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[WOTC] Iridar's Autopistol Overhaul
File Size
8.258 MB
Sep 15 @ 8:00am
Oct 6 @ 5:56am
12 Change Notes ( view )
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[WOTC] Iridar's Autopistol Overhaul

In the base game, Autopistols are absolutely identical to normal Pistols, and it always seemed to me like a missed opportunity to add more diversity in soldier loadouts and give more options to the commander. This mod does a lot of things at once:

1) Changes Autopistols' stats:
  • Minimum damage is increased by 1 point. E.g. what was 2-3 now becomes 3-3.
  • Critical chance is increased by 15.
  • Changes range aim bonus table slightly. Range aim bonuses are stronger up close, but penalties at long range are also stronger and happen earlier.
  • Autopistols now have negative armor piercing, meaning that against armored opponents they will deal 1 less damage than they normally would. As always, hits will still deal at least 1 damage.
2) Any class that uses pistols in any slot, will have autopistols added to the same slot. Any class that uses autopistols in any slot, will have pistols added to the same slot. Still no Akimbo support yet.

3) Makes conventional Autopistols available from campaign start. Normally you would have to recruit a Templar first. Autopistols are upgraded in Engineering to Magnetic and Beam tiers alongside Pistols. Autopistol upgrade schematic is removed.

4) Adds proper Autopistol animations for non-Templar classes, including a custom-made Fan Fire animation, and makes Fan Fire a possible AWC perk for Templars.

5) Adds weapon Upgrade Slots and makes weapon upgrades actually visible.


This mod touches a lot of the important things, such as Pistol Standard Shot ability template and weapon templates for all of the autopistols, so some issues COULD potentially arise. If anything related to Pistols or Autopistols starts looking weird, this could be the fault of this mod. Nothing found so far, though.


I have purposefully made this mod highly configurable, and you can disable, enable or tweak almost any aspect at will.

You can change autopistol stats, or keep them same as in the base game. You can also add additional abilities to autopistols, should you want to.

Note that configuration values for Autopistol magazine size do not actually work. Magazine Size for Primary Secondaries should be configured in Primary Secondaries itself.


This mod requires X2 WOTC Community Highlander!

Compatible with Primary Secondaries and RPG Overhaul out of the box.

The primary versions of Autopistols that are added by Primary Secondaries are actually separate weapons, so if you want, you can disable Autopistol Rebalance's effects on them.

Note that RPG Overhaul does a similar thing by itself; it changes Autopistol range table and adds crit chance. If you use Autopistol Rebalance, it will override and replace RPG Overhaul's changes. At least that's how it looked from my tests.

Compatible with Three Tier Cosmetic Weapons.

The base game's autopistol animations are made specifically for Templars, and they are different from animations used by normal pistols, since Templars don't have to hold their primary weapon in the left hand while firing their sidearm.

This mod replaces certain animations with a mix of pistol animations and my own animations. Soldiers that use templar animations do not require this, so soldiers that have a templar gauntlet or a sword in their primary weapon slot will be ignored.

All of this is configurable to maximize compatibility with other mods.


Thanks to Team CX for 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 (1)
Sep 16 @ 7:39am
I thought autopistols are for templars.
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Boats McGoats Nov 10 @ 3:51pm 
Disabling either one does nothing. I'm starting to wonder if it might be a rank thing, as my soldier who was a Squaddie, with a secondary Autopistol, is now a Corporal with a Primary Autopistol, and has totally normal function.
Iridar  [author] Nov 10 @ 1:04pm 
@Boats McGoats
Probably not, but you can try disabling that functionality of the Autopistol Overhaul and see if it changes anything.
Boats McGoats Nov 10 @ 12:58pm 
I have another mod that allows each Hero class to equip alternate weapons, including one that allows Templars to be able to equip regular pistols, which this also does. Could that be affecting my regular soldiers' ability to use Autopistols?
Iridar  [author] Nov 3 @ 4:52pm 
Mobiltiy bonus/penalty for primary slot are configured by Primary Secondaries, and I think its config affects pistols and auotpistols globally.
Dex Nov 3 @ 12:04pm 
Out of curiosity is it possible to put a mobility penalty on the autopistols, or make the mobility bonuses less on them if used as a primary weapon, to make them better resemble the machine pistols of LW1?
Boats McGoats Oct 30 @ 9:03pm 
Oic. Still not sure why I'm not able to fire Autopistols as a Primary or Secondary weapon, as far as I'm aware none of my mods conflict or override. I'll keep an eye on it.
Iridar  [author] Oct 30 @ 10:37am 
@Boats McGoats
Pistols don't get a "fire pistol" ability, it is built into vanilla Sharpshooter class. This mod adds this ability to pistols.
Autopistols do get a "fire pistol" ability. Templars do not have it as a class perk.
Boats McGoats Oct 30 @ 8:15am 
I'm having a couple issues, I'm not sure where they might be coming from. Non-Templar soldiers, using Autopistols in either primary or secondary slot, do not always get the 'Fire Pistol' ability. They still get Pistol Overwatch, just not the ability to fire manually. As I understand it, Autopistols do not/can not have Fire Pistol built in, as it would conflict with the Templar class' built in ability. Am I correct, or just doing something wrong?
Iridar  [author] Oct 28 @ 8:44am 
Akimbo is not compatible with autopistols in any way, and never was.
Jetblack Oct 28 @ 7:10am 
i found a mild compatibility issue when paired with the akimbo class mod, equipping them will make the soldier unable to attack.