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Currently they all take up exactly one slot, so there isn't much of a drawback to pick anything else than the quadmag pouch.
I understand that the mod provides other ways to balance it, but im still curious regardless, as the mobility penalty seems to be the best way to balance it in my opinion.
So it turned out something in LWOTC overrides the mod's ability to affect pistols. Don't know what, but I installed RPG Overhaul instead of LW and i'm able to limit their shots and make them reloadable again. Only downside is that sidearms don't seem to subtract from the mag pool when I reload them. Don't know if you're still doing updates to this, but figured I'd mention it if you are.
Still one of my favorite mods and I love how tactically engaging it makes the lost and drawn out firefights.
There was a feature in the highlander that could allow a modder to set the mod install order. This mod has to go after Primary Pistols or it doesn't work. If they patched out that feature (it was a bit suspect anyway) that could account for why it's stopped working. I'll look into it.
I know I got it to work for sidearms years ago, but I think whatever file I edited got patched out since then because I have not been able to replicate it.
Anyway, I have community highlander and Musashi, but pistols still seem to be infinite.
You can only apply this mod to primary pistols using the community highlander and Musashi's mod. It doesn't work for secondary pistols.
Sounds cool I'll check it out!
And add the lines (I don't know which one it is, so I added both)
+SUSTAINED_FIRE_VALID_ABILITIES = ReloadLL
+SUSTAINED_FIRE_VALID_ABILITIES = FiniteReloads
Thank-you for the kind words! It's a cool idea. I've been playing around with combining the different ammo types with pouches but I've been so busy with family and career that I haven't had much time.
But, there is a version 3.0 in the works that will include something similar to your idea. As to when that's happening, well, I chip away at it where I can. So no release date as of now.
Haven't tested this part yet.
Give ammo work different for gremlins like collect ammo?
wondering if I should pair gremlin users with Iridar sparks that burn through reloads?
My first solution was just to increase ammo search range and make it a free action.
A solider with only search actions lefts kinda peevs me though.
So would a gremlin help me supply my squad?
Could it be made perhaps that only the gremlin could provide ammo?
Might make gremlin roles bigger in my squads.
It's a setting. If you navigate to the XComFR_OPTIONS.ini file you can set all sorts of options.
You only have to pay for mags in Pain Mode (which is experimental so use at your own risk).
Here's a great mod that allows you to equip secondary weapons in utility slots!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1194081262
@looplick one thing that should be added to this mod is that every solider receives either a sidearm with unlimited ammo, like the sniper or at-least a melee attack (something that does at-least a bit of damage), as otherwise once you are out of ammo your solider is effectively a sitting duck, while they should be still able to hit stuff with their gun (like sometimes you can see that the lancer doesn't use his sword for the melee but his gun).
I'll have to take a look at a better way of doing Pain Mode. The reason the mags don't stay equipped is because they are removed from the utility slots and placed in the backpack before mission start.
...\Documents\my games\XCOM2 War of the Chosen\XComGame\Logs\Launch
I'm curious so I'd like to dig a bit deeper.
I only know this to work with Primary Secondaries. I was unable to get it to work with actual secondary pistols. It's been a while but I can't remember what prevents it from working. Maybe somebody else has it working?