XCOM 2
[WOTC] Unarmed Weapons
137 kommentarer
Dragon32 22 jun @ 3:09 
@AnarXaoC
I've used them together and don't recall any problems.
AnarXaoC 22 jun @ 2:32 
can this mod run together with hand to hand?
e.wyrd 20 jun @ 9:24 
this is a great foundation for new classes - monk, martial artist or hand-to-hand combat master
CantankerArt 23 apr @ 16:14 
Hi, does anyone know if this mod works with the cyberclaws from augmentations? When equipped, the attack animations seem to overwrite the slashing animation from the cyberclaws. Can this be rectified somehow in the .ini file maybe? Or any other solution? Thanks

And thanks for all your hard work Iridar
Corbent 21 dec, 2024 @ 14:03 
Sometimes I feel incredibly dumb. Thanks. hehe
Iridar  [skapare] 21 dec, 2024 @ 13:28 
You can make them invisible by pulling weapon size slider all the way to the left in XSkin.
Corbent 21 dec, 2024 @ 11:55 
Is there an easy way to make the brass knuckles invisible? On some "unconventional" characters I see them just floating in front of them.
Arkenor 17 dec, 2024 @ 19:15 
Oh, that's great too! I'm already using that for Thor though, and it's rather electric themed which is why I forgot it.
Iridar  [skapare] 17 dec, 2024 @ 19:12 
Stormrider.
Arkenor 17 dec, 2024 @ 19:09 
Other than Samurai which I already us, are there any other pure melee classes that would be able to make good use of this mod? I have a few skins for folks who shouldn't be using guns, such as the Hulk skin, and it'd be nice to find something appropriate for them.
Iridar  [skapare] 29 okt, 2024 @ 0:03 
No
lichen93 28 okt, 2024 @ 21:57 
any plan on making a new class like martial artist that can punch people?
Or maybe more fist-based weapons?
Like power fist or shotgun fist or something.
meowbaawoof 11 okt, 2024 @ 4:30 
I use this mod, along with your stormrider mod.It's really... Unique, especially when stormrider's skills can tackle enemy armor.The only minor drawback is that the animation is too plain, and if the two mods can be combined with some red psionic effects, it will be much more aesthetically pleasing.
Of course it's unimportance, thanks for your mods, they're really cool.

Sorry for my poor English, I apologize in advance if there are any misleading grammatical mistakes (because this paragraph is long)
Iridar  [skapare] 22 sep, 2024 @ 2:11 
There are no upgrades in LWOTC, you have to make the weapons single-buildable via something like Template Master or maybe LWOTC has its own config for that.
NeverMind 22 sep, 2024 @ 1:26 
Hi, how to make this mod compatible with LWOTC? Can't find the upgrade tire after the sword breakthrough.
Stolas 18 apr, 2024 @ 16:12 
Sometimes I wish the Kick animation would be like a roundhouse or such, like in Resident Evil. =3
Iridar  [skapare] 2 sep, 2023 @ 2:37 
@Kunai
@Circle of Psi
Compatibility with TPS is not advertised. Old Primary Secondaries is required if you want to use one unarmed weapon as a primary.

Dual unarmed weapons work just fine with TPS, but you do need the Dual Wielded Melee mod and Musashi's Mods Fixes.
Kunai 1 sep, 2023 @ 9:34 
Can confirm that, animations are not being played at all with True Primary Secondaries mod.
Circle of Psi 24 jul, 2023 @ 11:24 
The mod True Primary Secondaries [BETA] does not have any compatibility, using a single or Dual Brass Knuckles doesn't play the normal visualisations, they seem to play the normal "Slash" from reg blades/dual blades from the Dual Blade Mod.
jat11241976 17 mar, 2023 @ 10:42 
i had that issue it was a very simple fix in mcm. ill type it out later when i get home
Y. Valerunner 19 nov, 2022 @ 3:16 
Update: boots and knuckles don't seem to show on the Tactical UI, so I'm not sure if it's shown at all. No crashes or bugs though. :)
Y. Valerunner 18 nov, 2022 @ 6:19 
Awesome, gonna test it today, will let you know.
Iridar  [skapare] 17 nov, 2022 @ 18:23 
I don't see why there would be any issues.
Y. Valerunner 17 nov, 2022 @ 12:48 
Have there been any tests with this and Musashi's RPG Overhaul?
Iridar  [skapare] 7 nov, 2022 @ 16:09 
That's a known issue. Apologies, can't do anything about it any time soon.
Poet 7 nov, 2022 @ 10:35 
Upgrades dont seem to trigger when used with the five tier weapon overhaul
techstepman 23 okt, 2022 @ 10:45 
this is so much fun!
Dęąth Viper 19 okt, 2022 @ 12:42 
Anyone else get double equips when CI is enabled?
TommySan 11 aug, 2022 @ 22:18 
@Mr. Snrub
It was the same phenomenon, but it worked when I started with a new game.
Iridar  [skapare] 10 apr, 2022 @ 13:21 
Pistol Slot is added by Dedicated Pistol Slot mod. It has its own config file where you can set up what can be equipped into it.

If you're using Long War of the Chosen, then it's a pistol slot by itself. I'm not sure if it is configurable to the same degree as the pistol slot.
Yusukitty 10 apr, 2022 @ 13:19 
Umm...Sorry if this should be obvious but what do you mean? Is pistol slot config a file I'm not, a command of some sort, another mod?
Torblorone 10 apr, 2022 @ 9:58 
Alright thanks :)
Iridar  [skapare] 9 apr, 2022 @ 22:53 
Through pistol slot config.
Yusukitty 9 apr, 2022 @ 22:46 
Is it possible to set these yo be useable in the pistol slot? And if so how?
Iridar  [skapare] 9 apr, 2022 @ 22:05 
Hi. Yes, of course. You don't need to ask permission to use a mod as a dependency.
Torblorone 9 apr, 2022 @ 18:33 
Hey Iridar, would it be fine if I use these Weapons for a class mod im working on?
Triel 23 mar, 2022 @ 10:29 
@Sun tzu Vest slots are actually a thing, you shouldnt call utility slots that man.
Iridar  [skapare] 23 mar, 2022 @ 0:00 
Grenades don't go into vest slots, vests go into vest slot :shrug:
If you were talking about utility slots, then get the Utility Slot Sidearms Extended, this mod already has the required configuration.
Potatoes and Tomatoes 22 mar, 2022 @ 13:08 
how can i customize this, such that these "weapons" go into the vest slots ? (like grenades)
Pear 10 mar, 2022 @ 10:57 
Loving the mod, but for some reason I can't equip either punch or kick to a primary weapon slot on any class. They're available as secondaries for any class that uses melee, but not primary so I can't dual wield them.
Triel 1 mar, 2022 @ 10:35 
Now if someone made a class thats based around unarmed combat
SpaceBoi 2 aug, 2021 @ 13:36 
Ok so, i cannot attack the Sectopods with it. it just freezes my game and doesnt unfreeze. Everything else is fine, i beat the crap out of an andromedon, but the sectopods are a no go for some reason.
Dęąth Viper 31 jul, 2021 @ 10:49 
that uppercut punch is great lol
DarK Ego 14 jun, 2021 @ 3:55 
...oh and what's the call name for them? I can't get them to appear as squaddie loadout for some reason. Thank you for your time
DarK Ego 14 jun, 2021 @ 3:52 
Hello Iridar

My soldiers seem to have an invisible rifle when I equip them with the knuckles or boots. I have the old Primary Secondaries, is this a problem? I can switch.
Iridar  [skapare] 22 apr, 2021 @ 9:07 
@BlazinHothead
Reskinning secondary swords should work fine, but not primary swords.
BlazinHothead 22 apr, 2021 @ 9:05 
A couple of questions:
1) Can I use XSkin to make a sword look like a punch?
2) If yes to the above then will the punch animation play out or will my soldier swing an invisible blade?
Bica 4 apr, 2021 @ 14:36 
Oh, ok. I see others skills late in the three that makes more sense now.
Bica 4 apr, 2021 @ 14:35 
Also, you can stack the passive bonus in this set that i propose? Because when you upgrade this Unarmed melee weapons playing the game, you gain +25% chance to stun for each weapons.
Iridar  [skapare] 4 apr, 2021 @ 14:32 
@Bica
Dual wielded weapons work only with primary + secondary. Utility slot weapons are not supported and never will be.