XCOM 2
Quick End Turn
41 Comments
Alketi 24 Mar, 2019 @ 9:49am 
Love the mod, but it doesn't seem to work if the soldier has a free reload and is also out of ammo. Did anyone hack the INI to fix this?
eastpaw 21 May, 2018 @ 3:14pm 
Update: This mod is fantastic but also incredibly buggy. I previously reported that characters armed with pistols were unable to reload their primary weapons. That problem spontaneously resolved itself after some time.

That was months ago. Today, while playing, I realized there was a bit of a problem with my snapshot sniper: she would reload and then be unable to take a second action even though hunker down was valid. So I tried editing the Quick End Turn ini to see if I could fix it.

Long story short, not only did I not fix this, several of my *other* characters (including a ranger with a pistol and a gunner without a pistol) suddenly could no longer reload through QET.

I have done a clean reinstall of XCom and all mods, tried loading a much older save, tried swapping weapons around... but these same characters (and only these characters) are now completely unable to reload through QET no matter what I do.

Very, very strange.
Inaire 18 Apr, 2018 @ 5:25pm 
yay
eastpaw 6 Jan, 2018 @ 10:21am 
Bug: anyone equipped with a pistol will not have reload as a valid action. Does this have anything to do with the fact that pistols don't have ammo?
eastpaw 31 Dec, 2017 @ 6:07am 
@Sorites I think if you go into XComAI.ini within the mod folder (872528253) and add LongWatchShot to one of the last set of child behaviours (and place it above PistolOverwatch), Long Watch should now take precedence over Pistol Overwatch.

Trying it myself now.
xylthixlm  [author] 29 Aug, 2017 @ 6:06pm 
Rack 29 Aug, 2017 @ 6:46am 
Any plans to add this mod to War of the Chosen?
Bell 24 Jul, 2017 @ 8:22am 
Bug: This causes Sharpshooters to use Pistol Overwatch instead of Long Watch, even when Long Watch is available.
8Kuula 27 May, 2017 @ 1:55am 
[Bug (maybe), LW2] Do not reload before steady weapon when Quick End Turn is used as first action. Using Auto-Reload mod also.
Mastnosis 27 Apr, 2017 @ 9:44am 
nm, I've uninstalled the mod and run into the same issue. Wonder if this is an issue in the vanilla game. Seems 100% reproducible on my system at the moment.
Mastnosis 27 Apr, 2017 @ 9:36am 
I've run into a bug where when I restart a mission only one soldier is able to move or do anything on the first turn. After that everything proceeds normally. I suspect this mod might be the culprit. I'm just about to do some testing now.
Boisegangpc 18 Apr, 2017 @ 3:58pm 
Ah. NVM then!
xylthixlm  [author] 18 Apr, 2017 @ 3:51pm 
FastReload is identical to the normal reload ability, except it skips the long animation.
Boisegangpc 18 Apr, 2017 @ 2:41pm 
How do I remove the Free reload ability from the AI tree(Or is "Fast Reload" just the normal reload?

+Behaviors=(BehaviorName=SelectAbility-SteadyWeapon, NodeType=Action)
+Behaviors=(BehaviorName=SelectAbility-Stock_LW_Bsc_Ability, NodeType=Action)
+Behaviors=(BehaviorName=SelectAbility-Stock_LW_Adv_Ability, NodeType=Action)
+Behaviors=(BehaviorName=SelectAbility-Stock_LW_Sup_Ability, NodeType=Action)
+Behaviors=(BehaviorName=SelectAbility-SniperRifleOverwatch, NodeType=Action)
+Behaviors=(BehaviorName=SelectAbility-SnapShotOverwatch, NodeType=Action)
+Behaviors=(BehaviorName=SelectAbility-PistolOverwatch, NodeType=Action)
+Behaviors=(BehaviorName=SelectAbility-FastReload, NodeType=Action)

+Behaviors=(BehaviorName=TryReloadIfNotLastActionPoint, NodeType=Sequence, \\
Child[0]=NotLastActionPoint, \\
;Child[1]=SelectAbility-FastReload)

+Behaviors=(BehaviorName=QuickEndTurn, NodeType=Selector, \\
Child[0]=TryReloadIfNotLastActionPoint, \\
Child[1]=QuickEndturn_NoReload)
xylthixlm  [author] 17 Apr, 2017 @ 12:14pm 
@Dragon32 pretty feasible. What soldiers do when you trigger quick end turn is controlled by a script in XComAI.ini. You can edit the script to have it do whatever you want.
Dragon32 17 Apr, 2017 @ 6:04am 
Not sure how feasible it would be to add support for /dev/null's Ready Up to this mod? It looks like code spelunking is needed.
Lord Yanaek 7 Apr, 2017 @ 9:06am 
I don't like that suggestion. If it's implemented it should be an option. Sometimes i want to end the turn without going into overwatch to avoid the sound of the shots attracting more pods if i'm discovered. I would have to manually hunker everyone if i want to avoid this and manually hunkering is more tedious than overwatching since there is no direct hotkey.
Mastnosis 29 Mar, 2017 @ 9:07pm 
I would like to make the suggestion of removing the icon from the skill tree and just adding this behavior to the BACKSPACE key which forces the end of turn.
Mastnosis 10 Mar, 2017 @ 3:27am 
Thanks for the quick fix. I disabled the mod, but hadn't tested it without yet. I'll consider reenabling it again. I'll let you know if I experience any other issues. The reason I suspected this mod was because all other abilities were greyed out except for the Quick turn button.
xylthixlm  [author] 10 Mar, 2017 @ 3:10am 
@Mastnosis I bet I know what the problem is. Fixed now?
Mastnosis 10 Mar, 2017 @ 2:58am 
I think this mod is causing turn not to end even when all soldiers have moved. Have to manually end with backspace.
johann.berjot 10 Mar, 2017 @ 12:37am 
Keybiding ---> last thing that mod was missing. It just made his way into my favorite. Thanks for your nice wok !
Nox 9 Mar, 2017 @ 8:35pm 
@xylthixlm Okay, thanks; I didn't think it would be found with all the regular keybindings, thought it had to be an ini setting.
xylthixlm  [author] 9 Mar, 2017 @ 8:28pm 
@Nox Options > Interface > Edit Keyboard Bindings > Tactical Shortcuts > Command Ability 2
Nox 9 Mar, 2017 @ 7:52pm 
@xylthixim Can that be changed anywhere?
xylthixlm  [author] 9 Mar, 2017 @ 4:32pm 
Added a hotkey, 'L', to activate quick end turn quickly.
Proaxel 6 Mar, 2017 @ 10:01pm 
I have a suggestion. In the Overwatch All/Others mod, the buttons are always on the first page of abilities, and often times they are on the first 4 buttons from the left. Is it possible you could do the same for this mod? Often times when you have more than a page's worth of abilities on a soldier the Quick End Turn button ends up on the 2nd page at the very end.
MadCow 4 Mar, 2017 @ 11:05am 
I guess it doesn't show up on already running missions. Now it does appear in new mission without me changing anything else.
Very nice mod, thanks
MrBluedive 3 Mar, 2017 @ 10:50am 
@MadCow It shows up as an ability. See the screenshot: the last ability (nr 6) one is the 'quick end turn'.
BTW: I'm using the same mods you listed and for me the mod is working fine.
MadCow 2 Mar, 2017 @ 10:57am 
This looks very useful but I do not see any new ui elements to do the quick turn end.
Is it supposed to show show up as a button on the ability bar?
I am using Linux with following mods installed:

evac all
longwar 2
numeric health display
perfect information
gotcha
stabilize me
lw2 show me the skills
tacticalui killcounter
My Profile 2 Mar, 2017 @ 2:05am 
To turn this mod into just "Reload All" and nothing else change XComAI.ini to the following

https://www.reddit.com/r/Xcom/comments/5w8rmm/mod_release_quick_end_turn_all_units_reload/deddzbl/

xylthixlm  [author] 1 Mar, 2017 @ 2:22pm 
@ViP - no, it knows not to use free reloads.
V ! P 1 Mar, 2017 @ 12:00pm 
Question and im thinking im right on this one - if u end turn and guns have 1-2 ammo on it & you have 1-2-3 free reload u do lose one free reload?
Kaboodle 27 Feb, 2017 @ 3:05pm 
This is such a great mod - deserves more starts and subscribers for sure
Juravis 26 Feb, 2017 @ 8:57pm 
Should be called Smart End Turn. Well done.
Proaxel 26 Feb, 2017 @ 11:54am 
@AstroNavigatrix He mentions the priorities in the comments for the mod's Reddit post:

"The order is: reload (if you have two action points and no free reload available), steady weapon, primary weapon overwatch, pistol overwatch, hunker down.

It actually runs an AI script on the XCOM units, so you can edit the priorities in the ini. In theory, at least."
xylthixlm  [author] 26 Feb, 2017 @ 11:53am 
Hopefully fixed the problem with stocks in LW2.
AstroNavigatrix 26 Feb, 2017 @ 9:25am 
Hi, loving this mod for the most part but it's not 100% working for me with LW2 - a sniper with a stock will always hunker down rather than steady weapon, which I would prefer.
Holy Pigmar 26 Feb, 2017 @ 6:12am 
And also, does it consider free reloads do not have to pop if there's still at least one shot in the mag?
d09smeehan <MHN> 26 Feb, 2017 @ 5:03am 
Going by the image I'm guessing reload takes priority, then overwatch?
AstroNavigatrix 26 Feb, 2017 @ 3:29am 
Sounds interesting! Can you give some more details about priorities though - a soldier with 1 action left and 1 ammo in his gun will reload or overwatch? A sniper with a stock will steady or overwatch?