XCOM 2
Quick Unequip
56 Comments
Kintaro 23 Apr, 2020 @ 3:43am 
does not work anymore
Killerkitty641 10 Sep, 2018 @ 7:33pm 
Could you possibly add a feature to disable the automatic unequip? It's the most frustrating feature in Xcom 2, and you're skilled enough to pull it off.
Illiivat 28 May, 2018 @ 7:36pm 
It works, but too good I think. I was using a laser sight on one soldier and an extended mag on another. After pressing the unequip button the attatchments were not only off the weapons but were no longer in the inventory either.
Hidrate-se 28 May, 2018 @ 1:17pm 
thx for the mod :tinder:
Thunder 3 Feb, 2018 @ 4:37pm 
Any chance to make an opposite mod?

Many players ask for this, we need a mod that stops the automatic unequip.

So that soldiers mantain their equip and the player can decide their best equipment just once in the entire campaign (till you change mind, for example if you got a new kind of equip).

Since you have done this, maybe you're finally the modder that can do the opposite, disable the automatic unequip from the vanilla game + WOTC.
Arkhangel 10 Jan, 2018 @ 4:16pm 
problem is Robo's mod doesn't split them up though. so you yank everything from everyone. which is a bit of a pain in the ass if you just wanted to, say, find that Proximity mine you wanted, or a skulljack, but wanted to leave everyone's modded weapons on their characters.
Magixian 11 Sep, 2017 @ 11:51am 
@uuugggg I got what you descripe w/o this mod subscriped in wotc. Think it's from 'WotC: robojumper's Squad Select'. Will recommend that
Uuugggg 10 Sep, 2017 @ 2:31pm 
Oh man, this doesn't work in WotC.

I'm really tired of clicking "Make Armor Available" "Make Weapons Available" "Make Utility Items Available" on all six soldiers, every single mission.

I can't even how this is how the base game works.

So is there a way to actually unequip the barracks now?
WaKKO151 1 Sep, 2017 @ 9:57pm 
wotc?
macelharen 12 Aug, 2017 @ 9:34pm 
it's either LWT or the extra slots mod that alters the layout in loadout screen
macelharen 7 Aug, 2017 @ 4:40pm 
checked. doesn't even if you [LL]
macelharen 7 Aug, 2017 @ 2:41pm 
oh crap...can i use this with LWToolbox?
KanoFudo 26 Jun, 2017 @ 10:56am 
Do you know if this interacts with the alien hunter weapons at all? I started a new game after installing some mods, this being one of them, and I'm no longer able to upgrade my axe, caster, or shadowpistol
matt9500 9 Apr, 2017 @ 10:53pm 
Wow, this mod is incredible! Why did it take me so long to find out about this mod? I have been frustrated for a week when I discovered that "Make Weapons Available" is gone and "Make Utilities available" is broken half the time. It looks like I am not the only one complaining about those issues. I kept going on missions missing the best weapons, armor, or something everytime my soldiers need to stay behind and recover.

And now that I tried out "Unequip Barracks", it is just a huge relief! So useful. "Unequip Squad" certainly has its place also. Thank you, well done!
PsychoticEpisode 25 Jan, 2017 @ 10:51pm 
Love this mod, this should have been in the game by defalt.
The Ugly Dwarf 4 Dec, 2016 @ 8:23am 
After a mission, the button "unequip items" during set up of second mission brings me back to geoscape too.
Kahvipannu 29 Nov, 2016 @ 2:12am 
Hmmm... This worked perfectly, but in middle of campaign, just stopped working. Clicking the buttons brings you back to the Geospace map.

Any advice on this issue?
Farakill 7 Aug, 2016 @ 7:16am 
doesnt work with LW toolbox
The Red One 13 Apr, 2016 @ 2:28pm 
I will test it the mod these days and if it works well for me, it will replace https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=618504171 in my subscriptions
robojumper 17 Mar, 2016 @ 8:16am 
Works like a charm now. Thank you.
Sirbloke  [author] 16 Mar, 2016 @ 3:09pm 
Hey robojumper, I've added the secondary weapon to the list of items to unequip. I tested to make sure this doesn't downgrade the equipped pistol/gremlin/grenade launcher/sword in vanilla as this was my main concern but haven't tested with unique secondary weapons added by other mods. It should work though, let me know either way.

Hey RavePirate, I've implemented a "fix" for this. Problem is the bottom buttons refresh at the end of the squads walking forward animation and it directly calls the vanilla function - clearing the quick unequip buttons and adding the vanilla ones. Only way to stop that happenning would be to override the class and doing so would make this mod incompatible with others. Instead I've made the buttons refresh using my function after a short delay, so you will likely see the buttons flicker quickly between the vanilla ones and quick unequip but at least you won't have to reload the screen.
RavePirate 10 Mar, 2016 @ 1:31pm 
Hey, so i'm getting a weird bug, when i load up a mission the buttons do not appear until i click a soldier and come back to the squad screen. Any way to fix this?
Sirbloke  [author] 6 Mar, 2016 @ 4:28am 
Hey robojumper, thanks for the feedback, I'll look into it when I get a chance.
robojumper 5 Mar, 2016 @ 1:27pm 
Thank you for this mod, however, it doesn't work with pistols. Grim's Loot Mod, for instance, adds unique pistols, so adding eInvSlot_SecondaryWeapon to the RelevantSlots would be great.
Grugswald 26 Feb, 2016 @ 12:02pm 
Works with Uniforms Manager with no issue, if anyone was wondering. Thanks for the mod!
Sirbloke  [author] 18 Feb, 2016 @ 6:58am 
Hey miguelalex888, I've not tested it but it should do.
miguelalex888 18 Feb, 2016 @ 6:49am 
Does this work with mods that extend squad size?
konradius001 18 Feb, 2016 @ 5:43am 
Great stuff! And good insight that listeners stop working when overwriting a class they listen to.
That limits what we can overwrite, or rather, it means we have to overwrite all listeners as well!
zoominator 18 Feb, 2016 @ 4:08am 
No problem, I was only clarifying in the last comment that I was sure my save was in the wrong (I was loading a save that recently had some other mods that I deleted but I did not know it would affect this mod. I have tried it now and works perfectly better than the vanilla way either way XD
Sirbloke  [author] 18 Feb, 2016 @ 3:48am 
Hey, it seems I've accidentally deleted the 3 most recent comments by myself, Krilller and Demolisho. Really sorry for that you two.

I was trying out the steam mobile app and I'm pretty mad with it now. It has "delete" it gray text next to commenters names, and if you tap it (in my case accidentally) it immediately and without confirmation deletes the comment, with no way (that I know of) to undo it. Really infuriating.

To try and answer your issue Demolisho, the unequip barracks button in the mod unequips all soldiers that aren't in the current squad, this includes wounded soldiers. You mentioned in the comment that got deleted that you thought you might be missing items - have you had a soldier die by any chance? If a soldier dies and you don't carry them to evac you lose their items. This could explain it, if that hasn't happened please let me know and I'll try to look into it further.
zoominator 16 Feb, 2016 @ 5:58pm 
Actually it does not work for me...it really frustrates me that wounded soldiers cant be unequiped without having to go into barracks personally...is my game bugged?
zoominator 16 Feb, 2016 @ 5:49pm 
THANK YOU SO MUCH; YOU ARE THE KING BRUH
Sirbloke  [author] 16 Feb, 2016 @ 2:47pm 
Hey konradius001 and Krilller, I've re-written the mod using a UIScreenListener, should be compatible with most other mods now. Definitely a good thing to learn for XCOM modding it seems!

I've also moved all of the text to a localization file, if anyone is willing and able to translate to any of the localization languages please let me know.
Sirbloke  [author] 16 Feb, 2016 @ 11:29am 
Hey konradius001 and Krilller, I've worked out the issue - these mods are listening for the creation of UISquadSelect, but since I'm overriding the class created is actually UISquadSelect_QuickUnequip so the listeners don't pick it up. I'll see if I can find a way to do this mod with a listener and update if / when I manage it. Thanks for bringing this to my attention!
konradius001 16 Feb, 2016 @ 8:21am 
I'm familiarizing myself with the modding tools and looking into this. The upgrade reminder actually extends UIScreenListener and doesn't touch UISquadSelect, which is extended by your mod.
A line of mods that also is not compatible are the ones that extend the selection to 8 soldiers. The one I'm looking at also extends UIScreenListener and does work together with the upgrade reminder.
I'm not sure that I can help in any way, but I will be tinkering a bit more :)
Looks like I have to check the original classes to see where this goed wrong.
What happens when all mods are run together is that only the first 6 soldiers have a selectable equipment screen. The upgrade icons do not show and after deselecting a soldier the list of soldiers does not show which soldiers are on the mission or not...
Krilller 16 Feb, 2016 @ 6:50am 
Well thats too bad, i would have liked to use both mods together.
Sirbloke  [author] 16 Feb, 2016 @ 4:28am 
Hey Krilller, as I understand strip primary weapons uses a UI listener to "listen" to when this UI is created and adds the additional button afterwards.

Whereas quick unequip alters the existing buttons on the UI. I don't think this can be done with a listener, though I could be wrong - I've not looked into their exact functionality yet.

I'm assuming upgrade reminder does not use a listener and overrides the existing UI, same as quick unequip, so they conflict.

As I said I don't currently know how to alter the existing buttons with a UI listener, or whether this is even possible. I'm currently working on another mod and will not be looking into this with any urgency, but if I do find out its possible and how to do this I will update the mod.
Krilller 16 Feb, 2016 @ 3:48am 
Great mod, i used i for a time and it works great. unfortunatly its incompatible with another mod i like, "upgrade reminder" mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=624726628 is there a way to make both work together?

i know the "strip primary weapons" mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=618504171 works with "upgrade reminder". but i like this mod better, because why press 3 buttons when you can press one :)
subsider34 15 Feb, 2016 @ 8:25pm 
@berlew, the change works perfectly, thanks!
Sirbloke  [author] 15 Feb, 2016 @ 4:43am 
Hey Aujat, ideally I should be using the localization file, you are correct. While I've been able to change existing strings in localization, I've been having trouble adding new ones.

This mod doesn't edit the existing buttons strings because these are used elsewhere - if you go to the armory and go to a soldiers load out, you'll see the original make available buttons in the bottom right.

Once I solve this issue I will update the mod to correctly use the localization file, until then sorry for the inconvenience.
Aujat 15 Feb, 2016 @ 4:35am 
Thx about this mod, useful. Is there a way to change button's names ? For exemple to write it in localized langage...
Sirbloke  [author] 15 Feb, 2016 @ 1:34am 
Hey d.alfons042, you do not need to start a new campaign. When you start up XCOM 2 you should see a list of installed mods, make sure you have ticked the box for Quick Unequip.
d.alfons042 15 Feb, 2016 @ 12:06am 
Do I need to start a new campaign for this to work, or should it work with a previous save? The buttons aren't appearing though this is my only mod. Really would like to use it since unequipping everyone manually is driving me nuts!
Yolda 14 Feb, 2016 @ 3:05pm 
found the added tip useful, i removed another mod making a conflict, forgot which tho
Sirbloke  [author] 14 Feb, 2016 @ 2:48pm 
Hey Yolda, double check you've selected the mod on game startup. If it still isn't showing I can only suggest it is conflicting with another mod. This mod is unlikely to work with others that override UISquadSelect.
Yolda 14 Feb, 2016 @ 2:15pm 
Doesnt show up for me, The buttons remain the same as old ones.
Postmaster 14 Feb, 2016 @ 6:03am 
Confirmed works as advertised! This is the single most important quality of life mod that exists for XCOM 2!
Sirbloke  [author] 14 Feb, 2016 @ 6:00am 
Hey subsider34, I've added a configuration to allow you to change the buttons ordering on the UI. Please check the updated description to find out how.
Sirbloke  [author] 14 Feb, 2016 @ 5:44am 
Hi x2ruff4u, could you let me know what you did that duplicated a weapon (which button or series of actions), what weapon it was and what other mods you are using?
Postmaster 13 Feb, 2016 @ 11:09pm 
Oh my god, Thank you so much for this! The fact that I had to manually unequip weapons made me have a brain aneurysm, please make a place for me to donate so I can throw money at you for this. Assuming of course it works tomorrow when I try it :D