XCOM 2
ADVENT Mag Pistol
49 Comments
-=[Novash]=- 8 Jun, 2020 @ 2:40am 
Just the mod I was looking for, perfect! thank you :-D
Zeonista 15 Dec, 2019 @ 10:42am 
Works fine, and I like the look, which was the point. Well done!
PESKIFRENCHI 13 Nov, 2019 @ 7:00pm 
Would it be possible for you to do the same with the Advent mag rifle?
Iceberg 24 Feb, 2018 @ 9:22pm 
It's a nice mod, too bad you can't add or edit upgrade slots.
PROPHYZ 5 Sep, 2017 @ 4:10am 
I can confirm it works with WOTC for me, instead of the beampistol I can use this badboy now. The image is wrong and uses the same as vanilla (I don't care much about this ''problem'')
Criken 5 Sep, 2017 @ 1:24am 
Pistol turns invisible in missions for LW2.
KjcKiesh  [author] 16 Jun, 2017 @ 2:36pm 
@Legion Cynex

Hi there. Honestly I don't know, I haven't tested this mod for probably nearly a year.

I don't see any reason why it shouldn't though, there only might be some compatibility issues if LW2 changed/replaced any of the weapon tiers with a different tier.
For example if tier 2 is a different tier of weapon instead of magnetic, this mod will still provide a magnetic tier damage version of the pistol at weapon tech tier 2.

The ini files in this mod may need tweaking depending upon if LW2 changed any of the pistol stats, such as damage or range modifiers.

But apart from that I doubt it will cause any severe issues.

If you're really concerned for a campaign you might have currently running, you could always start another one on Easy, get to the Strategy layer and see if it's in your inventory to equip on Soldiers. And then play another mission to make sure it works.
Rusty 19 May, 2016 @ 1:29pm 
@KjcKiesh Thanks a lot mate!! :D
KjcKiesh  [author] 17 May, 2016 @ 11:54am 
@Creepy Pete, @Anomaly of Awesome

Thanks AoA, yeah to find the ini's you follow your steam directory to the workshop folder, open up content, select 268500 for XCOM 2 mods, and find this mod via it's ID of 644722630. Once in it open up the config folder and there will be the "XcomADVENTPistol" file which has the numbers you can change in it.
The directory I would follow for example is: downloads\steam\steamapps\workshop\content\268500\644722630.

As for other mods you want to change if you want to know which ID belongs to it without trolling through every mod you've downloaded, go to it's workshop page on steam and look at the "?id=" part of the website link.

I hope this helps =)
Zigg Price 16 May, 2016 @ 6:41am 
XCOM 2's mod folder is 268500. This mod is ID 644722630. The .ini file is in the config folder
Rusty 15 May, 2016 @ 2:15pm 
how can i change the ini of a mod? i want to make it a little harder! but i cant find any inis of my downloaded mods! please help!!!
KjcKiesh  [author] 10 Apr, 2016 @ 7:42am 
@Random Professional
Thanks, and yeah that's absolutely fine =) . If you weren't going to do it already could you put the title of this/my mod next to the link please? Eg:
ADVENT Mag Pistol - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=644722630&tscn=1460295194
Chris The Thin Mint 10 Apr, 2016 @ 6:33am 
Hello there, great mod! I just wanted to ask if i could use it in a bigger weapons pack that i am working, with an actual research overhaul and more weapon tiers. I would use this pistol as the pistol of Tier 4, the Plasma weapons tier (Advent weapons with plasma bullets).
Could i do this? I will give you full creidts and provide a link to your mod. If not, thanks anyways.
KjcKiesh  [author] 8 Apr, 2016 @ 6:55pm 
@Dick Justice
Config file has launched today =D

@Mr. Someguy
There is a mag pistol now avaliable for all weapon tiers and each unlocks after doing the relevant research.
Zigg Price 25 Mar, 2016 @ 5:23pm 
The gun is added before mag weapon research is completed, and therefore is slightly unbalancing to the early game. Just an FYI. Unless you intended it to be that way, then NEVERMIND! :D
Ranualf 22 Mar, 2016 @ 4:30am 
OHHH SHINEH! :steamhappy:
Mr. Someguy 19 Mar, 2016 @ 8:03pm 
Would it be possible to have the Mag Pistol unlocked after researching Magnetic Weapons?

PS. Your edit may be slightly spoiler-ish.
Dick Justice 19 Mar, 2016 @ 4:04pm 
Looks cool, now it just needs a config file, or an option to replace the vanilla models.
kenanthebarbarian 18 Mar, 2016 @ 11:29pm 
Way cooler than the XCOM mag pistol. I'm joining ADVENT.
Arkan 18 Mar, 2016 @ 6:28pm 
Yes! :CSAT:
진시월 17 Mar, 2016 @ 4:40pm 
@KjcKiesh
It has been working to create a secondary weapon to primary weapon.

Perhaps a secondary weapon mode that turns to be an aggregate of primary weapon.
KjcKiesh  [author] 17 Mar, 2016 @ 4:02pm 
@Zyrrashijn
Interesting, thanks for the info, maybe it's just a problem associated with mod weapons. Can anyone report the same for other mod weapons?
KjcKiesh  [author] 17 Mar, 2016 @ 3:53pm 
@Shadowslyph
I wouldn't know exactly how at the moment, but I'll give it a look. There was certainly a config file in EU/EW as I remember that chose what assets were called for each weapon, so I imagine it'll be along those lines.
KjcKiesh  [author] 17 Mar, 2016 @ 3:49pm 
@진시월
Yeah sure, I only ask for what reason why?
진시월 17 Mar, 2016 @ 1:26pm 
I want to quote your mode.
can you give permission?
Zyrrashijn 17 Mar, 2016 @ 5:49am 
@redsargeant: I have read about the M249 doing the very same. I think i have experienced it myself, too.
Shadowslyph 17 Mar, 2016 @ 12:00am 
Would you be willing to inckude an ini toggle to make this a replacement rather than a separate weapon?
redsargeant 16 Mar, 2016 @ 7:54pm 
I have 'more hair colors', 'capnbubs accessories', 'haven troopers', 'halo reach helmets', one ap sword', 'M249', 'OTS revolver', '870MCS shotgun', 'start with squad size upgrade', 'g36 rifle pack', 'M1911 pistol', 'gotcha flank enemy preview {this?], 'lmg 7.62', AND.. 'increase enemy squad size'
which seems to glitch my AI sometimes. thanks.
KjcKiesh  [author] 16 Mar, 2016 @ 7:10pm 
@redsargeant
ok thanks, that's weird and oddly specific. From the top of my head I would have no idea why that would be happening, not saying I don't believe you, but do you have any class mods or UI mods installed? That's the only thing I can really think of that could be clashing, but even that's a stretch.
edit: when I next go on XCOM I'll try to investigate it myself and just load up vanilla plus this.
redsargeant 16 Mar, 2016 @ 5:35pm 
BUG REPORT!
When a soldier is equipped with this pistol, they cannot select a Shartpshooter skill on the right hand side whenever they get promoted, it just won't let you click on it!

In order to select, let's say Quickdraw, I needed to select the defaul pistol first, then select the promotion.
KjcKiesh  [author] 15 Mar, 2016 @ 9:52am 
@Mr. Bibbles
You're welcome =) . And yeah there are alot of unused assets sitting about in the XCOM 2 Editor, even some early prototypes for X2 laser weapons. When/if I get good enough at modding I'd like to bring them into the game, unless someone else does it first. Like there is a laser rifle mod already but it uses the ADVENT rifle mesh.
KjcKiesh  [author] 15 Mar, 2016 @ 9:39am 
@Dark_Ansem
Thank you :D
KjcKiesh  [author] 15 Mar, 2016 @ 9:38am 
@Mad$hock
Thanks, that might be more to do with it having better stats than the conventional pistol, as the game will equip the best weapons on your soldiers automatically when/if they are avaliable, so that'll only be 'fixed' when/if I decide to try and make it so you don't have it from the start. It's probably not that difficult to do =)
MadShock 14 Mar, 2016 @ 2:51pm 
I think the Mod currently sets the Mag Pistol as standard for any troops that can equip one. Requires a bit of Weapon swapping. Beside that no worries - it is awesome!
Dark_Ansem 14 Mar, 2016 @ 2:15pm 
it's great :D
KjcKiesh  [author] 14 Mar, 2016 @ 5:46am 
@ADVENT
It uses the same sound as firing the normal mag pistol I believe, but to change the sound would be a little more difficult I think cause you'd have to edit the archetype file/upk in the XCOM 2 Editor, and I don't know enough about that yet to make those sort of changes.
KjcKiesh  [author] 14 Mar, 2016 @ 5:39am 
@Atheran
No worries =) . A decent modding community is one that helps each other out.
Juravis 13 Mar, 2016 @ 9:45pm 
Havent tested yet, does this fire with the sound of a) regular pistols b) magnetic guns c) the council's gun? I believe all 3 are distinct. Can it be tweaked at will?
Atheran 13 Mar, 2016 @ 6:44pm 
@The Badman KjcKiesh left us a comment and I'm glad he did. I noticed the pistol in the editor files but I thought DerBK was using this one. My fault for not actually playing the game since I started helping him with the mod. I'll make sure it's changed in the next patch unless he's against it for some reason but I don't think that's the case.

Again. Thank you KjcKiesh for bringing this to our attention.
KjcKiesh  [author] 13 Mar, 2016 @ 6:19pm 
@ColtPiecemaker
I'll have to learn the exact logistics, but adding a config file where you can edit the stats shouldn't be too difficult. And you're welcome =)
ColtPiecemaker 13 Mar, 2016 @ 6:06pm 
Is it possible that you could include a file that allows us to change the damage and weapon characteristics? I usualy like to use the same weapons the entire game, and just update the stats when I research a new tier. Thanks for the mod though!
KjcKiesh  [author] 13 Mar, 2016 @ 4:50pm 
@The Badman
I've left them a message in their ideas discussion page, cause sharing is caring =) . I presume from you saying this they weren't using the ADVENT pistol then for their gunslingers? I wouldn't know cause I haven't used their mod =P
The Badman 13 Mar, 2016 @ 4:18pm 
You should tell the author of the better advent mod. He has a gunslinger advent in his roster.
KjcKiesh  [author] 13 Mar, 2016 @ 4:15pm 
@Natural Causes
Yeah that was my thinking on it as well, why let some perfectly good assets go to waste (or just for a single cutscene)?
And I imagine it would be easy enough to give to ADVENT to use, it'd be their secondary weapon like the stun baton is for the Lancer. But there'd need to be a creative way for them to actually use it, perhaps give it lightning hands so ADVENT with it could fire it and then their primary (not early game though that'd be harsh). Or like you say you could make it exclusively overwatch shots for Officers, although for balance you'd have to up the pistol damage to their primary weapon damage.
Mr. Bibbles 13 Mar, 2016 @ 4:07pm 
So, this weapon has been sitting in the game files collecting dust? I wonder if was meant to be released in the later DLC. Ah well. We have it now. XD
The Badman 13 Mar, 2016 @ 2:12pm 
F
Experiments 13 Mar, 2016 @ 1:45pm 
I saw that in the mod files, and am glad to see it get some love. Now to use it with Advent soldiers. Maybe overwatch shots taken by Advent Officers or something.
KjcKiesh  [author] 13 Mar, 2016 @ 12:36pm 
@IrishBandit
Oh yeah so it is, good spot =) . It's been a while since I've played the endgame so I hadn't really thought about it. I'll edit the description with this knowledge.
CaelReader 13 Mar, 2016 @ 12:05pm 
This is in fact used in-game, but it's in the last Council Spokesman cutscene.