Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.
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.
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!
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?
I'll see if I can work out if the damage is crazy or not. What sort of damage range should it be?
(still doing some digging, but removing that mod kills the spec on my end)
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!
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 :)
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)
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)
If anybody happens to know more, please let me know. I'll add a note to the description for the time being.
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)
Hoping it's not a weird incompatibility somewhere. (wouldn't be the first time)