XCOM 2
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[WOTC] Dual Wielded Pistols 2.0
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30.597 MB
26 Aug, 2018 @ 12:27pm
5 Jan @ 3:03am
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[WOTC] Dual Wielded Pistols 2.0

Description
This mod contains animations and critical code that allow soldiers equipping and using two pistols at the same time. Out of the box, the mod allows Dual Pistols to be used by:
  • 5 base game classes: Ranger, Grenadier, Sharpshooter, Specialist, Psi Operative.
  • 3 hero classes: Reaper, Skirmisher, Templar.
The mod now supports vast majority of shooting abilities, such as Rapid Fire, Chain Shot, KillZone, Fan Fire, Faceoff, etc. These kinds of abilities will visualize as Dual Pistol Shot and apply damage from both pistols. Note that attacks from the offhand pistol have a global -20 Aim penalty.

DUAL AUTOPISTOLS ARE NOT SUPPORTED!!!
PISTOL + AUTOPISTOL WILL NOT WORK EITHER!!!

REQUIREMENTS

HOW TO UPGRADE SECONDARY PISTOL
In order to equip weapon upgrades (e.g. Scope) on the Secondary Pistol, you will require at least one of these mods:
COMPANION MODS
  • [WotC] Weapon Fixes is highly recommended to fix Shredder perk not working with Primary Pistols.
  • (WOTC) Utility Slot Sidearms Extended is highly recommended. It would allow soldiers to use Dual Pistols, and still equip their intended Secondary Weapon in a Utility Slot.
  • [WOTC] Open Class Weapon Restrictions will allow mod-added soldier classes equipping Dual Pistols if they were capable of using a Pistol or an Autopistol in any slot.
  • Akimbo Class - this soldier class uses animations from this mod and features many distinctive abilities.


COMPATIBILITY

KNOWN ISSUES
  • Some soldier abilities do not work correctly with Dual Pistols. Please consult the Ability Compatibility List.
  • There are no Armory Animations for new soldier attitudes added by Tactical Legacy Pack. The soldier will act as if they are holding a rifle. Making armory animations is super annoying and takes way too much effort. Don't expect me to fix this any time soon.
  • Dual Pistol Animations don't work in Character Pool.
  • Some animations look awkward when using Utility Slot Secondary Weapons, especially those related to swords.
  • If you use a pistol with some sort of special active ability, it may not work correctly. Shadowkeeper's Shadowfall works correctly, though.
  • The Secondary Weapon Pistol has infinite ammo. Equipping it with Extended Magazine or Auto Loader does nothing.

HOW IT WORKS

This mod allows soldiers to equip pistols from Primary Secondaries into the Primary Weapon slot, and XCOM's "normal" pistols into Secondary Weapon slot. When you do equip two pistols on a soldier, this mod will automatically load Dual Pistol animations.

Then, when you enter Tactical Combat, the mod will take a look at soldier's equipment. If the soldier has a Utility Slot Secondary Weapon equipped, this mod will automatically transfer relevant abilities to that weapon.
For example, you can equip Dual Pistols on a Skirmisher, and a Utility Slot Ripjack, and the mod will automatically make the Ripjack-related abilities activate using that Utility Slot Ripjack. Yes, this is something that the mod needs to do, it will not happen naturally.

Some abilities from mod-added soldier classes may not be treated correctly, as the mod needs to be specifically configured to know what to do with each ability.

Then, when you engage in combat and shoot enemies, the mod will automatically try to figure out if it should activate Secondary Pistol Shot after each ability.

CONFIGURATION

The mod is highly configurable through:
..\steamapps\workshop\content\268500\1829195076\Config\XComDualWieldedPistols.ini

CREDITS

This mod features nearly 200 custom animations, including full suite of Photobooth poses, all of which are created by Iridar.
Critical code provided by Musashi and robojumper.
Sincere gratitude towards MrNice for their infinite patience and their help in creating correct ability visualization for this mod.
Thanks to PZ, the author of Utility Slot Sidearms Extended, for their help and consultation in making this mod compatible with theirs.
Big thank you to CX Mod Team as a whole for providing valuable feedback, advice and a warm place to call home.

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
Popular Discussions View All (7)
8
26 Mar @ 10:52am
Compatibility with Long War of the Chosen
Acedian
0
10 Aug, 2019 @ 3:10pm
PINNED: Ability Compatibility List
Iridar
0
22 Jun, 2023 @ 10:44am
Русский перевод
Aks
531 Comments
RakkoHug~<3 22 Feb @ 6:59pm 
Excuse me, Medicman. By perchance, could it be that you may be referring to the "flying attachments" issue? That is actually caused by TruePrimarySecondaries mod itself. There is a thread in Veehementia's pistol attachment mod that provides you with instructions on how to fix it. :)
The Glock Ness Monster 14 Feb @ 4:33pm 
Any idea why my two pistol wielding rangers with utility slot gauntlets can use rend, but my templars equiped the same way can't?
Medicman 14 Feb @ 1:50pm 
oh? well seems I need to go mod hunting to see whats causing this, I thought as the screenshots shared have attachments
Iridar  [author] 14 Feb @ 6:04am 
This mod doesn't add any visual attachments.
Medicman 14 Feb @ 3:23am 
is there a way to disable the visual attachments to make it compatible with Vee's Visual Attachments for Pistols? As that mod supports laser and coil pistols.
Iridar  [author] 9 Feb @ 5:50pm 
There are no animations for dual wielding weapons with automatic fire.
Arctic Terra 9 Feb @ 2:30pm 
I see it says here that dual autopistols don't work, is there a reason for that?

The reason I'm asking is because I've used this mod in tandem with XSkin in order to have my troops dual-wield the Halo SMGs, but obviously since this is a dual semi-auto pistol mod, the SMGs only fire a single round each.

I was just wondering if there was any way that it could be added or altered or additional mod-support added to allow for full-auto dual-wielding.

Sick mod, though-- good work, friend, you make great stuff:)
Iridar  [author] 19 Jan @ 3:09am 
It's like asking if you want a burger if you already have a soda. These are different mods that do different things. If you want your soldiers to be able to dual wield pistols, you want this mod. Otherwise - no.
Leokosta 19 Jan @ 3:05am 
Do I need this mod if I already using True Primary Secondaries [BETA] ? Thank you
Hillhome 13 Dec, 2024 @ 2:22pm 
Thanks. I'll keep poking around to see if I can't figure it out.