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I Have done this and am able to put a pistol in the slot using LW perks and classes mod ...
I then added pistol abilities to the AWC and used I'm the commander to respec the xcom tree with fanfire etc...
my problem is that the abilities display on the tactical UI but are not activated ....
any ideas ?
I don't play with the LW2 Classes so I can't say I know what is going on. Do all Pistol-related abilities not work? Or some do? The only complaint I got regarding Pistol abilities was with Quickdraw, and that's been fixed.
which from what I have read are weapon abilities..
Pistols have been removed form the LW2 mod the author has posted this fix ..
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1335226018/2572002906856336386/
which i did ...
I edited the class INI to include pistols linked to secondary slot ...
so i can now also place a pistol into the standard secondary slot ...
example:
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="shotgun")
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="arcthrower")
+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="pistol")
is the pistol slot you have made just a secondary slot for link purposes ??
if you know what i mean ?? or do i need to say pistolslot or something like that?
Like do i need to do something like this somewhere ...
(AbilityType=(AbilityName="ArcthrowerStun", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon)) \\
changing arcthrower to pistol and apply to a different slot?
I am not using the utility slot pistol mod either your MOD should cover it I presume ...
My pistols are not linked to eInvSlot_SecondaryWeapon. They are linked to eInvSlot_ExtraSecondary.
The fix you're talking about is what I use to get pistol abilities in the training center, and it works in my case. Theoretically speaking all you'd need to do is add the pistol perks and they should work from the get-go, providing you're using the pistols in my pistol slot.
Taken form the mods description ..
"None of these classes use pistols. This is an intentional design decision."
So all the classes secondary weapons use the LW2 weapons arc thrower ETC..
so simply adding you pistol slot and adding in the pistol perks ...
doesn't work out of the box ...
I'm looking to build a new campaign based around the LW2 classes and am trying to work out a work around I'll try adding a eInvSlot_ExtraSecondary with pistol entry into one of the classes and see how it goes ..
so I have totally reset all mods
gotten rid of LW2 classes and am just running with Vanilla classes
added pistol perks to a soldier via training center
they show up on the action bar but some say incompatible weapon or no ammo ....
...
I got NFI ...
You just have to switch ApplyToWeaponSlot=eInvSlot_SecondaryWeapon to ApplyToWeaponSlot=eInvSlot_ExtraSecondary when you are adding them... for example:
(AbilityType=(AbilityName="Fanfire", ApplyToWeaponSlot=eInvSlot_SecondaryWeapon))
to
(AbilityType=(AbilityName="Fanfire", ApplyToWeaponSlot=eInvSlot_ExtraSecondary))
I can get you my ini later if you want.
Please do post your ini here so people with the same issues can look it up in this thread instead of searching around. Thanks!
If you don't want to add a fourth branch of abilities and just want them as AWC perks though, going with the TCPC suggested fix should work if you also add this to the XComClassData.ini that comes with that mod:
+ExtraCrossClassAbilities=(AbilityName="ReturnFire", ApplyToWeaponSlot=eInvSlot_ExtraSecondary)
+ExtraCrossClassAbilities=(AbilityName="LightningHands", ApplyToWeaponSlot=eInvSlot_ExtraSecondary)
+ExtraCrossClassAbilities=(AbilityName="Quickdraw")
+ExtraCrossClassAbilities=(AbilityName="Faceoff", ApplyToWeaponSlot=eInvSlot_ExtraSecondary)
+ExtraCrossClassAbilities=(AbilityName="FanFire", ApplyToWeaponSlot=eInvSlot_ExtraSecondary)
+ExtraCrossClassAbilities=(AbilityName="LW2WotC_ClutchShot", ApplyToWeaponSlot=eInvSlot_ExtraSecondary)
+ExtraCrossClassAbilities=(AbilityName="LW2WotC_Gunslinger", ApplyToWeaponSlot=eInvSlot_ExtraSecondary)
Haven't tried that myself though.
Thanks! I'm gonna add this comment at the top, so people can immediately see it once they open the discussion.
I also made a version that adds pistol perks as XCOM abilities instead... sorta. I used RandomAbilityDecks instead of TCPC and got them to work fine. That one is here: https://pastebin.com/9CQx5r7Y
This one needs a bit more set up tho, you have to add the lines
+ClassesExcludedFromAWCRoll=LWOTC_Assault
+ClassesExcludedFromAWCRoll=LWOTC_Shinobi
+ClassesExcludedFromAWCRoll=LWOTC_Sharpshooter
+ClassesExcludedFromAWCRoll=LWOTC_Specialist
+ClassesExcludedFromAWCRoll=LWOTC_Gunner
+ClassesExcludedFromAWCRoll=LWOTC_Ranger
+ClassesExcludedFromAWCRoll=LWOTC_Grenadier
+ClassesExcludedFromAWCRoll=LWOTC_Technical
under [XComGame.CHHelpers] in XComGame.ini to prevent the game from adding a second row of XCOM abilities to the LW2 classes.
Due to using RandomAbilityDecks rather than regular XCOM abilities this version of the ini will give 7 XCOM abilities instead of 4, but unlike the previous ini, this one actually plays nice with I'm the Commander Here!, so you can use that to set the number back to 4.
Set up for use with I'm the Commander Here! is adding the lines
+ClassAndDeckNames=(Classname="LWOTC_Assault", Deckname="AssaultXComAbilities")
+ClassAndDeckNames=(Classname="LWOTC_Shinobi", Deckname="ShinobiXComAbilities")
+ClassAndDeckNames=(Classname="LWOTC_Sharpshooter", Deckname="SharpshooterXComAbilities")
+ClassAndDeckNames=(Classname="LWOTC_Specialist", Deckname="SpecialistXComAbilities")
+ClassAndDeckNames=(Classname="LWOTC_Gunner", Deckname="GunnerXComAbilities")
+ClassAndDeckNames=(Classname="LWOTC_Ranger", Deckname="RangerXComAbilities")
+ClassAndDeckNames=(Classname="LWOTC_Grenadier", Deckname="GrenadierXComAbilities")
+ClassAndDeckNames=(Classname="LWOTC_Technical", Deckname="TechnicalXComAbilities")
under [ImTheCommanderHere.ImTheCommanderHere_Utilities] in XComImTheCommanderHere.ini
Added this to the top, thanks again for your contribution!
Hi mate cheers for that....
i was wondering if you might lend me some advice...
I am wanting to make like a plugin / addon i guess for this awesome pistol slot mod..
I have a few questions if I may..
I want to Redo the 4 Vanilla Classes to compliment the pistol slot ...
Firstly the pistol item has pistol shot and pistol overwatch as part of the actual item ...
is this the case for all secondary items like sword slash .. gremlin aid protocol etc ???
like if any class equipped a gremlin would they get the 2 basic Specialist Squaddie Skills aid and intrusion Protocol ???
What i want to achieve is to remove the squaddie skills from all classes and have just 3 pistol skills in the squaddie row ...
with the first one free and the other 2 requiring spending ability points ...
i'm tired and my English is awful so I'm not sure if any of that made any sense