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I don't know why, though, all the more I wasn't expecting it at all.
@RustyDios @Wet Dog Squad I'm just tagging you in case this result would still interest you.
- it works as intended with only this mod and its requirements active
- it works as intented with this mod and all modular sparks mods active (with all their requirements) at the same time
- Something in my 300+ remaining mods must cause an incompatibility and I still have no idea which it could be (and I have no choice but to do more testing to find it out)
@Lago Adding a rapid reaload to the Bolt Caster is a must have. I don't have built one so far in my new campaign, but hence I know it won't be useless. Though the mod impacts also the crossbow used by resistance vonlunteer in militia overhaul plus plus (but with the config file, I should find how to add them a rapid reload too without difficulty)
Sent my ranger to hack him down ... wwaaaaaa, triggered a pod of vipers!!
S ... sooo ... tight ...
Thanks!
I've updated Reload Rework to affect Limited Reloads' custom reload ability. You should be able to use them together now.
That mod has its own configuration for number of action points a reload should take and a separate option for whether it should end the turn, so for XCOM EU behaviour, you'd need to set it up to take one action point and to end the turn.
I only experimented with setting it to take 1AP, but whether or not it is set up to end the turn, that mod seems to override this one; I used this mod's WSR plugin to add the ability to weapons, and they are added correctly (although in the tactical UI it often appears twice), but it doesn't do anything.
This is indeed how Enemy Within handled reloading.
I'd love for reload to end the turn except with certain skills, AND to have a limited number.
I only noticed after I'd made the image, and it was too funny to get rid of.
Congrats on the release! Much appreciated getting a mod like this for tactical gameplay.