XCOM 2
[Legacy] XCom Pistols Enhanced
91 Comments
razjains 2 Oct, 2022 @ 3:55am 
THIS MOD NO LONGER WORKS
Phil Mckay 23 Jan, 2018 @ 3:58pm 
Still no joy, any takers?
Phil Mckay 16 Jan, 2018 @ 2:03pm 
Edit - Tried with no ther mods except Utility Slot Sidearms, Mod Everything, and Pistols Enhanced. Trying a new campain next.:steamhappy:
Phil Mckay 7 Jan, 2018 @ 8:27pm 
@Krakah
Excellent Mod, I'm really enjoying using it!

I seem to be having trouble getting attachents to be visible with a Utility Pistol. I'm not sure what I'm doing wrong. I have tried with Utility Slot Sidearms and then Utility Slot Sidearms Extended.

When I go to the Upgrade screen for a utility Pistol the weapon becomes invisible. I'm playing without LW2 or WOTC but with quite a few mods.

I'm probably being thick so hopefully it's something simple!

Thanks for the Mod!
Parameter 17 Dec, 2017 @ 2:20am 
Update WOTC?
kiasynthix 6 Sep, 2017 @ 12:59am 
WOTC
Kirone - FordArkITA 2 Sep, 2017 @ 5:33am 
Update for WOTC?
krymzonbladez 6 Jul, 2017 @ 5:46pm 
How do you access the option to Add thee mods to the pistols? I don't have any option but my main weapon when I go to weapon upgrade and so on.
matthias 27 Feb, 2017 @ 10:42am 
@Krakah
An override file maybe smarter but i edited in a copy of the long war 2 XComClassData and replaced the secondary weapon for the gunner (knife) and the ranger (shotgun) with "pistol".
I did not play a mission but it is now equidable as a secondary weapon in the loadout screen.
DrunKraken  [author] 26 Feb, 2017 @ 10:43am 
@matthias: The current mod is flexible enough to be tweaked for LW2, but it's obviously going to be far from optimal. For now you can add WeaponType="pistol" to all the LW2 classes in the override file so every trooper can use it.

To that end, I've been busy working on a new backend for E3245s Mega pack, which is mostly done. It will also be used for the Redux of this mod, which i'm currently working on.
matthias 14 Feb, 2017 @ 4:20pm 
@Krakah this is not the solution at all. Now my desired pistol shows up in the secondary weapon slot of my sharpshooter, but only there. In LW2 pistols are not restricted to one class and the secondary weapon slot. Instead of that they are equipable for all classes in the utility slot.
DrunKraken  [author] 12 Feb, 2017 @ 4:18pm 
@matthias: Correct, just add it to this mods config folder or add it to the LW2 config file.
matthias 9 Feb, 2017 @ 2:09pm 
I wonder how i make that override file. Is it a text file i put into the mods folder?
DrunKraken  [author] 8 Feb, 2017 @ 10:43pm 
For anyone else wanting this to work with LW2, make sure you have modular weapons tech research, mod everything installed and add the override file.
DrunKraken  [author] 8 Feb, 2017 @ 10:42pm 
@The Artful Doge-er: Make yourself a class override file:"XComClassData.ini" with the following.

;XComClassData LW2 override.

[LWS_Sharpshooter X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol")
DrunKraken  [author] 8 Feb, 2017 @ 9:53pm 
@Vorlod: The Tier flags in the XComGame.ini is there to cover a save game missed trigger case. For example you had a save game, and used your squad upgrade on mag weapons. Then decided Oh hey I want that nifty pistols mod. The extra flags will let that missed tier load into the save game.
SentySent 8 Feb, 2017 @ 9:39pm 
Any plans on making this mod compatible with LW2?
Parameter 21 Dec, 2016 @ 10:42am 
@ =[NK]= Col. Jack O'Neil: Thx!

And what about the Tier 2 and Tier 3 in the mod? Unfortunately, I was not ready to get T-weapons in the game.
=[NK]= Col. Jack O'Neil 20 Dec, 2016 @ 1:33pm 
Set damage 2,spread 0 and plus one to 50 . that'll give you 50% chance to add 1 damage to the flat damage of 2
Parameter 20 Dec, 2016 @ 10:45am 
I have any questions:

Is there Tier 1-3 pistols in the Vanilla game? Why is in the XComGame.ini this mod the entry Tier 2-3 = false? Is there a reason that only the Tier 1-3 guns are modifiable, but not the first standard pistol?

For Pistol-damage: Currently, the damage is 5 in the Ini files (3-5 in the game). If I change the value to 2, the damage value of the guns in the game changes to 1-3. The original pistols have 2-3 damage. How do I get this damage value set in the ini files?

I don't quite understand this mod, although I love their function.
Spotter 10 Dec, 2016 @ 11:57am 
@Boats McGoats, have you tried commenting them out in the ini file?
B0atsMcG0ats 10 Dec, 2016 @ 10:33am 
Is there any way I can edit out the Tier 1 Advent and Tier 1 & 2 Beam Pistols?
Parameter 8 Dec, 2016 @ 12:27am 
@ Krakah: I've found the cause: I have to equip the pistol first. What confuses me: Instead of 2-3 damage, your pistols start with 3-5 damage (whether Advent, Beam or Mag)?
Parameter 7 Dec, 2016 @ 11:52pm 
@ Krakah: My pistols are invisible too. In the equipment manager the pistols are not displayed to me.

Even if I put my gun "invisible" in the equipment manager (which goes), the added upgrades are not seen on the gun on the soldiers.

What can be the reason?
Queen Victoria's Top Guy 12 Nov, 2016 @ 11:13am 
My Tier 2 XCOM pistols are invisible. It may be something I did when trying to change the tier 2 particles to conventional.
Spotter 17 Oct, 2016 @ 5:23pm 
@Manly<eatMan you are correct. The damage, accuracy and other things can be modded/changed in the ini file for the mod,
ManlyMeatMan 14 Oct, 2016 @ 7:05am 
Am I wrong in thinking that the damage these pistols do is more than vanilla? Cause the normal pistols I have in game do less damage but I'm not sure if its a seperate mod that is doing that or if that is how it is supposed to be. If I'm right, is there a reason these pistols do about double the damage of the base pistols?
DrunKraken  [author] 14 Oct, 2016 @ 12:13am 
This update adds extra theme attachments for Mag, Beam, and Advent pistols. Pics front loading them are in the Features thread along with the socket refs. Have fun all.
=[NK]= Col. Jack O'Neil 10 Oct, 2016 @ 9:41pm 
Thank you!
DrunKraken  [author] 10 Oct, 2016 @ 8:36pm 
@=[NK]= Col. Jack O'Neil: robojumper's "Customizable Secondary Weapons" piggy backs off of "Mod Everything", which lets you tweak color and paterns for your secondary weapon.

"Customizable Secondary Weapons" and "XComPistols_Enhanced" both fill different features that "Mod Everything" didn't cover.

So you can use both mods to round out missing secondary weapon features that Firaxis never implimented themselves.
=[NK]= Col. Jack O'Neil 10 Oct, 2016 @ 5:36am 
Does this do the same thing as Customizable Secondary Weapons that came out recently? And if so, are there any differences so I can choose one to use?! :)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=775863632
DrunKraken  [author] 7 Oct, 2016 @ 7:41pm 
@123Nick: This mod will not interfere with LW Laser Pack. It also won't do anything to the LW Laser pistol if that's what you were hinting at.

"Mod Everything" by default gives access to the attachment screen for secondary and armor slots, but you won't visually see any of the attachment changes. So yes "Mod Everything" is allowing for balance issues.

"XComPistols_Enhanced" is just a visual filler for the attachments for the default pistols when using "Mod Everything".

Now if you don't want to bork your game balance, but still want some of the attachment visuals. My config files allow you do front load attachment parts. There's a reference list in the "Features" thread.

123nick 7 Oct, 2016 @ 2:50pm 
is this compatible with LW laser pack? as in, will using this add mods too the laser pistol you get with the LW laser pack? and the mod everything requirement - does that mean everything is moddable? would that be unbalancing? would things usually unmoddable- like, armor vests and gremlins, get modifications that could unbalance them ?
DrunKraken  [author] 3 Oct, 2016 @ 8:17pm 
@Fx_oO7: I'm still unclear of what your talking about, and it's probably due to something lost in translation.

So do me a huge favor and link me a screen shot of what's going on.
DrunKraken  [author] 3 Oct, 2016 @ 8:14pm 
@Prominent Empoleon of the South: Yep, it's got a "XComGrimyLootMod.ini", already configured, so you don't have to do anything.
Poker Penguin 3 Oct, 2016 @ 3:47pm 
is this compatible with Grimy's Loot?... (You've probably been asked this before)
Fx_oO7 3 Oct, 2016 @ 7:31am 
Hello, sorry of the response time.
In fact I have several mods weapons, and certain guns do not appear and of other are displayed on the screen of the options.
Can your add the taking into account of others mods?
Phantom 2 Oct, 2016 @ 8:30am 
and lw laser pistol and electrothermicalweapons mod
Phantom 2 Oct, 2016 @ 8:30am 
shadowkeeper would be awesome.
HoLyChEeZeZ 2 Oct, 2016 @ 12:39am 
This being used for the Mercenary Plasma Pistol and the Xcom Pistol from Sparts Kitbash would be awesome.

Plus, would XSkin compatibility be plausible?
sargrules 30 Sep, 2016 @ 7:38pm 
@dragonkingofthestars This mod simply makes pistol attachments visible through the "mod everything" mod
dragonkingofthestars 30 Sep, 2016 @ 7:10pm 
this seems really over powered, repeater + fan fire is a hell of a lot of chances to instia kill something.
DrunKraken  [author] 30 Sep, 2016 @ 6:10pm 
@Crypt: This is more a request for the author of the "Mercenary Plasma Weapons" mod.

I have no plans to rebuild someone eles work when they're still active, and only need to do a small update to wrap u a loose end.
Deep Friar 30 Sep, 2016 @ 2:34pm 
Could this be done for the Mercenary Plasma Weapons pistol?
DrunKraken  [author] 30 Sep, 2016 @ 11:56am 
@Fx_oO7: Can you link a screen shot of what your talking about?
Fx_oO7 30 Sep, 2016 @ 3:09am 
I have to install your MOD, but since when I will add the accessories of the guns the guns appear more in the window of right-hand side.
Does somebody have the same problem?
DrunKraken  [author] 29 Sep, 2016 @ 3:16pm 
@ Boats McGoats: Also if for some reason you don't want to use the XSkin mod, you can hide the previous tier via the HideIfPurchased flag.
DrunKraken  [author] 29 Sep, 2016 @ 3:12pm 
@ Boats McGoats: You don't need to start a new game. Please use the XSkin mod by robojumper. That will overlay these weapons on top of the default pistol, including stat tweaks you make to my files.

The pulldown menu to select the weapon skin will show up in when you enter the upgrade screen.
Spotter 29 Sep, 2016 @ 2:57am 
@Boats McGoats, you might have to create/recruit a new Pistol Class, or start a new game, in order for the changes to trake affect.
B0atsMcG0ats 29 Sep, 2016 @ 12:48am 
Is there a way to get this to either overwrite, or remove the default pistol? I've now got three different types of normal pistol in my list :(