XCOM 2
Retractable Armblades (WOTC)
93 Comments
VioletGrey\\TTV 14 Jun @ 4:36am 
@ZigZag read the conversations below, they all talk about it.
ZigZag 13 Jun @ 8:35pm 
Does this work with True Primary Secondaries?
Flameducky 22 May @ 7:41pm 
I combined this with my wolverine Templar and it goes crazy hard
ThePhantomIntheTypewriter 18 May @ 8:09pm 
Nevermind, adding ApplyToSlot=eInvSlot_PrimaryWeapon worked to correct the problem. Just had to copy the TruePrimarySecondary ini from another mod to the blades and modify it from there.
ThePhantomIntheTypewriter 14 May @ 4:49pm 
For the fix to patch this mod for True Primary Secondaries over the other one, what file do I modify for this? And where do I inject the string?
Red 9 Apr @ 9:33am 
did you try what I suggested?
Booksuny 9 Apr @ 9:12am 
Is there anyone who has resolved the conflict issue with True Primary Secondaries? I haven't been able to solve it...
Red 8 Apr @ 6:06pm 
ApplyToSlot=eInvSlot_PrimaryWeapon, try pasting this into the string you copy over to True Primary Secondaries Haven't had the time to actually use it in a mission yet but it at least fixed the arm issue in the armory
VioletGrey\\TTV 10 Feb @ 1:19pm 
i can not get these to work at all with true primary secondaries. i did the ini thing described below and my guy still holds and uses them like a normal sword. they seem to work fine with the old primary secondaries but then other mods i use dont work properly anymore...
Wraith 19 Dec, 2024 @ 10:44pm 
could you possibly make variants where the material is from the 1st and 2nd tier instead of the 3rd, i'm using a mod that includes modular classic xcom gear and the plated gear textures look better with the 1st and 2nd tiers than the 3rd
Tal'Raziid 13 Jul, 2024 @ 9:43pm 
to my understanding, the instructions MostlyHarmless left a while ago should solve the issue of soldiers holding the right-arm blade as if it was a pistol or other such thing?
Epic Dovahkiin 31 Jan, 2024 @ 5:40pm 
how did you get true primary secondaries to work i did the ini tweak and it didn't work
Baitman 28 Oct, 2023 @ 3:17pm 
nevermind, I didn't actually have any problem, my only issue was that I'm fucking stupid, and somehow disabled one of the dependencies at some point
Baitman 24 Oct, 2023 @ 1:16pm 
this was working fine for me using true primary secondaries but know they don't show up when equipped, are there any known/potential conflicts? using AML nothing is highlighted as a conflict but maybe something hidden?
deewinn05 10 Sep, 2023 @ 2:37pm 
Does this work with True Primary Secondaries? Just wondering
Ixtab 31 Aug, 2023 @ 9:02am 
Also, I did the ini edit for true primary secondaries and it still doesnt work right... any other tips for the dual blades to work in the primary slot without floating?
Ixtab 27 Aug, 2023 @ 11:13am 
Does this work with only certain classes? Like ones that give the slash ability from the class? I have these equipped on a character, but there is no attack option for them at all.
MostlyHarmless  [author] 25 Jul, 2023 @ 4:37am 
Most of my mods aren't set up for compatibility with Beta Primary Secondaries.

Setting up the animations overrides should be a relatively straightforward copy/paste in the config files if you want to give it a shot.

I explained how to do it a few comments down.
Circle of Psi 24 Jul, 2023 @ 11:16am 
This mod is no longer working correctly with Primary Secondaries {BETA}, the Blades float from the Soldiers Arms
MostlyHarmless  [author] 19 Jul, 2023 @ 9:39am 
Only the paired wrist blades do the spinning moves (adapted from dual wield animations).

I forget exactly what components shipped with this mod and which rely on the supplement.

You can try it without the supplement. If the game crashes or the switchjack has no model when equipped then it's safe to guess the supplement is a hard requirement.
kamykrak 5 Jul, 2023 @ 10:22am 
Sorry to bother you, but can we have a Switchjack-only version that doesn't rely on the animation and sockets [WOTC] add-in?
because 1gb of space when i just want the Switchjack is a lot
also does the Switchjack do the spin to or does it use the ripjack animation it would be cool if it is the normal ripjack animation
MostlyHarmless  [author] 15 Oct, 2022 @ 8:01pm 
I've thought about it but it's pretty low on my priority list.
Muggy 14 Oct, 2022 @ 9:22pm 
In the demo video the spin after the last attack seems awkard. Can you remove it or would it break the mod?
Aries 15 Jun, 2022 @ 7:21am 
Ill try it, thanks!
MostlyHarmless  [author] 15 Jun, 2022 @ 5:49am 
Getting this mod to work with TPS ought to be a relatively simple config tweak. I wrote the instructions below for the Lightsaber Ghost Templates mod but the same basic steps should work for this mod. You can use AML to edit the config files.
---
So first, open up the XComPrimarySecondaries config file for the Lightsabers mod and copy the entries that start with +IndividualWeaponConfig

Next, open up the file in True Primary secondaries labeled XComTruePrimarySecondaries.

Scroll down to where you start seeing lines that also start with +IndividualWeaponConfig and paste the individual weapon config entries from the saber mod on the line after those entries that were originally there.
kafm 15 Jun, 2022 @ 12:10am 
yea this is broken for true primary secondaries rip
Aries 15 May, 2022 @ 3:02pm 
Is there a way to get these to have the templar gauntlet animations? When using primary secondary animations the dual wielded ones get held like a normal sword.
Eleanoire 23 Mar, 2022 @ 5:25pm 
Is this ever going to be updated for true primary secondaries?
Major Bytes 16 Feb, 2022 @ 2:16pm 
ya know, when i first saw this, i thought of frank horrigan
Yoshi 14 Oct, 2021 @ 8:58am 
The weapons were pretty fun to play with for a while, but the fact that they're so shiny compared to the other materials kinda bothers me, and it looks really weird with some of the darker shades of the color pallete.
MostlyHarmless  [author] 12 Oct, 2021 @ 6:39am 
The Switchjack should work fine for Skirmishers.

I don't have any plans for a Covert Infiltration bridge. If someone else wants to they're welcome to do so.
tha peng 29 Sep, 2021 @ 3:04pm 
man I'd love to put this on skirmishers instead of their usual wristblades
CommanderShepard153 27 Sep, 2021 @ 2:30pm 
@roland3710 Do you plan on making a Bridge mod for Covert Infiltration mod? This woudl fit right in
aegis 6 Sep, 2021 @ 1:19am 
do you plan on making a Bridge mod for the covert infiltration mod?
Knux-Lux 16 Jun, 2021 @ 3:49pm 
lotta redscreen errors with the socket required mod.
CAPTAIN SUPERMARKET 18 Apr, 2021 @ 4:25pm 
I have no idea why, but this mod and/or the required asset pack seems to be causing occasional issues with Guerilla Ops for me; for some reason, occasionally they would simply never, ever load, simply showing the rotating XCOM logo on a black screen forever without even the Skyranger background noises starting. I'm obviously not blaming you as I use hundreds of mods, any one of which could somehow be conflicting with it, but if you've got any idea as to what might have been making this happen I'd love to know as I really did wanna use this.

Also, for some reason, I couldn't get Musashi's WotC Samurai class to wield these properly no matter how I tried to use them; the soldier would always comically hold the wrist mounted blade in their hands. Again, probably not your fault, but I'd also be interested in knowing if this could be fixed.
Pat The Cat 25 Feb, 2021 @ 10:15pm 
@Mr Walkaboot the single arm one is usable in the secondary slot
Mr WalkAboot 25 Feb, 2021 @ 2:14pm 
Is there any way to use this for classes other than the heroes? Want to equip my rangers with it as a secondary.
Comradebusman3 19 Feb, 2021 @ 5:36am 
any plans to make the clone commando's wrist blade?
Pat The Cat 3 Feb, 2021 @ 7:52pm 
also, the blade remains in the 'out' position after the standard sword attack animation has played
Pat The Cat 3 Feb, 2021 @ 7:51pm 
as a note (not sure if it's intended) but the single arm blade doesn't have any animations, even when used in the secondary slot. it's not being duel wielded as per suggestion in the description, but the animations have still been broken.
MostlyHarmless  [author] 27 Jan, 2021 @ 5:16pm 
For everyone that had asked about the Mando armors in the screenshots: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2376020557
Stray 22 Jan, 2021 @ 12:02pm 
No worries, and thanks for clarifying! :)
MostlyHarmless  [author] 22 Jan, 2021 @ 10:25am 
Afraid not. I prefer to hold off on releasing until I'm satisfied with the quality.
Stray 22 Jan, 2021 @ 8:36am 
Thanks for getting back to me so quickly! I'm very excited for it. Apologies if I'm getting ahead of myself but would it be possible to chat with you to maybe grab what you've already got? I'd really love to use the current form of the mod while I wait for the final version to come out.

No hard feelings if not, just figured I'd ask!
MostlyHarmless  [author] 22 Jan, 2021 @ 8:20am 
Still in work. Progress slowed to a crawl over the holidays but is picking back up again.
Stray 22 Jan, 2021 @ 7:50am 
Hi Roland, are there any updates on the SWTOR armor? Thank you! :)
TeslaRage 13 Jan, 2021 @ 1:46am 
Thanks for the mod!
Found a mistake in template creation of MatchedRetractableArmblades_MG. It should be Magnetic, but you tagged it as Conventional (Template.WeaponTech = 'conventional';)
Vallarian 1 Jan, 2021 @ 12:07pm 
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MrCloista 20 Dec, 2020 @ 2:58am 
@roland3710 I'd love to see a version of templar shard gauntlets using these animations