XCOM 2
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[WOTC] True Utility Slot Sidearms by Iridar
   
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12 Aug, 2022 @ 12:14pm
12 Aug, 2022 @ 12:31pm
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[WOTC] True Utility Slot Sidearms by Iridar

Description
This mod makes it possible to equip secondary weapons into utility slots. By default, only Swords and Pistols are allowed, and only for soldier classes that normally do not use them as primary or secondary weapons.

More weapon categories can be allowed in Mod Config Menu, however, some of them cannot be used out of the box, and will need additional configuration in mod's config files.

WEAPON CATEGORIES THAT WORK OUT OF THE BOX
  • Pistol*
  • Sword*
  • Autopistol
  • Grenade Launcher*
  • Heavy Weapons
  • Arc Thrower
  • Combat Knife
  • LW2 Gauntlet
  • Holotargeter
  • Sawed Off Shotgun
* - Ability to Slot Reassignment mod is required.

WEAPON CATEGORIES THAT REQUIRE ADDITIONAL CONFIGURATION
  • Ripjack
  • GREMLIN
  • BIT
  • Psi Amp
  • Claymore
  • Shard Gauntlets

These weapons do not have any abilities attached to them, so even if you allow equipping them through this mod, they will be a dead weight in soldier's inventory, and will not do anything at all. In order for soldiers to be able to actually use them, you need to attach some abilities to them.

The easiest way to do this is by adding configuration for Ability to Slot Reassignment, by designating specific abilities as mandatory for specific weapon categories. For example, adding Sword Slash and Grapple to Ripjacks.

However, this can cause unexpected consequences with specific mod setups. For example, the Valkyrie class uses a GREMLIN secondary to heal and buff allies, but they normally cannot Hack with it.

So if you designate remote Hack as a mandatory ability for GREMLINs, so that utility GREMLINs have a purpose, then suddenly the Valkyrie will be able to remote Hack with their GREMLIN, which you may or may not be okay with.

As such, the mod includes some example config for Ability to Slot Reassignment, but it is commented out to prevent these compatibility issues.

DIFFERENCES FROM EXISTING MODS

Unlike Utility Slot Sidearms WOTC and Utility Slot Sidearms Extended, my mod does not create new weapons for the utility slot. It specifically allows using your existing weapons in utility slots by using new Highlander tech that was not available when USS/USSE were made.

This means my mod supports weapon upgrades, and works with limited stock weapons, such as Chosen Hunter's pistol, or while using a single-build system, such as [WOTC] Prototype Armoury in [WOTC] Covert Infiltration.

REQUIREMENTS
Safe to add or remove mid-campaign.

COMPATIBILITY

SPARKs and MECs are excluded from being affected by this mod. Additional exclusions can be added through config.

The mod is compatible with [WOTC] LW2 Secondary Weapons out of the box. You still need to allow equipping these weapons into utility slots in Mod Config Menu.

In general, any secondary weapon that can be equipped by at least one soldier class will appear in the list of options in Mod Config Menu, but there's no guarantee it will work properly in the utility slot.

The exception to this rule are some weapon categories that are excluded through config, since they would be problematic if used in utility slots. For example, the "Empty" secondary from True Primary Secondaries, or Ballistic Shields, which don't get their shield animations when used in the utility slot.

Specific weapon categories can be force added to the list through config files. The mod already does so for Shard Gauntlets and Heavy Weapons, since they aren't even secondary weapons.

KNOWN ISSUES
  • Utility weapons are not visible in the Photobooth.
  • The mod does not enable Dual Wielding with Utility slot weapons and it never will.
  • Utility weapon animations may not work correctly depending on soldier's primary and secondary weapons. For example, utility pistol does not look right when fired by a soldier with primary sword + secondary ballistic shield.
In general, depending on configuration, this mod can allow you to do a lot of stuff, but that does not necessarily mean it's a good idea. For example, with this mod you can equip a Pistol and an Autopistol at the same time, but only one of them will work properly, since they both occupy the same visual slot on the soldier. Same goes for Swords and Combat Knives. The same may be true for other weapon categories.

CONFIGURATION

Many aspects of this mod are configurable through configuration files in:
..\steamapps\workshop\content\268500\2848089939\Config\

CREDITS

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 (1)
0
12 Aug, 2022 @ 12:22pm
PINNED: Руководство по доп. конфигурации
Iridar
162 Comments
Sest 11 May @ 10:29pm 
How do I add a weapon type to the mod?
I want "iri_kinetic_strike_module"
to be allowed in Utility slot.
Xecutor 29 Apr @ 10:01am 
this is gonna seem kinda dumb but is there a sorta easy tutorial for setting up gremlin remote hack in config? I guess im just unsure what to type there
TGalaxy 21 Feb @ 5:19am 
so basically it's like a mix match kinda thing, with amalgamation i combine arcthrower with holo or other combi (which my soldier has skills for them) are not working as intended. utils are tertiary weapon for my squad, so they have primary n secondary, but the tertiary such as arc thrower n holo targeter didn't show skills indicator, installed the mushashi mod fixes n AtSR but still not working.
TGalaxy 21 Feb @ 4:28am 
hi iridar why cant i use the holo targeter or arcthrower (I think all of the sidearms for util) skills when they assign to my soldier utility slot? i have already installed AtSR like you told in desc
DukeBurger 22 Jan @ 2:26pm 
Is anyone else having an issue with Lighting hands not showing up on pistols in the utility slot?
Iridar  [author] 12 Dec, 2024 @ 10:38am 
Nope, this mod is not supposed to interact with it in any way.
Dman883 12 Dec, 2024 @ 9:58am 
This appears to remove the dedicated sidearm slot from the mod Dedicated Pistol Slot. I assume it is no longer needed since all pistols/sidearms can go into the utility slot?
Iridar  [author] 11 Oct, 2024 @ 6:09am 
Yes, LW2 combat knife is its own weapon category, while spec ops knives are classified as swords.
Madzak 11 Oct, 2024 @ 4:52am 
I investigated further. What you write above
```and only for soldier classes that normally do not use them as primary or secondary weapons.``` seems to be true for the spec ops combat knife, but not the normal combat knife. I guess that is what threw me off. So Reapers can use spec ops combat knife, while other classes that use swords as primary / secondary can only use the basic combat knife and not spec ops combat knife.
Iridar  [author] 10 Oct, 2024 @ 10:22pm 
Is it classified as a sword under the hood? It should already be supported.