XCOM 2
Ability To Slot Reassignment
140 Comments
Black Stabbath 1 Jan @ 12:23pm 
sorry seems like an issue with Wotc Samurai Class mod
Black Stabbath 1 Jan @ 12:06pm 
swords seem to be missing the attack ability for me
X 21 Nov, 2024 @ 3:42am 
and also ripjack doesnt get the blademaster ability bonus for me
X 21 Nov, 2024 @ 3:41am 
this mod isn't working for me, i tried everything i can but i still cant use lightning hands with pistol in primary slot, is it because im using old primary secondary?
Pettyhkiin 24 Aug, 2024 @ 3:55am 
I cant get this mod to work with amalgamation classes.
Other classes are working correctly
Anyone had this problem or knows a solution for this?
沧月流觞 19 Aug, 2024 @ 11:15pm 
这个mod会导致[WotC] BowCaster-Psionic Guided Bow(ver 1.5)里的魔导弓不能使用。经过我研究,需要修改XComLoadoutApi.ini,
+PistolWeaponCategories=bow;启用这行,是原版模式,弓需要消耗专注导致很弱,弓之魔法师的手枪舞者可以变成不用清空弹夹,但是伤害变成非近战。另外不选择这条会导致武器装备页面需要先选择升级过的手枪然后删掉才能变成默认装备魔导弓。
+MainWeaponCategories=bow ;启用这行不需要耗费专注来当子弹了,但是相对的,魔法少女MOD里弓之魔法师人物的手枪舞者和专注装弹变成了无用技能,而且只启用这条导致武器装备页面需要先选择手枪然后删掉才能默认装备魔导弓。两条都启用会按启用PistolWeaponCategories走。
多少都有点瑕疵,希望作者修复。
RustyDios 21 Oct, 2023 @ 4:20pm 
What pistol are they using. Are you using OLD Primary secondaries or TRUE Primary Secondaries. Which pistol class are you using? How is the unit getting Lightning Hands?
Is this an RPGO run, a LWotC run, a CI run?
What other mods do you have that might affect the interaction ?
Zenuge 21 Oct, 2023 @ 4:14pm 
well, did everything i could, went barebones, just the essential mods, and still no lightning hands for my primary pistol user. I think there's suppose to be some config file in documents/mygames/com ect. cause i didn't see any in there, but we'll see if anyone is still playing and modding the game by now.
Zenuge 19 Oct, 2023 @ 6:54pm 
Yeah, it's not working for me, all i want is a pistol dude with a ripjack, but LighReflex still isn't working. even started a new game.
HKR31 10 Jun, 2023 @ 12:14pm 
Is this required if i am using RPG overhaul?
oceansoul 3 Jul, 2022 @ 7:42pm 
@Johrdan720 assuming they problem abilities aren't caused by typos, for which look a few posts down for a fix supplied by Iridar, you'll need to add the new abilities to the .ini file of this mod.

@MessyPaladin Should do.
MessyPaladin 23 Apr, 2022 @ 10:46am 
Does this work mid campaign?
Johrdan720 10 Apr, 2022 @ 5:15am 
how to make this mod work with modded,reworked classes ??
i tested with mechatronic warfare and none of the ability that use the Sparkbit worked
oren 12 Mar, 2022 @ 8:22pm 
So if you already have RPGO, do you still need this mod? Or can you skip it, because RPGO already has it rolled in?
a_m_llano 8 Feb, 2022 @ 5:19am 
Thanks for your work.
Iridar 8 Feb, 2022 @ 3:20am 
@everyone
I have published a mod that fixes various issues with this mod. If you are using Ability to Slot Reassignment YOU MUST also subscribe to my bugfix mod:

[WOTC] Musashi's Mods Fixes
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2569592723
targarien1996 27 Jan, 2022 @ 8:34pm 
Hello, please help. I dont know where to write.
Weapon's modifications not equip! Not from workshop, I mean game modifications, like scope.
If you cant help, maybe you know who can?
Nogrim Stoneson 24 Jan, 2022 @ 11:21am 
soooo having just finally found and fixed this, would it not be smarter to mark the mod as bugged and create a temporary one with the fixes made?
Vegeta002 7 Dec, 2021 @ 8:05pm 
So this is the mod that was messing with my Long Watch ability all this time?

Thanks for the topic explaining how to fix it.
Komissar Gebet 7 Dec, 2021 @ 2:25am 
@RustiDios

Oh... I see. Well, we all need some rest once in a while.
RustyDios 7 Dec, 2021 @ 2:14am 
@Komissar Gebet
"The mods author, Musashi, is currently taking a well earned hiatus from the pressures of modding XCOM2."

-this is why.
Komissar Gebet 7 Dec, 2021 @ 1:26am 
I've got a question. A serious one.
Why the frak wasn't this mod updated to fix bugs the community found with the solutions that were provided?
Bagel 6 Dec, 2021 @ 9:31pm 
I'm not sure what I'm doing wrong. I cannot get any of the pistol abilities to work with pistols in the primary slot.
Komissar Gebet 7 Nov, 2021 @ 7:07am 
@LeoBlac

Actually I did exactly that. It didn't work...
LeoBlac 7 Nov, 2021 @ 5:18am 
@Komissar Gebet try changing the Category "SiperRifle" to "PrecisionRifles" instead of just correcting the typo. The Sniper Rifle and Vektor Rifle are combined in that category. That worked for me at least.
RustyDios 19 Sep, 2021 @ 3:19pm 
That is already mentioned in the discussion post?

And yes, whilst it is a typo.. you actually want to remove the line entirely, depending on your mod setup .. as it stops Proficiency Pack classes using Demolition with shotguns, or Celatid Turret Mk2/3 from having their shot ...
Ironmonk 19 Sep, 2021 @ 3:15pm 
Another ability with typo is Demolition, change:
+AbilityWeaponCategories=(AbilityName=Demolition, WeaponCategorySetName=Cannon)
for
+AbilityWeaponCategories=(AbilityName=Demolition, WeaponCategorySetName=Cannons)
Locke 19 Sep, 2021 @ 3:16am 
A lot of abilities are not working/appearing with this and primary secondaries, like a pistol main grenadier with shredder and holo-targeting. I simply added "pistol" to the AllMainWeapons category and that got the abilities to appear on the UI, but they don't actually function. Any ideas?
Komissar Gebet 5 Sep, 2021 @ 11:56am 
@Twice dead, SuperJesse64

Same here, long watch and sniper overwatch dissappeared, correcting the typo didn't make them back. Any advice besides restarting? I don't want to give up the current campaign...
XpanD 27 Aug, 2021 @ 2:55pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.
Dorimeme 17 Aug, 2021 @ 7:52am 
How do I move the Gremlin and Sword to Utility slots?
Twice 11 Jul, 2021 @ 6:43am 
@SuperJesse64
Dude, that fucking typo. I've been investigating why my Longwatch vanished for the past few days and happened to stumble upon your comment, much obliged.

"SiperRifles", lol what a typo. I guess Musashi was either drunk, dead tired or didn't have his coffee yet when he wrote this. Funny when EVERYTHING else specifies PrecisionRifles.

Oh if you read this don't take this as a jab at you Musashi, I love your stuff mate.
LordOfRoses 10 Jun, 2021 @ 5:47pm 
@SoloCross Thank you so much for your help!!
SoloCross 10 Jun, 2021 @ 1:45pm 
@Lord0FRoses
Rend is assigned to the Templar class itself, not the gauntlets. You can give it to them with this mod tho, add these lines to the config

+WeaponCategorySets=(WeaponCategorySetName=Shard, WeaponCategories=(gauntlet))
+MandatoryAbilities=(AbilityName=Rend, WeaponCategorySetName=Shard)

and if you want mometum and focus...

+MandatoryAbilities=(AbilityName=TemplarFocus, WeaponCategorySetName=Shard)
+MandatoryAbilities=(AbilityName=Momentum, WeaponCategorySetName=Shard)
LordOfRoses 10 Jun, 2021 @ 11:19am 
Hello. So I was wondering if this Mod would be able to fix the Templar Gauntlets not having the Rend ability in the primary slot if equipped by any soldier other than the Templar.

I have Primary Secondaries, RPGO, Psionic melee, Utility slot sidearms and Templar gauntlets for soldiers animation fix so i'm not sure which of those mods seem to be removing Rend from the gauntlets.
SuperJesse64 5 May, 2021 @ 12:12pm 
This mod has a typo under 'Long Watch.' Enter the config, find 'LongWatch' and change 'SiperRifle' to 'PrecisionRifles.' Otherwise Long Watch will not be usable.
Zero 4 May, 2021 @ 10:55am 
Absolutely love this mod, along with True Primary Secondaries, but I'm noticing that some custom classes, like the samurai and iridar's stormrider lose the ability to slash with primary weapons - workaround I'm using is just to add those abilities to the classes in question at the squaddie level, but according to this mod they should be bound to weapons. Does it matter that I have Axes and Katanas active, could that be interfering here?
BurgerKing 7 Apr, 2021 @ 4:12am 
I found these on Launch.log:
AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Shane, None, 981] Override Ability Bulwark
AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Shane, None, 981] Override Ability GrimySolaceTwo
.
.
.
AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Christine, None, 987] Override Ability LongWatch
AbilityToSlotReassignment: FinalizeUnitAbilitiesForInit [Christine, None, 987] Override Ability GrimyAmmoSynthesizerAdv


Conflict with Grimy?
Is it a cause for concern?
RustyDios 19 Mar, 2021 @ 10:42pm 
This works fine with Tac Armory UI. :)
Nero 19 Mar, 2021 @ 10:23pm 
guessing this wont work with Tactical Armory UI
Maxler Cubelous 13 Mar, 2021 @ 5:11pm 
Besides longwatch I found rapidfire to be for rifles only. Meaning rangers couldn't use shotguns for rapidfire
RustyDios 10 Mar, 2021 @ 3:08am 
Yeah, the config file for this mod needs to be tweaked for your personal experience. There is no-way this mod can guess what other weapon types you have, if you make SMG' Bullpups, Boltcasters into their own category (stealth boltcaster), run LW/CI, add in more weapon types like SmartPistols, Bowcasters, Glaives, chemthrowers .... etc etc etc

Or even tweaks to the abilities themselves then would change how this needs setting up (personal example; I have squadsight grant longwatch, so my Reapers can indeed use it with Vektors)

But your initial post is sound, and that does indeed look like an oversight/typo in the default config :)
ZJwh5S 10 Mar, 2021 @ 3:00am 
@RustyDios

I believe if we're talking about vanilla WotC, it should just be sniper rifles (Sharpshooters can't equip Vektor rifles iirc, and they're the only class that can learn Longwatch). But yes, of course you can set up for PrecisionRifles if that's how you want to play.
RustyDios 10 Mar, 2021 @ 1:56am 
Hey that's a pretty good catch, although LongWatch should be on sniper rifles and vektor rifles...
Which should be set up with;
+WeaponCategorySets=(WeaponCategorySetName=PrecisionRifles, WeaponCategories=(sniper_rifle, vektor_rifle))

+AbilityWeaponCategories=(AbilityName=LongWatch, WeaponCategorySetName=PrecisionRifles)
ZJwh5S 10 Mar, 2021 @ 1:22am 
@Musashi
Hi Musashi. I'd like to report a bug. I noticed that all my sharpshooters were missing their overwatch icon (they had their pistol overwatch, but they were missing sniper rifle overwatch). This mod was working for me previous to the latest update.

I found out in the latest update for this mod, there's a line in XComAbilityToSlotReassignment.ini:

"+AbilityWeaponCategories=(AbilityName=LongWatch, WeaponCategorySetName=SiperRifles)"

There's not only a typo in "SiperRifles", but also there is no line in the .ini that starts with:

"+WeaponCategorySets=(WeaponCategorySetName=SniperRifles"



I corrected the typo and added this line:

"+WeaponCategorySets=(WeaponCategorySetName=SniperRifles, WeaponCategories=(sniper_rifle))"


Now my sharpshooters can overwatch again with their sniper rifles.
Dragonlord 27 Feb, 2021 @ 5:48am 
So if anyone has the problem with the equipped weapon not showing up. My solution until the bug is crashed is to remove the person immediately from the squad screen and then press unequip barracks. It works for me everytime. p.s. it seems the equipped weapons exist all together in the mission if you proceed that is why you get multiple attack icons etc in mission.
Tacoaloto 23 Feb, 2021 @ 9:14am 
I'm using regular primary secondaries, and I noticed during my melee run that none of my sword were getting the +1 damage from blademaster, hopefully this mod fixes that without having to dive into RPGO configs.
RustyDios 22 Feb, 2021 @ 10:09am 
Well, then my guess would be that it needs to an weaponcategory setup, and ability entry for this mod
Hazza902 22 Feb, 2021 @ 8:12am 
Yeah I checked. I had focus and it didn't work.
Also without this mod & beta primary secondaries it works as well.
WIth regular primary secondaries (and without this mod) it works too.
RustyDios 22 Feb, 2021 @ 7:47am 
AR's PsiBow uses -focus- as ammo ... are you sure your class that is using it has "Templar Focus" and focus to spend ?