XCOM 2
Utility Slot Sidearms
208 Comments
Inaire 18 Feb, 2022 @ 6:04pm 
Psi amp sidearms don't really make too much sense by itself butt here are other mods that could use this like partially gifted
Zaku II (Alias WatcherZigzagoon) 4 Jul, 2020 @ 5:54pm 
does this mod provide the abilities for each secondary? I doubt it, but I want to know for sure before I try it
Zoinho1 20 May, 2020 @ 8:41am 
Does not work in ongoing campaign, right? I tried the console command and nothing.
SuperDigga 19 May, 2020 @ 1:42am 
I dont understand how equipping a blade on an assault will grant him slash or fleche?
I tried it once and besides crashing 2 times in a mission, my assault stunned foes with a slash animation...
Revan519 8 May, 2019 @ 2:53pm 
work with wtco???
aku-aku 19 Mar, 2019 @ 2:12pm 
Well, finally the gremlin appeared as a really utility gear.
I thought it will be in the secondary arm slot.
Can i achieve that somehow?
Side note: now in the utility arms list the gremlis is listed four times. Not so nice...
aku-aku 19 Mar, 2019 @ 2:04pm 
I have found the file: XComUtilitySlotSidearms.ini
I put a new line into that:
bEnableGremlins = true

Nothing happened....

aku-aku 19 Mar, 2019 @ 1:19pm 
Which INI file should I use?
aku-aku 17 Mar, 2019 @ 10:18am 
Yesterday I started a new Long War campaign. After I finished the first mission, in the Armory I tried to give a drone to a sharpshooter. Without success.
What did I do wrong?
Savar Belmont 28 Oct, 2018 @ 11:23am 
activating and using the command console can be found with a simple google search. in the past i'd have just told you but perhaps it's better if you learned yourself.
keyofrage yt 28 Oct, 2018 @ 3:17am 
how do issue comadns like the utillary reset thing
Sidewinder 21 Feb, 2018 @ 1:27am 
@42nfl19 How did you manage to add the other weapons ? ( i have no experience with the config files)
Obdulio 2 Nov, 2017 @ 9:29am 
No updates on the this mod's progress toward WotC ?
Gale_Dragon 19 Oct, 2017 @ 9:00am 
not compatible with LW2 and Partially Gifted
pls update
JvJ 17 Sep, 2017 @ 10:06am 
@Soul D. Dragneel let us know if you update this mod then ill send you a cybernectic hug.
WaKKO151 11 Sep, 2017 @ 12:18am 
does this add in all those engineering recipes for utility items cause i really hate those and if it does I would really like to take them out. Is there away to do that? Or at least adjust the recipes to be balaned with the rest of my game?
Savar Belmont 10 Sep, 2017 @ 9:59pm 
if i can even get it to compile...
Legend Murdock 10 Sep, 2017 @ 7:24pm 
well if you need someone to beta test it, let me know o.o
Savar Belmont 10 Sep, 2017 @ 12:58pm 
i'm trying but i've gone from not doing anything with modbuddy to updating this... it's not pretty.
Legend Murdock 10 Sep, 2017 @ 12:31pm 
it'd be really awsome if someone could make an update to this fantastic mod.
Savar Belmont 5 Sep, 2017 @ 6:11pm 
Coding issue causes crashes. Tried updating it myself but the code as it sits fails in the compiler
ijiwaru 5 Sep, 2017 @ 5:35pm 
Any reason why it wouldn't work in WOTC?
Savar Belmont 1 Sep, 2017 @ 9:03pm 
I think grimy abandoned this mod awhile ago...
darkzero 31 Aug, 2017 @ 11:16am 
If I bribe you with cookies will you update this for wotc?
José 27 Aug, 2017 @ 3:12am 
@Criken. It can be done. Just use Mod Everything Reloaded.
Criken 27 Aug, 2017 @ 12:30am 
Modded pistols should be allowed in utility slot. And mag pistol.
José 16 Aug, 2017 @ 10:23pm 
Hey, Grimy! I have a few questions regarding attaching models to items. Would you be able to help out in that regard?
Savar Belmont 17 Jul, 2017 @ 4:20pm 
was looking at the .ini file and saw Sword_LS what mod grants the laser sword? it's not in LW2 and i saw nothing about it in the laser pack but the pairedsword_ls grants a utility laser sword without any stats... curious.
Divian28 5 Jul, 2017 @ 1:27pm 
how or where do you add weapons to this? I was wanting to add the alien hunters axes and handgun
42nfl19 3 Jul, 2017 @ 4:11pm 
NVM, it has been a long time since I fiddled with the config files, I had to manualy add the Halo pistols and deagles I use.
42nfl19 3 Jul, 2017 @ 4:08pm 
Do all secondary weapons become accessible or do you have to add them? The Halo Reach [ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=641554054 ] pistol works and I can use it in the utility slot. Sawed-off Shotgun - Standalone from [ https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=705577020 ] does not seem to work in the utility slot.
✪dr.dre 30 Jun, 2017 @ 10:26am 
can you just enable psi amps from the start
akasa_JP 18 Jun, 2017 @ 6:35am 
Is not there a way to edit the ini file by using the side arm of lw 2 as a utility?

As far as the utility is concerned, I think that ability can be operated in the same way as a pistol.
Cornelian 19 Apr, 2017 @ 1:38am 
Hello Grimy, are you planing to extend somehow this mod to the LW2 new sidearms?
Shield of Ultramar 18 Mar, 2017 @ 4:03am 
Would it be possible for you to make this work with the Alien Hunter Axes? In it's current state it won't allow me to use them as a utility item
Conefed 26 Feb, 2017 @ 7:38am 
My utility slot combat knives have stopped giving stealth take down~
They still give mobility (and probably reduced detection)
Rymdkejsaren 25 Feb, 2017 @ 12:30am 
Hmm... seems to work! Though I was hoping to have an extra slot for everyone just for the knife. But I guess that would be a separate mod.
Rymdkejsaren 25 Feb, 2017 @ 12:09am 
Awesome! So, if I just want to be able to add SpecOps knives to all classes, I comment out everything else in the .ini, right? (I noticed SpecOps knives already adds themselves to your mod). Cheers!
Countess Vines 9 Feb, 2017 @ 2:58am 
So I don't know if it's working yet or not (because I just installed the mod) , but there is the option in the Partially Gifted config ini that seems to control enabling Psi Amps for USS.

You want to look at XComPartiallyGifted.ini in the Partially Gifted folder (649477316).

You need to change Line 5,

GrimyOn = false

to...

GrimyOn = true

---

The same folder has an XComUtilitySlotSidearms.ini file. When you set,

GrimyOn = true

above, it seems to activate the following line,

bEnablePsiAmps = true

which looks like it will add the Psi Amps to USS

---

Good luck and be well!
edgarcabrera 8 Feb, 2017 @ 8:43pm 
It is the LW_overhaul.ini file inside the LW2 mod. The line you need to change is this:



; +ItemTable=(ItemTemplateName="PsiAmp_CV", Slots=0, Starting=true, Infinite=true, Buildable=false

to

+ItemTable=(ItemTemplateName="PsiAmp_CV", Slots=0, Starting=true, Infinite=true, Buildable=false


Rainman1110 7 Feb, 2017 @ 3:07pm 
@ISky What line in LW_Overhaul.ini was that?
Greymalkin 7 Feb, 2017 @ 9:49am 
@ISky I also have a PsiLab, but I tried on an ongoing campaign after uncommenting the LW line. I'll try with a new one. Thanks for pointing me out in the right direction, anyway.
Blooest 7 Feb, 2017 @ 7:24am 
They also don't appear until you have a Psi Lab, as I recall.
They work for me, and that's all I did, so...
Greymalkin 7 Feb, 2017 @ 3:57am 
@ISky I found the commented line I think you mentioned, uncommented it, but still no PsiAmps as utility items. :(
Greymalkin 7 Feb, 2017 @ 3:52am 
@ISky Which line do I have to uncomment? I am using LW2, USS and Partially Gifted. PsiAmps don't show up for me in the Armory as utility items.
Blooest 6 Feb, 2017 @ 7:05pm 
For psi amps in LW2, you need to uncomment a line in LW_Overhaul.ini. The template isn't added to the item table, I guess because in vanilla LW you would never need to -give- a soldier a psi amp, and so then USS doesn't pick it up.
They're enabled by default in this mod, as are grenade launchers, despite what the description says.
42nfl19 5 Feb, 2017 @ 3:55pm 
What happens if you have multiple blades? One from secondary and another in utility? These two blades have different damage and abilities?
Greymalkin 4 Feb, 2017 @ 11:30am 
@Arkenor Did you manage to make it work? I need this mod for Partially Gifted, but there's no way in the INI to enable PsiAmps.