XCOM 2
HMSS_ClassPack_MF
18 Comments
AgroXx 17 Mar, 2016 @ 3:18am 
Thanks for your reply, I think learn more before attempt to go on this way ahah but "Patience is a virtue"
Chilly  [author] 17 Mar, 2016 @ 12:37am 
@AgroXx:
5. Last but not least, if you want to give any new abilities to your new item (like a stats boost), you would have to create a "X2Ability_*InsertItemNameHere*" which would specify the definition for the abilities. These abilities would then have to be applied to the item inside the X2Item_*InsertItemNameHere* via the line Template.Abilities.AddItem('*TheNameOfYourAbility*')

That is more or less a very basic tutorial on changing the equipment slot of weapons or just creating new items based on the original ones. Hope that answers your question. If it was a mod request, I'm sure that, by now, most of the secondary weapons have been converted into primary via some mod, so it's just a matter of looking for it ;)
Chilly  [author] 17 Mar, 2016 @ 12:37am 
@AgroXx:
3. Create a new item (X2Item_*InsertItemNameHere*) - Most of the code should just be copy/pasted, but with attention to any special properties or effects that need customization (such as the name of the item). To change the equpping slot, edit the line "Template.InventorySlot = eInvSlot_PrimaryWeapon" or "Template.InventorySlot = eInvSlot_PrimaryWeapon" to whichever slot you want the weapon to be equipped in.
4. That is the basic part. - Next, if you want to be thorough, you also need to provide Schematics for your item to be upgradeable via some form of research. The schematics for the default weapons can be found in "X2Item_DefaultSchematics.uc". Similarly to creating an item, most of this code can be copy/pasted, but make sure to provide the schematic with the same name for the item to upgrade as the name of your new item.
Chilly  [author] 17 Mar, 2016 @ 12:37am 
@AgroXx: Thanks! Not sure if you are asking a question or making a mod request. But, if it is a question, then to change the equipping slot for a weapon, be it primary/secondary, a modder would:
1. Get access to the XCOM 2 classes - Create a new Default Mod Template via ModBuddy, inside the Src folder, you will find all the classes that make up the game (more or less).
2. Find the source code for the weapon of interest - Among those classes there should be quite a few named "X2Item_Somethingsomething.uc" and one in particular "X2Item_DefaultWeapons.uc", that contains the definitions for all in-game weapons.
AgroXx 16 Mar, 2016 @ 7:09pm 
Hey. First thing good work, i really like class mods because is always fun to try a new class :) But it's possible to know how to adds secondary weapons (pistol, swords etc) as primary weapons ? I'don't know if i easy but is still good to know.
Chilly  [author] 16 Mar, 2016 @ 7:00am 
@imminence: Glad to hear it works. The armory stance issue is a bit more complicated to fix, because there's no other class that doesn't have a vanilla primary weapon equipped for me to replicate. All the stances that Firaxis created involve a primary weapon equipped, therefore the fix might require creating a new stance, which is not in my area of interest/expertise. As such, it might be a while until either I or some other modder comes up with such a stance.

Either way, I hope this cosmetic bug is not too big of a deal - at least the mod is functional now :D
imminence 16 Mar, 2016 @ 5:47am 
It works and even the conflict with the "unconventional warfare" mod is gone.
I really hope, you'll find a solution for your scout; it looks confusing, when she
has her "I hold a rifle"-stance :steamhappy:
imminence 16 Mar, 2016 @ 4:26am 
I'll try it right now, hopefully with my running game and not again witha new one :)
Chilly  [author] 16 Mar, 2016 @ 1:34am 
Flush should be working as intended now. The problem was that I misspelled the root of the Flush behavior tree in the AI config file, so the ability was just giving an action point and then the unit would do whatever with it. Now it will correctly kick in the Flush behavior which is a choice between FallBackWithLosUnsafe, FallBackUnsafe and MoveRandomUnsafe (similar to panic movement). Sorry for any frustrations caused ;)
Chilly  [author] 16 Mar, 2016 @ 12:17am 
@imminence: Thanks for describing the issue; I thought I had fixed that problem with Flush, but seems not. I'll look into it asap.
imminence 15 Mar, 2016 @ 8:45am 
In my new game, the "Heavy" works now. But there is another - in my opinion not acceptable issue:

I use the "flsuh"-ability on an ADVENT-lancer, who was in cover and had no action points left.
He was hit, took one damage, moved out of cover, then charged one of my soldiers, who was about three tiles away and killed her with his stun baton.

I tried it again on a soldier, who also had no action points left; it was my turn after all. This one didn't even bother to leave cover. He shot cross the map to kill one of my soldiers.

All that means, that "flush" gives the enemy additional action points, which they can use for any action, just like the "refresh"-spell of our PSI-soldiers.

In my understanding "...forced to move" should mean, that they are forced to leave coverage and nothing more.
Chilly  [author] 15 Mar, 2016 @ 4:08am 
Additionally, you can try un-/re-subscribing from both and adding them one-by-one on your fresh playthrough. Maybe that helps, no promises though ;)
Chilly  [author] 15 Mar, 2016 @ 4:05am 
Maybe that helps, but I'm not sure. If the problem is with one of the other mod's classes, even if it happens while this mod is on, it could be because of a problem with the other mod. I've tried my best at fixing it, but I can't see more potential sources for that conflict on this mod's side.
imminence 15 Mar, 2016 @ 3:48am 
Unfortunately nothing has changed. I guess, I'd have to start a new game?
Chilly  [author] 15 Mar, 2016 @ 3:28am 
I've removed the class overwrite from the mod, which is my best guess at what might have been causing the conflict. The drawback is that the 4 new classes won't have access to GTS perks.

I've looked at the UnconventionalWarfare code as well and there doesn't seem to be any problem other than the fact that the author "forgot" all the available game classes in his mod, which I'm pretty sure would make the mod incompatible with any other mod that overwrites a class.

Either way, I hope this fix addresses the issue. In addition, the mod should now be compatible with literally any other mod, since no more overwritten classes or adjustments are done to the original skills.
Chilly  [author] 15 Mar, 2016 @ 2:49am 
@imminence: Yes, the Scout's main weapon is a Machete, but I'm not sure about how to change the default soldier stance in the Armory screen. It's something I will look into in the near future.

I will look into why that conflict occurs and see if there's any fix asap ;)
imminence 15 Mar, 2016 @ 1:52am 
The scout's main weapon is a machete, right? Well,., her stance is, like she holds a rifle.

There seems to be a conflict with another class mod:
My insurgent (grenadier with shotgun) has only one grenade to launch, but three ... I don't know what, because the description says "...missing all help txt..."
Garr Incorporated 14 Mar, 2016 @ 12:41pm 
Fine...