XCOM 2
Amalgamation: Tertiary Weapon Support
28 Comments
Perry The Platypus 21 Jun @ 1:49pm 
If there's an easy way to tack one of these items onto the configs for this mod so that launchers or shields will work for the third slot, I would be grateful. Another worthwhile mention is rocket launchers being a third weapon slot option.

Again if there's a way to do this via configs, or if a fix could be added to support these, then this mod would literally be the perfect fix for having a seamless amalgamation play experience.
Perry The Platypus 21 Jun @ 1:46pm 
This doesn't work with grenade launchers + ballistic shields. I have a soldier that uses a shotgun + shield + grenade launcher and neither the launcher or shield fits the pistol slot :(

Also, true sidearms as utility slots doesn't have native support for these either. so it feels bad.
Elronhir  [author] 25 Nov, 2024 @ 11:48am 
I am glad to hear. That is the purpose of the mod, give more options without making them overpowered.
Mr.Nuke 24 Nov, 2024 @ 9:31am 
I had this working with true utility slot sidearms in LWOTC and it was strangely "Balanced". I'm testing this mod with it disabled to see if it was clashing or not but I was able to make extremely "Fair" OP builds. Only OP in relation to base game but totally on par for the Monstrously OP Enemies and items I added too.
Elronhir  [author] 20 Nov, 2024 @ 10:56am 
@Mr.Nuke I do not really now; I do not use this mod. It is a known issue that running a lot of mods makes load times take longer, though.
Mr.Nuke 20 Nov, 2024 @ 3:52am 
Does this conflict with true utility slot sidearms?? I'hunting down an issue making amalgamation spec take exponentially longer to load the more specs added. The log referenced a modslot although that it is just a clue maybe.
The_RandomPanda 8 Nov, 2024 @ 12:58am 
@Elronhir Thank you for the quick response! So using CountSpecWeapons it looks like the only specs that add Holotargeters is SKVInfiltrator and Officer(Seems low as I have almost ever Amal spec but I guess none use holo? But with SKVinfiltrator you can't even equip a holotargeter in the third slot, maybe because its a secondary weapon spec?). Upon further review it is indeed the tertiary Officer spec that gives the perkless holotargeter in the third slot. The spec comes straight from the Amal classes WOTC mod and is sitting at 8% for tertiary specs so I think that's why I've noticed it so much as it's never worked for that spec in third slot.
Elronhir  [author] 7 Nov, 2024 @ 4:44am 
@The_RandomPanda, that is strange I tested at least one spec that used holotargeters but I am not sure if it was Stukov's. Can you check with another spec that gives holotargeters?
The_RandomPanda 6 Nov, 2024 @ 7:22pm 
Love this mod for Amalgamation! It works perfectly in most situations for me, however the one conflict I run into is when equipping the holotargeter from the tertiary spec "Infiltrator" by Stukov, the perks do not work for me(such as the free holotargeter use with 3 turn cd), is that something that should be working with this mod or something that I need to change in either of the mod files? Thank you for any help!
TGalaxy 25 Sep, 2024 @ 2:43am 
what are trinkets anyway? Isn't there no connection at all? Don't we just need to subscribe to the dedicated pistol slot 2.0 only?
Elronhir  [author] 25 Sep, 2024 @ 12:31am 
Hey @poemedia, the mod should allow it, maybe it is an issue with the item slot. Can you share more info on the discussion feedback, maybe some screenshot or video could help me understand the issue.
poemedia 22 Sep, 2024 @ 7:04am 
Hi, please, how can i use assault rifle primary, gremlin and gauntlet? I have a rook / support / anarchist. I can only put grenade launcher / gauntlet, or gremlin. I can understand wd be difficult top have grenade launcher and gremlin on the back, but why not the gauntlet?
Ironfaced 6 Sep, 2024 @ 7:38pm 
Not understanding which line exactly is supposed to be changed for this to work?
Elronhir  [author] 5 Jun, 2024 @ 12:59pm 
Hi! I have created a bugs and feedback discussion, feel free to add anything there.
Dragontoast 24 May, 2024 @ 11:33pm 
The mod is looking for the wrong identifier for Pistol Slot uses Trinkets in XComgame.ini
It should be looking for this "AmalgamationClassesPistolSlotPluginwithTrinkets"
Paddon 15 Apr, 2024 @ 6:43am 
Got the same issue as Bearclaw, hoping it'll be fine though
Bearclaw27 28 Mar, 2024 @ 8:17am 
Getting a "missing required mods" error on launch, calling for the Trinkets mod, which I have enabled. Double-checked and relaunched, and still getting the error. About to start a new run, so I will update if it causes errors.
LeyShade 23 Jan, 2024 @ 5:13pm 
@Stukov - Always appreciated, it's good for both the LWOTC and Casual-CI mindsets to both be represented due to how divergent in playstyles our respective audiences can be, and sometimes asking obvious questions for others to read is a communal benefit =)
Stukov81-T.TV 19 Jan, 2024 @ 6:11am 
not every item does work in the DPS slot though, and separate weapon categories has its own advantages and disadvantages. ATSR is great but can also break things if done wrong :)

but that's not part of this mod anyways. and the mod creater stated clearly it is not meant to be balanced primarily. So that's good in my books. I just wanted to give a few point of views the average player will not want to see :)
LeyShade 19 Jan, 2024 @ 12:34am 
Also regarding Stukov's views on lots of perks being available being a negative, we counter that this seems to take a more O+E style approach where, at times, having 4+ rows of perks on an armoured juggernaut is just hilarious, because sometimes what you want is to annihilate everything while moving one tile a turn after a long day of stress.

To setup unique weapon categories, you want WSR, which is how O+E implement things, as we don't use trinkets in the pistol slot, so that mod was redundant for us. WSR allowed a more complete take, including setting weapon categories, their uniqueness and other such needs. If worried about abilities activating from the wrong slot, use Ability To Slot Reassignment, bang in your ability and what weapon cats should be allowed, voila, problem solved.

If you need help configuring any of the above, both Stukov's works and O+E can be used as examples for LWOTC and CI gamestyles respectively.
LeyShade 19 Jan, 2024 @ 12:21am 
Very similar to the implementation in O+E, though we do it through other means to allow weapon categories based on perks, so that super soldiers can get stupid-OP, and AWC rolls can allow further options.

Is a cool idea overall - will cross ref this one against O+E and Stukov's versions to see if there's anything any of us missed that fhe others found.

Congratulations on your upload :)
Stukov81-T.TV 18 Jan, 2024 @ 8:00am 
I think this works exactly like my implementation in Pistol Slot uses Trinkets. Which means if you have a certain skill the secondary is allowed to be put into the DPS slot. Ability to Slot Reassignment can make it so abilities work even when the item is in the DPS slot.

BUT ... that is not true for all items.

And it makes Amalgamation Soldiers a lot stronger. This may be wanted or not. Just as an example, when i changed my game for something like this i could reduced squadsizes from 8 to 6 and have about the same difficulty in the missions.

I also think he relies on my setup in Pistol Slot uses Trinkets, and I have some plans to adapt it. My vision is to allow some basic skills if in the DPS slot but the advanced skills only will work if you put the item in the secondary slot
Tripitaka (HUN) 18 Jan, 2024 @ 7:30am 
Does this mean we have two sidearm slots that each use their specific specialization without making, say, the sword changes apply to the sawed off shotgun? How is that pulled off? Is it just not possible to put my secondary item into the tertiary?

What about possible conflicts? For exmaple, a drone based secondary spec, and a third on the same guy. Do you equip two different drones? Or do you only equip one? If so, does it matter if I slot it in the third or the second? If so, does that mean we can intentionally or unintentionally break the game by putting the holo targeter into the drone slot and vice versa? You see, this is kind of confusing without more details.
Elronhir  [author] 18 Jan, 2024 @ 12:44am 
I hope you have fun, @Jason

@Stukov81-T.TV this mod does not do anything crazy; it just allows that the skills used by tertiary weapons are supported.
Like I said, the main purpose of this mod is not balance; it is about unlocking the options that Amalgamation brings to XCom. But you are right; there are things that I do not like. For instance, you can equip the same weapon twice. I will fix those issues as soon as I find out how to fix it.
Stukov81-T.TV 17 Jan, 2024 @ 9:24pm 
Concerning balance ... you need to be very careful how specs are set up. Map-wide Bladestorm with a holotargeter? A Knife attack consuming no ammo but doing sawed off damage with the sawed off? all that happened in the past. You can fix all those things pretty easily, so it is just something to be careful. Also ... you can equip two sawed offs
Stukov81-T.TV 17 Jan, 2024 @ 9:22pm 
@jason so spec is completly useless even without the weapon and even if it would be you should not be able to buy all perks anyways. Once upon a time it was normal to only have 2 perk rows and nowadays we aren't even happy with 4 apparently. Sad times
Stukov81-T.TV 17 Jan, 2024 @ 9:18pm 
What does this mod do that the Pistol Slot uses Trinkets does not provide?
That you completly override the base Amalgamation Specs is a bit worrying to me.
Jason 17 Jan, 2024 @ 4:43pm 
Oh man. I tried to get into Amalgamation but having a row be basically guaranteed to be useless really turned me off. Guess I might have to try it again.