XCOM 2
[WotC] Weapon Fixes
111 Comments
Sauron Baggins 28 Jul, 2024 @ 3:53am 
I do not have any pistol mod. I do have highlander and this mod active,

Visual ammo effects like burning are being applied to pistols damage. However, the enemies are not affected, which is correct.

But just saying, and this is a known visual bug?
Roknar 9 Jun, 2024 @ 8:40am 
As far as I can tell, LOWTC only add pistolstandard shot from vanilla, so this mod should fix it by adding the abiltiy to shred.

// Pistols don't have PistolStandardShot because it was originally just an
// ability for Sharpshooters. Add it here if the LWOTC pistol slot is enabled.
if (WeaponTemplate.WeaponCat == 'pistol' && !class'CHItemSlot_PistolSlot_LW'.default.DISABLE_LW_PISTOL_SLOT)
WeaponTemplate.Abilities.AddItem('PistolStandardShot');
Roknar 9 Jun, 2024 @ 8:34am 
I can't find what would stop it.
In fact, it DOES work, but it seems only with certain abilities.
Light'em Up for example works with pistols and does shred, but not pistolstandardshot.

This happens even without this mod.
RustyDios 9 Jun, 2024 @ 7:04am 
oh.. LWotC.. doesn't that mod have it's own things for making primary pistols NOT do shredding? so you are more inclined to use the pistol slot ....
Roknar 9 Jun, 2024 @ 6:53am 
I forgot to mention it's for LWOTC. I tried again, double-checked in mod config menu that everything was on, but no dice.

Primaries are the right category as far as I can tell: (classdata)
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="pistol")

Ability too: (randomdeck)
AbilityName="Shredder", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon
It appears in game but in tactical it only shows for the normally allowed weapons.
Not for pistols, and only works for the normal weapons.
RustyDios 8 Jun, 2024 @ 2:18pm 
""" Apply the 'Shredder' ability for primary weapons which aren't normally primary weapons. By default this is only done for pistols, auto-pistols, and sawed off shotguns, """

This has that by default. As an end user there should be nothing you need to do other than having a primary pistol user with the shredder perk.
Roknar 8 Jun, 2024 @ 12:26pm 
I got this specifically to fix shred not working on primary pistols but I can't get it to work.
Even tried adding lines specifially for shredder but it didn't change anything:
+FixAbility = (TemplateName="Shredder")
+PistolFixUp = Shredder

even tried setting "Test" to false:
[WepUpgradeFix.X2Effect_PrimaryShredder]
test = false

what am I missing?
dmc32 3 May, 2024 @ 9:33pm 
wow, thanks for the heads-up on that particular bug. Glad to see the fixes are integrated into beta highlander for now :steamthumbsup:
Dragon32 3 May, 2024 @ 10:29am 
@Iridar
Thanks for the headsup
However, I still recommend unsubscribing from this mod if you speficailly do not need it, as it is known to cause a bug where enemies freeze and remain standing after being killed.
That's this mod?! Surprised Pikachu
Iridar 3 May, 2024 @ 7:49am 
@everyone
Highlander version v1.28.0 (current BETA Highlander: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1796402257) integrates most fixes from this mod.

Fixes that are NOT integrated into Highlander:
- Allowing primary secondary weapon to shred.
- Making Faceoff and Fan Fire use typical weapon action cost, which is relevant only if in your mod setup these abilities can somehow end up on weapons that require more than one action point to fire.

All other fixes are integrated into Highlander, and you do not need to use this mod if you do not care about two specific scenarios mentioned above.

But to be clear, the new Highlander does not conflict with this mod in any way, and can peacefully coexist.

However, I still recommend unsubscribing from this mod if you speficailly do not need it, as it is known to cause a bug where enemies freeze and remain standing after being killed.
Iridar 2 May, 2024 @ 2:44am 
@everyone
> When the "Insider Knowledge" order is activated, weapons with an expanded magazine installed do not actually benefit until they have been used on a mission, or their installed upgrades are changed. This leads to them being one round short at the start of the mission.

Just wanted to let everybody know, this bug is already fixed by the current stable version of the Highlander.
Mars 5 Jul, 2023 @ 5:40am 
Also, if you could add the weapon tag to this that would be cool :)
Mars 5 Jul, 2023 @ 5:39am 
Does this mod add squadsight to the Vektor Rifle?
BottomScorer 6 Jan, 2023 @ 5:40am 
One Steam tag should be sufficient!

War of the Chosen

NOT war of the chosen!
NOT WotC!
Dęąth Viper 19 Oct, 2022 @ 1:47pm 
Just finished a campaign with about 685 mods, this one included, and had no major issues! Thanks for putting this up.
Vaultwulf 28 Jul, 2022 @ 12:06pm 
@Mr. Nice by any chance does this mod contain full functionality of [WOTC] Faceoff Ammo Fix?
Captain Chauster 27 Apr, 2022 @ 12:09pm 
@Mr. Nice The clip upgrades don't seem to work at all; I haven't tried it without the mod as its listed as a required item.
Mr. Nice  [author] 26 Apr, 2022 @ 2:48pm 
@Captain Chauster: the upgrades not work at all or the "Insider Knowledge" fix not working? If the former, I assume they work without this mod? This mod doesn't actually change any upgrades, it just forces a reload of all weapons when "Insider Knowledge" is enabled or disabled. So I can't see how this mod would break upgrades?
Bunbun 19 Apr, 2022 @ 2:19pm 
@Mr. Nice Thank you for the response. I'll try to unsub and resub and see if that fixes it.
Captain Chauster 17 Apr, 2022 @ 4:33pm 
I'm using both True Primary Secondaries and Autopistol Overhaul but for some reason the clip size upgrades don't work. Is there any way to fix this?
Mr. Nice  [author] 15 Apr, 2022 @ 10:59am 
@bunbun if you use this mod, it should fixup Vektor Rifles standard cost without fiddling with config, since all the fixes are active by default.
Bunbun 9 Apr, 2022 @ 6:35pm 
The conventional Vektor Rifle has its "typical cost" set to 2 actions not 1! Without mods, this only shows up if you get "Deadeye" as a bonus ability, since the standard Reaper Abilities have their cost hard coded to one action, not checking the "typical cost" for the weapon. With other mods which mean that Vektor Rifles are used with more varied abilities then in base WotC, this fix will stop them costing 2 actions when they should only cost 1 if they use "typical cost".

I've been trying to make that work as it says this mod would fix the issue of other abilities costing 2 instead of one but I don't know how to activate it or what to do with this.
Dragon32 26 Mar, 2022 @ 4:10am 
@Bunbun
Not sure but I think you'll need to download the SDK and make a mod for that
Bunbun 26 Mar, 2022 @ 1:05am 
Can anyone help? I've been trying to make other classes that use vektor rifles use only 1ap when they use abilities (added from mods such as mitzruti's mods) but no matter how I edit the abilities in this ini I can't seem to make them work and only cost 1.
Mr. Nice  [author] 3 Oct, 2021 @ 11:20am 
This mod doesn't affect hit calculations, so no.
RedTuna 3 Oct, 2021 @ 7:28am 
Does this allow the Assassin's Katana to miss? Trying to find which mod is the culprit.
OverMoment 23 Sep, 2021 @ 11:54am 
@Dragon32
problem found. it is a localization bug. MZChemthrowerKillZoneShot has no localization.
i dont know what this abilitiy means
add this to localization file will solve the blank box problem

[MZChemthrowerKillZoneShot X2AbilityTemplate]
LocFriendlyName="KillZoneShot"
Dragon32 23 Sep, 2021 @ 10:42am 
@OverMoment
I don't know, based on what RustyDios said you'd have to identify the mod with the typo in the localisation file and fix it.
OverMoment 23 Sep, 2021 @ 8:59am 
@Dragon32
anyway to fix that blank box by myself?
Locke 21 Sep, 2021 @ 3:45am 
Thank you very much for making this mod, it's saved using pistols as primary weapons for me. Any chance you could add the other currently non-functioning abilities like Holo-Targeting as well?
AZL4N 9 Sep, 2021 @ 12:31pm 
Thanks for your reply, I finally had a chance to test it. The MCM option was only set to "specific weapons", but I tried disabling it anyway, and still no luck.

It's a weird one, but not game breaking so I can live with it. Thanks again for trying to help!
Mr. Nice  [author] 7 Sep, 2021 @ 9:05am 
If you're using the MCM/config option to apply the Shredder fix to *all* primary weapon categories, try disabling it.... if it does fix it, then tell me because it means my heuristic may need tightening up! That's the only way I can reasonably see this mod having the conflict you're referring to...
AZL4N 7 Sep, 2021 @ 12:14am 
The gauntlet flamethrower is no longer doing bonus damage to the lost, but other flame attacks are. Not sure this is the culprit but I can't find anything else that may change it. Any ideas?
XpanD 26 Aug, 2021 @ 1:04pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up.
Dragon32 17 Apr, 2021 @ 2:41am 
Ah, that'll explain the lack of blank boxes on my side then.
Dies Irae 17 Apr, 2021 @ 1:09am 
@Dragon32 was meant to reply last night. Thanks for the help. I miss understood how the mod works
RustyDios 16 Apr, 2021 @ 5:59pm 
@Dragon32
We found the culprit, it's from a typo error in the config lines of Mitzruti's Immolator/Chemthrower Abilities mod :) ... reported the error to Mitzruti :)

The blank box in the MCM menu of this mod is caused by this mod picking up an ability entry that does not have the correct localisation (in this case MZSuppression is missing its double 's' in its config for this mod)
Dragon32 16 Apr, 2021 @ 4:34pm 
@Dies Irea
OK. I have no idea what you're talking about then.
Dies Irae 16 Apr, 2021 @ 11:09am 
@dragon32
It's more an OCD thing if you don't have a particular weapon installed it leaves it blank. I have averythig but one option and the gap is annoying me. The mod works perfectly just trying to find the mod to complete the list
Dragon32 16 Apr, 2021 @ 10:46am 
@Dies Irea
I've got two "Incinerate" entries in the "Ammo and Weapon Effect Fixes" list, but no blank box.
Dies Irae 16 Apr, 2021 @ 10:21am 
Is there a copy of the mcm menu with a completely full list. It's a stupid thing but I have 1 blank box and it's annoying
It's me | #FixTF2 #SaveTF2 23 Feb, 2021 @ 11:07pm 
Just one mod, which allows soldiers from factions to carry 2 pistols instead of standard weapons, sent to 4 different mods. I already have 2, 3 gives the 3rd slot, so that you don't have to sacrifice Claymore, the Ripper and ... I don't know what the Templars have, but the 4th mod is yours. Just. Whatever I did, the Reaper always had 50% to reveal himself, even with the ability that allows 100% to remain in the shadows. Maybe it doesn't work because I added your mod in the middle of the game.
And who is Shredder and what does he do, what is everyone talking about and trying to fix about him?
Mr. Nice  [author] 23 Feb, 2021 @ 1:48pm 
No ability has that quoted description, assume you mean "Silent Killer"? Which does have "Vektor Rifle" hard coded in the description. This mod doesn't do anything which isn't in the description... The weapon categories allowed for "Silent KIller" is in config already though, so it's trivial to change if you want to.
It's me | #FixTF2 #SaveTF2 22 Feb, 2021 @ 10:59pm 
Thanks to the mod, is it possible to use double pistols on reapers and remain invisible when killed? The ability itself says: "Allows you to hide in invisibility when you kill with a Vector rifle."
Mr. Nice  [author] 28 Jan, 2021 @ 2:18am 
So you're setting the option in MCM to "always"? It works by modifying the "Shredder" ability itself, so not sure of many ways it won't work... what primary weapon from what mod is it not working for? Also, common caveat applies, won't work immediately if the mod is activated mid mission.
Devious_Melons 28 Jan, 2021 @ 1:55am 
The force primary shredder option isn't working for me.
Gguy 23 Nov, 2020 @ 11:18am 
@Haybusa no
Haybusa 15 Jul, 2020 @ 6:05pm 
Does this mod have any conflict with RPGO changes?
Thomas Eichorst 13 Jul, 2020 @ 3:21am 
Is this compatible with [WOTC] Weapon and Item Overhaul (BETA) by shiremct?

And can this mod be added and removed at any given time? Thanks
Dragon32 17 May, 2020 @ 4:22pm 
@KT Chong
Fixed in November 2019.