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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.
Also, true sidearms as utility slots doesn't have native support for these either. so it feels bad.
It should be looking for this "AmalgamationClassesPistolSlotPluginwithTrinkets"
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 :)
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.
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 :)
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
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.
@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.
That you completly override the base Amalgamation Specs is a bit worrying to me.