XCOM 2
Alternate Fire Modes v1.3. [WOTC]
67 Comments
RambelZambel 31 Dec, 2024 @ 2:34am 
hello, is there a way to add enviromental damage to fullauto?
OVA 15 Jun, 2024 @ 12:40pm 
awesome mod !
Francis 30 May, 2024 @ 9:30pm 
For those with TLE that haven't read the instructions in XComTemplateEditor.ini , add to that file:

+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_CV", P = "Abilities", V = "GenericSingleFire_T1")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_CV", P = "Abilities", V = "GenericFullAuto_T1")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_CV", P = "Abilities", V = "ALTFIREMODES_Anim_Passive")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_MG", P = "Abilities", V = "GenericSingleFire_T2")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_MG", P = "Abilities", V = "GenericFullAuto_T2")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_MG", P = "Abilities", V = "ALTFIREMODES_Anim_Passive")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_BM", P = "Abilities", V = "GenericSingleFire_T3")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_BM", P = "Abilities", V = "GenericFullAuto_T3")
+Edit_X2WeaponTemplate = (T = "TLE_AssaultRifle_BM", P = "Abilities", V = "ALTFIREMODES_Anim_Passive")
TimRtec 23 Dec, 2023 @ 7:39pm 
Do you think you might add compatibility to the weapon pack: Call of Duty: MODERN WARFARE II (2022)? it comes with a gun smith mode which allows the weapons to be fully customized and I think it would be really cool if the weapons could also have the ability to shoot in different bursts like this mod does
Aquilio  [author] 31 Oct, 2022 @ 4:34am 
@Gabriel Cooper There are no higher tier options at the moment, but I will think about an extra rework for the Chosen/TLE weapons.
Gabriel Cooper 31 Oct, 2022 @ 4:28am 
oh yeah but i wanted to give it a ability that has a even higher tier for it, since i feel like it being a T6/T4 weapon would deserve it, that's the part idk if i can edit it on the xml.
Aquilio  [author] 31 Oct, 2022 @ 4:20am 
@Gabriel Cooper Try adding those lines to the XComTemplateEditor.ini file:

+Edit_X2WeaponTemplate = (T = "ChosenRifle_XCOM", P = "Abilities", V = "GenericSingleFire_T3")
+Edit_X2WeaponTemplate = (T = "ChosenRifle_XCOM", P = "Abilities", V = "GenericFullAuto_T3")
+Edit_X2WeaponTemplate = (T = "ChosenRifle_XCOM", P = "Abilities", V = "ALTFIREMODES_Anim_Passive")

The alt fire abilities will use the highest tier (plasma) rifle stats.
Gabriel Cooper 30 Oct, 2022 @ 6:26pm 
Would it be possible to add this to the chosen rifle? i don't know if a new tier is something anyone can edit in the xlm file.
Serpentax 6 Jul, 2022 @ 5:07pm 
would it be possible to make it work with the TLE assault rifle for those of use that don't want to use the 5 tier weapon mod but would still like to use the TLE assault rifle without giving up the alt fire modes?
Chaplain Roach 5 Jul, 2022 @ 8:33am 
certainly a cool mod, but the rifles in this game sound like they're all suppressed so the semi auto option is weird once you've been conditioned to the game.
Nitsah 9 Jan, 2022 @ 12:37pm 
ahaha so it was this mod that caused it
Aquilio  [author] 9 Jan, 2022 @ 9:21am 
Should be fixed now
☝🤓 9 Jan, 2022 @ 8:16am 
Why does the conventional cannon shot animation become so weird after installing this module? This module is not even supposed to have any effect on weapons other than rifles. (Only the conventional cannon has this problem. This problem also occurs when using only this module and related front modules)
p6kocka 23 Dec, 2021 @ 5:23am 
I havve found the culprit for my issue: it was rhis mod
Reduced XCOM/ Alien Weapon FX
which conflicts with your mod. After removing it there are no problems anymore.
p6kocka 22 Dec, 2021 @ 8:02am 
Whenever I use the single fire shot there is no muzzle flash effect and there is like a weird delay until the advent reacts to the shot.
Rusty | SkyPaladin 20 Dec, 2021 @ 6:25pm 
It just gives your solly the Rapid Fire ability, not very balanced, lol
=[NK]= Col. Jack O'Neil 20 Dec, 2021 @ 6:52am 
There is a mod for rapid fire for smgs that works well with a bit of tweaking.
Aquilio  [author] 20 Dec, 2021 @ 6:24am 
@Rusty | SkyPaladin I've been considering some abilities for SMGs, I might try adding something new if I get the time for that. Don't know when, though.
Rusty | SkyPaladin 19 Dec, 2021 @ 8:18pm 
This works so well in LWOTC to bridge the gap between techs. Giving soldiers other than rangers the ability to rush an enemy (or line up the perfect raised / flank shot) and unload a clip is such a life-saver when you're out-gunned. Ever considered alternative fire modes for SMG and sniper rifles as well?
MrBananaClipps 16 Nov, 2021 @ 4:58am 
one of the best mods of all time
TomFenny 22 Sep, 2021 @ 3:43pm 
Fun mod, I like the tactical aspect it adds. Are they supposed to be able to trigger lost headshot though? If that was intended, it isn't working. If it wasn't, that would be a nice option to include.
ganjou241 20 Aug, 2021 @ 2:13pm 
You can extend this further by increasing mag capacities to 15 at early game. Then when you use single fire mode it will use 1 ammo for 1 damage for 1 roll with an bonus to aim%, and then when you use full-auto it will use 1 ammo and 1 damage for each roll but this time it will roll 5 times with an decrease to aim% on each roll. With this you can "simulate" each individual bullet fired.

So imagine this with conventional weapons at early game....

- Single Fire : 1 damage, 1 ammo used, 1 roll with 65% aim +25% chance to hit
- Full auto : 1 x (rolls) damage, 1 x (rolls) ammo used, 5 rolls with 65% aim with a stacking penalty of -5% at every roll (at the last roll thats -25% aim).

Then maybe you can change things like hair trigger to add to the rolls per shot (which will also increase ammo consumption per shot) and then make both stock and scoped add to aim then make laser sights add crit chance per 1 bonus aim (more bonus crit the more bonus aim you have).
Captain Vorobius 20 Aug, 2021 @ 12:15pm 
Wow, you actually did it, the support for resistance firearms. I just started a campaign with that mod, couldn't be happier.
Gaming Doggo 17 Aug, 2021 @ 4:43pm 
Yeah, I just tested it. Seems to work, although that's a good point about the alt-fire stats. Thanks for making this mod! Really gives the assault rifle some love and opens up some tactical options for rookies!
Aquilio  [author] 17 Aug, 2021 @ 4:39pm 
@Man of Many Faces Haven't tested, but the alt-fire abilities added to weapons should be independent of WIO configuration. Though it might be necessary to manually adjust some alt-fire ability stats in the config file to better suit the WIO balance.
Gaming Doggo 17 Aug, 2021 @ 4:13pm 
Is this compatible with Weapon and Item Overhaul?
Aquilio  [author] 17 Aug, 2021 @ 2:44pm 
V.1.2. UPDATE!

-RESISTANCE FIREARMS SUPPORT NOW AVAILABLE!
Editable in the config. No extra assets required.

- You can now use the config to add alternate fire to your own modded rifles!
Check out XComTemplateEditor.ini !

NOTE: Only assault rifle modded weapons are compatible right now.

- Added Russian localization by Aks.
Aks 17 Aug, 2021 @ 9:31am 
If you need I can give the Russian localization of this mod
Aquilio  [author] 17 Aug, 2021 @ 2:32am 
@TrooperCoon I tested Magnetic Single Fire with Five-Tier Overhaul installed, but couldn't replicate the issue
Nero 17 Aug, 2021 @ 1:49am 
yeah might be just me, for me the problem is that the mods somehow makes my gun shoots normally, the damage would be the ones on single fire on magnetic tier, works normally on both conventional and coil tier
Aquilio  [author] 17 Aug, 2021 @ 1:34am 
@TrooperCoon Well it works on my end. And it seems many other players got it working too. You did not provide the details of your issue.

Are the abilities not there? Are the animations not working? Have you modified the configs in any way? I don't even know what mods you are running.

There might be conflicts with other mods which change the looks/animations of vanilla weapons.
Nero 17 Aug, 2021 @ 1:17am 
seems like this mod doesnt really work with iridar's 5 tier weapons mod thingy
We Are All Henning 15 Aug, 2021 @ 1:12pm 
@Aquilio Nvm, my game just didn't get the update when I asked it to get it. The pop-up is gone for me now.
We Are All Henning 15 Aug, 2021 @ 1:07pm 
@Aquilio I got it again just now when testing. If you've changed the run_last/run_standard setting, then it could be on my end. Or just mean very little.
Aquilio  [author] 15 Aug, 2021 @ 1:00pm 
@Lord Fodel I posted the new update just a while ago. Is the pop-up issue still present?
Aquilio  [author] 15 Aug, 2021 @ 12:42pm 
@p6kocka Thank you very much for letting me know.
p6kocka 15 Aug, 2021 @ 12:41pm 
I just want to confirm that this mod works with LWOTC.
Aquilio  [author] 15 Aug, 2021 @ 12:38pm 
If you were to do that in this example, the converted weapon would be reskinned to a Conventional Assault Rifle, as the custom archetype (marked with V=) is tied to a specific weapon appearance (and that appearance is defined in the SDK).

You can't also just add the abilities to other weapons through the config and expect them to look properly either, as these abilities refer to custom animation sets linked with the very same archetype.

XSkin will only work partially, as the reskinned weapons will play the same animations for alternate modes as standard fire. Basically it's the same issue like with adding the alt fire abilities to new weapons.
Komissar Gebet 15 Aug, 2021 @ 11:50am 
One question. Can any weapon be converted using this line:

+Edit_X2WeaponTemplate = (T = "AssaultRifle_CV", P = "GameArchetype", V = "Alternate_Fire_Modes.WP_AssaultRifleALTFIRE_CV")

Do we need to rename only the "T = "AssaultRifle_CV" " or it's not that easy?
Aquilio  [author] 15 Aug, 2021 @ 11:21am 
I have posted a version with a changed configuration file. Please let me know if the pop-up issue still persists.
Aquilio  [author] 15 Aug, 2021 @ 10:48am 
In that case, this should be a false positive, though it is still a mistake on my part. Will update the config soon.
Aquilio  [author] 15 Aug, 2021 @ 10:41am 
@Komissar Gebet I must have misplaced the Highlander mod load order. I will look into it.
Komissar Gebet 15 Aug, 2021 @ 10:39am 
Looked into config.
It is stated that it wants to load last BUT before those other mods. And that's simply not possible!
Komissar Gebet 15 Aug, 2021 @ 10:36am 
One thing - is there any significance in load order? For the game yells that that the alternated fire mod desperately wants to run before all those mods!
Aquilio  [author] 15 Aug, 2021 @ 10:34am 
Here's the thing: I expect this mod to work with Standalone Coilguns and Laserguns as well as Five-TIer Weapon Overhaul. LWOTC compability is NOT guaranteed at the moment. This could be a false positive, but I can't say. Worst case scenario, the guns will not be given the extra abilities and animations.
Komissar Gebet 15 Aug, 2021 @ 10:21am 
@Lord Fodel

I guess the update provided compatibility with the Five-Tier Weapon Overhaul mod by Iridar, so you need it to work properly.
Aquilio  [author] 15 Aug, 2021 @ 10:20am 
@Lord Fodel Are you using standalone Coilguns, Coil and Laser Guns with Iridar's Five Tier Overhaul, or are you running LWOTC?
We Are All Henning 15 Aug, 2021 @ 10:14am 
Is the recent change for coilgun inclusion intended for a specific coilgun mod? I just started up my game and got an error message about incorrect run order between this mod and "Coil guns for war of the chosen". Any idea if this is a false positive or a hiccup in mod compatibility?
Komissar Gebet 15 Aug, 2021 @ 12:37am 
@badassgrunt

2021 - XCOM 2 becomes 3D Xenonauts.