XCOM 2
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[WOTC] Iridar's Autopistol Overhaul
 
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Sep 15 @ 8:00am
Oct 6 @ 5:56am
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[WOTC] Iridar's Autopistol Overhaul

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Description
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.

KNOWN ISSUES

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.

CONFIGURATION

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.

COMPATIBILITY

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.


CREDITS AND DONATIONS

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)
2
Sep 16 @ 7:39am
I thought autopistols are for templars.
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18 Comments
Is this compatible with ABB?
Iridar  [author] Sep 20 @ 2:00am 
@Professor Spank It
I'll try, but no promises.
Professor Spank It Sep 19 @ 10:34pm 
This is a fantastic mod. Can you add the visual upgrades to support Auotpistols in the utility slots from (WOTC) Utility Slot Sidearms Extended ?
Iridar  [author] Sep 18 @ 10:14am 
@SkySpirit
I talked with the mod author, and we tried some things, but they didn't work right away, and trying to make these mods compatible would be more trouble then it's worth. Maybe later.
Iridar  [author] Sep 17 @ 7:32pm 
@SkySpirit
I could, but I don't wanna spend time figuring out what its code does. I'm gonna need the mod author to provide with weapon template names for cosmetic autopistols he creates.
SkySpirit Sep 17 @ 6:19pm 
Since you adding visual upgrades to autopistol, can you add support to Three Tier Cosmetic Weapons ?
AzureTerra Sep 16 @ 4:12am 
i didnt know they were effectivly the same since anytime a normal soldier ended up with one for whatever reason and i used it it always felt worse than a pistol
Flashstriker Sep 16 @ 3:05am 
Now we just need a Templar Gunslinger Class
A Very Kupo Guy Sep 15 @ 10:17pm 
What I always thought was a lost opportunity was that the templar's secondary weapon was basically melee anyway, so why bother?
Iridar  [author] Sep 15 @ 5:48pm 
@ShotgunSoul
> Do mods that add laser sights/scopes etc. work with this?
Functionally - yes, if you actually add upgrade slots in the config. Visually - not yet.

> if pistol kills via crit would allow them to power up for their psionic skills
Out of scope of this mod, really.