XCOM 2
Amalgamation: Pistoleer Primary Specialization
46 Comments
Homebrew 31 Aug, 2024 @ 1:43pm 
Well saw some people mention it. And i did make some changes to my mod list and xcom tends to be a little finnicky with that.
XpanD  [author] 31 Aug, 2024 @ 1:15pm 
...not sure I'd recommend that, it wouldn't be the first time a specific mod or setup quirk has messed with dual-wielding. Do hope to eventually figure out what the cause here is, though.
Homebrew 31 Aug, 2024 @ 12:46pm 
Might just fully reinstall everything
XpanD  [author] 31 Aug, 2024 @ 10:54am 
Iridar's Autopistol Overhaul? That should be fine, I ran my last campaign with that as well. (and also just tested with it to make sure)

For what it's worth, I'm not able to reproduce the issue on my end unless I switch to PS on a save that previously used TPS. Out of ideas for stuff to test at this point, but please let me know if you happen to find anything.
Homebrew 31 Aug, 2024 @ 10:39am 
Jup was active when I restarted recently. But might a weird reaction with the auto pistol rework I'm running
XpanD  [author] 31 Aug, 2024 @ 10:29am 
Was this a campaign that was started without TPS installed, by any chance?

On my end, it appears that reusing the same test save was a mistake -- apparently I need to start a new test campaign after switching PS/TPS to make the pistols work again. I'll retest all the stuff I checked before.
Homebrew 31 Aug, 2024 @ 10:13am 
I'm using TPS with the mod fixes
XpanD  [author] 31 Aug, 2024 @ 10:13am 
Which Primary Secondaries variant are you running? Just put together a test setup, and I am also able to reproduce it with the old Primary Secondaries... but TPS seems to make it work fine.

Pretty confused right now as I always run old Primary Secondaries, and am fairly certain I had a working Pistoleer in my last campaign a few weeks back. Will do more digging later.
XpanD  [author] 30 Aug, 2024 @ 1:10am 
...okay, that's a new one. I'll test that later when I get the chance, it should be able to fire as-is.
Homebrew 29 Aug, 2024 @ 10:49pm 
So I got this spec rolled with a non pistol secondary and knight as the third spec. Have her equipped with a shield and pistol but I noticed I can't shoot (just overwatch) the pistol since it's missing the ability. Not sure if this is intended? I'm guessing it's supposed to come from the second spec
XpanD  [author] 13 May, 2024 @ 5:21am 
Update: Got some testing in, found and reproduced the issue with a mod list consisting of just 4 mods. Seems like it is indeed related to Mitzruti's pack, so I've reported it there! Hope it's an easy fix.
Paddon 28 Apr, 2024 @ 7:46am 
I have that one in my pack too, so it's entirely possible! Enjoy the vacation :)
XpanD  [author] 28 Apr, 2024 @ 12:55am 
Got it. I'm heading off for vacation soon (and am working on getting a big update for another of my mods out before I leave), but I'll see if I can reproduce the issue when I get back.

For what it's worth... I'm still thinking it's a bad update somewhere, possibly from Mitzruti's Perk Pack? I've now seen the issue reported by several people, and the abilities have all been from that pack... Though that could always be a bad interaction with another mod, too.

Stay tuned!
Paddon 27 Apr, 2024 @ 5:08pm 
I'm using a ballistic shield from Musashi's mod as a secondary weapon, the pistol is technically the primary. No other weapons
XpanD  [author] 20 Apr, 2024 @ 8:46am 
What's your secondary weapon? Any other weapons equipped? (e.g. a Dedicated Pistol Slot weapon or the like)
Paddon 20 Apr, 2024 @ 8:31am 
So it's a primary mag pistol (3-6 damage) with a superior scope and speed loader. The other skills along with pistolier are grenadier and knight. Not seeing any other equipment that could have modified the damage
XpanD  [author] 19 Apr, 2024 @ 10:23pm 
Yeah, that's definitely not right. Damage will depend on which pistols you had equipped -- that minimum value of 8 does sound about right, but I'd expect the maximum to be only a few points above that.

Weirdly enough, I saw a similar issue on a stream yesterday, where there was another skill (Abyssal Shot) scaling like crazy too. Same exact issue (plausible minimums, crazy maximums), but different Amalgamation specs. Maybe there was a recent mod update somewhere that's causing issues?

Which exact pistols were you using? Any other equipment that could've affected damage? Also, which spec combo did your character have?
Paddon 19 Apr, 2024 @ 7:23pm 
Okay I can confirm I just did 59 damage with that skill, not really sure what could be causing it
Paddon 19 Apr, 2024 @ 2:19pm 
Honestly hard to say, I've only used it the one time (doing honour-man so trying not to cheat if possible) and had a visual bug where the damage number didn't actually appear on the pop-up so I'm not sure if it was low or high.

I'll see if I can work out if the damage is crazy or not. What sort of damage range should it be?
XpanD  [author] 19 Apr, 2024 @ 1:38am 
...alright, haven't seen that one yet. Predicted damage numbers are a bit weird with dual pistols, but they're usually too low, not... this. What does it do when you actually use it?
Paddon 18 Apr, 2024 @ 9:17pm 
Not sure why, but 'Big Forty-Five' is stating it'll do 8-109 damage! Not sure if that's intentional? haha
kunwoo 7 Apr, 2024 @ 6:49am 
Great work on your mods by the way!
XpanD  [author] 7 Apr, 2024 @ 5:57am 
Awesome! I'll push out an update today so this mod requires it, that should get everyone up to date. Thanks again for the help.
kunwoo 7 Apr, 2024 @ 5:50am 
I didn't have that installed and it seems to have fixed it!
XpanD  [author] 7 Apr, 2024 @ 5:26am 
Do you have "[WOTC] Open Class Weapon Restrictions", and if not, does adding that fix it? Just noticed that it's not mentioned as a hard requirement on the Dual Wielded Pistols page, but that's (apparently) the glue that makes this spec work.

(still doing some digging, but removing that mod kills the spec on my end)
XpanD  [author] 7 Apr, 2024 @ 4:20am 
...yup, that's what I was hoping would happen! I found a very similar issue while trying to count up weapons across all specs in my Amalgamation console mod, so this may be the same root cause. (if a weapon category was found across multiple slots, it'd skip all instances after the first)

My testing mod list is pretty small, but my current theory is that one of the other specs or bugfix mods I have somehow works around this issue.

I'll have a poke around to see if I can narrow it down further, thanks for checking!
kunwoo 7 Apr, 2024 @ 3:16am 
Sorry for being unclear, I was referring to the "[0]" and "[1]" specifically but you explained it indirectly!

Switching the order of the lines reverses the issue; now it doesn't allow pistol as a primary but only as secondary. I know very little about modding so I'm probably not of much help here :)
XpanD  [author] 7 Apr, 2024 @ 2:38am 
(forgot to mention, but note the changed indices on the swapped lines -- the first line should always be index [0]!)
XpanD  [author] 7 Apr, 2024 @ 2:35am 
Always happy to receive feedback!

Was this the line you meant?

AllowedWeapons[0]=(WeaponType="pistol", SlotType=eInvSlot_PrimaryWeapon), \\

If so, the round brackets/parentheses signify that this is a set of multiple keys and values -- the weapon type is "pistol" and it should be assigned to the primary weapon slot. Stuff that only has a single key/value pair (like AllowedArmors[0] below) doesn't need them.

I'm still not sure on what causes the issue, but I am kinda curious now... What happens if you swap the two AllowedWeapons lines around? Something like this:

AllowedWeapons[0]=(WeaponType="pistol", SlotType=eInvSlot_SecondaryWeapon), \\
AllowedWeapons[1]=(WeaponType="pistol", SlotType=eInvSlot_PrimaryWeapon), \\

I have a vague suspicion that this may change things, based on another issue I found in base Amalgamation a while back. (specifically related to trying to do things with it that it wasn't made for)
kunwoo 7 Apr, 2024 @ 12:19am 
This may be too old for you to care but I also cannot equip secondary pistols, seemingly no matter the secondary and tertiary specs. I was looking at the config and I was wondering if you could tell me the purpose of the number in brackets in the "AllowedWeapons[0]" line?
XpanD  [author] 28 Nov, 2023 @ 12:46pm 
It's out! Just a housekeeping update (+ a more coherent description), no changes to exclusions.
XpanD  [author] 17 Nov, 2023 @ 1:39am 
Heads up: Got a rarity pass for a bunch of my specs coming up at some point in the next week. The huge influx of new/changed specs over the past year or so has been great, but has also thrown a lot of older specs out of whack.

These changes are likely going to break some classes in ongoing campaigns, sorry! If you notice any characters that did lose their class, use my Console Helper's RandomizeClass command with one or more old specs, or (temporarily) remove the new exclusions in the matching spec's XComAmalgamation.ini file. (they'll be clearly marked as being new)
Zamio 19 Sep, 2023 @ 12:47am 
No worries, I'll investigate and see what turns up. Thank you for your time!
XpanD  [author] 18 Sep, 2023 @ 1:26am 
...huh. I'm not sure what's up with that. I have a feeling you're not the only one with this issue (got a random dislike a while back, too), but I'm not sure where it would be coming from at this point. Sorry!

If anybody happens to know more, please let me know. I'll add a note to the description for the time being.
Zamio 17 Sep, 2023 @ 8:35am 
Just did the command, the first command doesn't work, I can't even pick from secondary before primary because it doesn't show the weapons as available. It does show the other secondaries as available e.g. knight tertiary gives me a shield but nothing else.
XpanD  [author] 15 Sep, 2023 @ 5:57am 
Tried with both PS and TPS today, but was unable to confirm the issue in a debug strategy start.

Could you try the following? Grab my Amalgamation Console Helper mod, and run the following command while you have a soldier selected: "randomizeclass pistoleer gunslinger any true"

Once that's done, try equipping dual pistols again. If setting the primary weapon to a pistol first doesn't work, try the secondary instead. (and vice versa)

If the above DOES work, try "randomizeclass pistoleer any any true" and try again. (make sure it doesn't roll a secondary/tertiary that grants pistol use this time)

(may take me a bit to reply, apparently my GPU's cooler decided yesterday evening was a good time to break)
Zamio 14 Sep, 2023 @ 10:27am 
Thanks for the help! Hopefully its not too much bother
XpanD  [author] 14 Sep, 2023 @ 10:25am 
Huh, I'll have a look tomorrow. I usually use the old Primary Secondaries, but both shoooould be fine. (tested way back when)
Zamio 14 Sep, 2023 @ 10:15am 
meant to say about 3 of the specs, sorry for typo
Zamio 14 Sep, 2023 @ 10:14am 
I haven't run through every single spec but for every spec i've seen so far (about of them) this has been an issue. I tried both modded and vanilla pistols, both didn't work. I'm using True Primary Secondaries. I could have a weird incompatibility but I don't think I have any other mods that affect pistols
XpanD  [author] 14 Sep, 2023 @ 1:23am 
Is this happening with a specific spec combination, or on everything? If the former, which specs did your character roll? Also, which weapons did you try, and which Primary Secondaries mod are you using?

Hoping it's not a weird incompatibility somewhere. (wouldn't be the first time)
Zamio 13 Sep, 2023 @ 9:03pm 
Having an issue with this mod specifically where it wont let me pick a second pistol. I've checked other classes that use the dual wielding pistols and they work fine, its just this one that seems to not be working correctly.
ArcticJack 19 Jul, 2023 @ 8:19pm 
thank you
XpanD  [author] 19 Jul, 2023 @ 3:52am 
That's a setting in the base Amalgamation mod! I don't remember which file, but the setting should pop up if you run a search for "AWC".
ArcticJack 18 Jul, 2023 @ 9:35pm 
So I noticed that some of the amalgamation specs have previews including a fourth row of abilities, and some only have three. I was wondering if I'm doing something wrong, or if there is a specific mod or config edit enabling this? Cheers.
XpanD  [author] 9 Feb, 2023 @ 10:11am 
Finally got this out, had this on the backburner for over a month already. I was able to campaign-test it a bit, but would really need more time to get a proper feel for it -- let me know if anything's particularly busted.