XCOM 2
Utility Slot Sidearms WOTC
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Update: 27 Jan, 2018 @ 10:21am

Update 16

Duplicated utility slot weapons were a result of this mod copying Primary Secondaries's templates, which themselves were copies of the base game templates.

Changed the cloning script to only target weapons in the secondary slot, with a workaround for the shard gauntlets. Will figure out their animations someday.

This should solve the duplicated utility items issue.

Update: 12 Jan, 2018 @ 2:19pm

Update 15

Grenade Launcher hotfix

All parts of the LaunchGrenade ability are now explicitly set in the code, so all soldiers, whether they are using normal grenade launchers or utility grenade launchers, should use the proper weapon and ammo for each grenade ability.

Update: 11 Jan, 2018 @ 9:53pm

Update 14

Grenade Launcher support update

Fixed how the game adds the LaunchGrenade ability to soldiers. Soldiers with a grenade launcher in any slot will now properly load grenades into those launchers.

Deprecated an extra set of abilities and effects that Grimy used to make soldiers load grenades, since WOTC introduced a simpler method.

Added basic support for Shard Gauntlets. "But Shard Gauntlets aren't secondary weapons!" I know. Heck the rules. Shard Gauntlet animations don't work, since those belong to the Templar units themselves, not the weapon. I could add them to the weapon, but that would require overriding the weapon archetype, which I don't care to do right now.

Update: 10 Jan, 2018 @ 11:03pm

Update 13

APPARENTLY THIS UPDATE BROKE EVERYTHING AND NOW EVERYTHING'S ON FIRE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Update: 10 Jan, 2018 @ 1:00am

Update 12

X2WeaponSetTemplates should now be fixed for users who weren't receiving thrown axe/left ripjacks when equipping the utility slot ripjacks and axes.

Firaxis decided not to put an archetype on the reaper claymore, so it didn't have animations or a model. That's not specific to this mod, that's a base game problem, but I've fixed it.

Ripjacks with Justice originally didn't animate properly because only Skirmishers had the Justice animation. The animation set has been added to the Justice ability, so any soldier with it (and, by extension, a ripjack) should animate properly.

Big thanks to PZ for their help on this one.

Update: 21 Dec, 2017 @ 8:30pm

Update 11

WeaponSet update

Now uses X2WeaponSetTemplate to support equipping 2 items at once (e.g. both ripjacks). I've done a lot of testing to make sure this works as intended, but because I've said that, it's going to break everyone's games now. Let me know how it broke yours and I'll fix it.

Update: 19 Nov, 2017 @ 3:56pm

Update 10

Added special case for ripjacks

Right-hand ripjacks won't visualize, because the workaround to make items visualize from the utility slot is also the workaround to make the left-hand ripjack visualize at the same time as the right-hand one, and you can't use the same workaround twice on the same item. So the right-hand ripjacks will remain invisible.

Update: 15 Nov, 2017 @ 9:28am

Update 9

Update 8 broke the ini file and the change got by me. Sorry, guys. It's fixed now.

Update: 15 Nov, 2017 @ 3:02am

Update 8

Added a special case for claymores. Now you can put claymores in utility slots!

Update: 15 Nov, 2017 @ 2:31am

Update 7

Loosened restrictions on finding item templates to convert. It should now find any secondary weapon of the specified categories.

*Pretty sure* I got the Hunter's Axe working. Check the FAQ for how to get it, if it doesn't appear automatically. The melee axe definitely shows up, but if the thrown axe doesn't then let me know.

Rewrote how UpdateUtilitySlotSidearms works. (It didn't need to check whether or not you had enabled certain item types - if you don't, the templates aren't even there for it to find!) Also set it to run whenever you load a game that was saved in the Avenger.

Deleted a bunch of legacy code that was clogging up my screen. You guys won't notice a thing, but man, do I feel better!