Purifiers have 4

Hope this makes sense.
Iridar  [author] 10 Jun, 2024 @ 8:28pm 
No, the new ability animations do not support primary secondaries.
walt.bustamante 10 Jun, 2024 @ 8:21pm 
should the chosen katana wave ability work normally when used by the samurai class mod? i ask because is not playing the animation or the visual fx.
BurgerKing 22 May, 2024 @ 7:53pm 
THAT sword is HELLAMAZING!
2themax 10 Apr, 2024 @ 4:54pm 
The D&D nerd in me wants to see hunter's mark as a bonus action but I understand for the sake of balance. Plus I just find it funny if I make a D&D joke about the hunter and rangers.
Solo_meme 7 Mar, 2024 @ 11:05pm 
Is this able to be used in LWOTC?
famalex 4 Feb, 2024 @ 9:48am 
Ok, I'm being an idiot. Steam took me to a comment from the 31st and I rather stupidly didn't scroll up to see that there was already a response. I write that message to reply to them but now I see you have already done so. Not sure how I missed it the first time but hey.
Iridar  [author] 4 Feb, 2024 @ 9:37am 
@famalex
What are you talking about??
famalex 4 Feb, 2024 @ 9:23am 
Yes it does, it says so on the mod page. Sadly I can't say how you would remove this effect
Epic Dovahkiin 31 Jan, 2024 @ 12:13pm 
it is weird
Iridar  [author] 31 Jan, 2024 @ 12:07pm 
@Epic Dovahkiin | trade.tf
Well I'm not sure what to say, this mod doesn't add any form of tranq shot to the pistol, never did. Like, it was never even remotely even a consideration. It literally does nothing to the Darkclaw, it's not even referenced anywhere in the mod's code.
Epic Dovahkiin 31 Jan, 2024 @ 12:06pm 
i will admit this is a minor issue and won't stop me from using the mod or the weapon i just thought you should know (and while it would be cool to have that ability functional for XCOM i don't know if that's even possible)
Epic Dovahkiin 31 Jan, 2024 @ 11:49am 
by base game i mean with the mod disabled in case that wasn't clear
Epic Dovahkiin 31 Jan, 2024 @ 11:46am 
yeah when i have the base game darkclaw (either added by command or unlocked through story) the tranq shot ability is not added to it
Iridar  [author] 31 Jan, 2024 @ 11:32am 
@Epic Dovahkiin | trade.tf
Have you checked if it goes away if you disable this mod?
Epic Dovahkiin 31 Jan, 2024 @ 11:25am 
(and before you ask i've already ruled out other mods as all i have that affect chosen weapons in anyway are this and the compatible mods)
Epic Dovahkiin 31 Jan, 2024 @ 11:22am 
like at all no matter what enemies i face
Epic Dovahkiin 31 Jan, 2024 @ 11:12am 
so i don't know how this happened but somehow my troopers have access to a broken version of tranq shot when using the dark claw conventional (and i assume the other tiers as well) (i can select the ability but it finds no valid targets)
Iridar  [author] 27 Jan, 2024 @ 12:20am 
@FubbleDuck
> Does this mod remove the ability to shoot with the darklance after taken a movement action?
Yes.
> If so, how do i enable it again?
Explained in the description.
FubbleDuck 26 Jan, 2024 @ 5:21am 
Does this mod remove the ability to shoot with the darklance after taken a movement action? If so, how do i enable it again?
DdaY 11 Jan, 2024 @ 11:42am 
Im using the Psi Overhaul mod and when my Psi Soldier gets the gift, the katana he is wielding loses the dagger throw ability... i dont know why or how this is but launcher doesnt detect a conflict. Is this a problem with the overhaul Mod or with the katana ability itself?
Mods used:
Psi Overhaul 3.0
Azalea Flowers 22 Aug, 2023 @ 12:51pm 
love this mod and the ability to edit them
zin 8 Apr, 2023 @ 11:54am 
Sweet mod!
Dęąth Viper 19 Oct, 2022 @ 10:53am 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Bababooy 10 Jun, 2022 @ 8:09pm 
for some reason the abilities are not showing for me. Is supposed to be compatible with 'chosen reward variety'. I did not get the katana so I used commands. Could it be since the katana does not come from the stronhold loot, it does not have the abilities? I can't think of something else.
Mad Dog 24 Jan, 2022 @ 11:43am 
Now this is how you give the Aliens a taste of their own medicine great mod.
Brain_is_Back 27 Mar, 2021 @ 5:32am 
even chn trans have NO PROBLEM.
Brain_is_Back 27 Mar, 2021 @ 5:31am 
There is NO PROBLEM with the output of Korean.. THX.
Brain_is_Back 27 Mar, 2021 @ 5:29am 
oh? ok. i will see it
Iridar  [author] 27 Mar, 2021 @ 5:28am 
@Brain_is_Back
I thought I already fixed that. Can you try to unsubscribe and resubscribe to the mod and see if there is still a problem?
Brain_is_Back 27 Mar, 2021 @ 5:24am 
I found out why everything came out as ????
This is an encoding problem.

But first of all, the contents of the file itself ??? Once broken into , you must open the notepad and enter the contents manually.

As a result, I can now enjoy this mod with the Korean-language mod.

I'll leave a comment, so please add my comment to this mod description.
Brain_is_Back 26 Mar, 2021 @ 4:16am 
for now, Delete the translate Korean part in mod is best option. it batter then ????
Iridar  [author] 26 Mar, 2021 @ 4:07am 
@Brain_is_Back
Yeah, that's what they show up for me as well. Weird, not sure when did that get broken. I'll try to fix.
Brain_is_Back 26 Mar, 2021 @ 3:50am 
Brain_is_Back 26 Mar, 2021 @ 3:43am 
Think like this.

1. I equiped a katana in the armory.
2. The description of all new weapons skills in this mod is ???
..................................
Brain_is_Back 26 Mar, 2021 @ 3:38am 
I have no idea why, but during the translate Korean part of this mod, the battle situation and the description of the skills in the armory come out to me as ????

There are three ways left for me in this situation.

1. Use it as it is.
2. Delete the translate Korean part from the mod folder.
3. Notify mod creator of this issue.

I decided to use two and three methods. But I will try to delete the MOD and reinstall it.
Voldiego 21 Mar, 2021 @ 4:33pm 
Why sword in normal attack have the same animation and DMG like a Dagger throw??? thys is anoing ande making normal slash useless
Lyrinix 27 Feb, 2021 @ 8:47am 
Will this work with LWOTC?
Dęąth Viper 7 Jan, 2021 @ 8:22am 
Is this compatible with AHarderWar Chosen Pack
Iridar  [author] 26 Oct, 2020 @ 11:35pm 
@LiveManWalks
Chosen Katana is a secondary weapon, so yeah. Primary Secondaries removes all of the weapons' animations to replace them with primary melee ones. I guess that removes my harbor wave animation as well, which would look bad with a primary blade anyway.
Nicious 26 Oct, 2020 @ 10:27pm 
Is harbor wave supposed to be used for secondary melee weapon? I think that primary-secondary melee weapon as Assasin katana doesn't have an animation for harbor wave
Iridar  [author] 23 Oct, 2020 @ 3:15am 
@ПΛПО Dragoon
It is a typo, but it is in the Reusable Axe mod.
ПΛПО Dragoon 23 Oct, 2020 @ 3:04am 
The dagger doesn't recover. This the thing I got: "Recoved Dagger Throw for Error! IRI_ChosenThrowingKnife has no FriendlyName!" Btw is recoved a typo?