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I tried it once and besides crashing 2 times in a mission, my assault stunned foes with a slash animation...
https://steamhost.cn/steamcommunity_com/workshop/browse/?appid=268500&searchtext=Utility+side+arms&browsesort=trend§ion=readytouseitems&actualsort=trend&p=1&days=-1
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...
I put a new line into that:
bEnableGremlins = true
Nothing happened....
What did I do wrong?
pls update
As far as the utility is concerned, I think that ability can be operated in the same way as a pistol.
They still give mobility (and probably reduced detection)
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!
; +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
They work for me, and that's all I did, so...
They're enabled by default in this mod, as are grenade launchers, despite what the description says.