XCOM 2
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[WOTC] Iridar's Autopistol Overhaul
   
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Sep 15, 2018 @ 8:00am
Jul 11, 2019 @ 12:38pm
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[WOTC] Iridar's Autopistol Overhaul

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.

REQUIREMENTS

[WotC] Weapon Fixes - highly recommended as it fixes Stock upgrade not applying its damage on misses with Autopistols.

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 (3)
1
May 11, 2020 @ 1:01pm
Troubleshooting
Kevin from HP Customer Service
2
Sep 16, 2018 @ 7:39am
I thought autopistols are for templars.
Nephalem
< >
97 Comments
MightNight Sep 29 @ 10:37pm 
Nani?!?!
Iridar  [author] Sep 29 @ 10:02pm 
No
MightNight Sep 29 @ 9:11pm 
Hey @Iridar, does this work with https://steamcommunity.com/sharedfiles/filedetails/?id=2406120902 as well?
Lux Manifestus Aug 31 @ 8:53pm 
Yes, I was using CI
Ironmonk Aug 25 @ 12:03am 
Same problem here... and if you both are using Covert Infiltration, then that is the problem.

Starting a new game with CI (and dependencies) deactivated, the modded autopistol stats worked.

So, I guess we need either native support or a compatibility patch for both mods to work.
Snazzy Dragon Aug 18 @ 10:20am 
@Lux Manifestus
i've been looking into it myself and am struggling to figure out where the conflict is.
Lux Manifestus Aug 14 @ 10:50am 
The autopistol loads into my game but it has conventional pistol stats. Any idea what mod may be conflicting with it or what could cause this problem? I haven't modified the .ini at all.
Iridar  [author] Jul 2 @ 6:26am 
@Smoke
I don't know what is "Emod", but RPGO makes its own substantial changes to weapons, so yeah obviously it's gonna be incompatible.
Smoke Jul 2 @ 5:48am 
If you use RPGO and Emod, the Templar's tier will not go up. Maybe a mod conflict?
Iridar  [author] May 22 @ 6:05am 
@LeyShade
Nothing beyond template master documentation itself. Five tier overhaul itself is the template you're looking for.