XCOM 2
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[WotC] Reload Rework (Reload Ends The Turn)
   
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Feb 11, 2020 @ 2:14pm
Feb 17, 2020 @ 7:42am
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[WotC] Reload Rework (Reload Ends The Turn)

Description
This mod makes reloading end the turn unless you have the Marauder ability.

I'm a big fan of Reload Ends Turn by Charmed, which makes reloading a tactical decision instead of something you always do if you're not moving. However, that has the side effect of nerfing the Skirmisher and other multi-shot classes into the ground. This mod does the same thing as Reload Ends Turn, but you can define a list of exceptions to the rule.

Features
  • By default, reloading your primary weapon will end your turn.

  • If you have the Marauder ability or you're using a Bolt Caster, reloading doesn't end your turn.

  • This mod is fully configurable. You can add more abilities to the list of abilities that make reload not end the turn, or add non-turn ending reloads to any weapon you want by giving them the new Rapid Reload ability with Iridar's Weapon Skin Replacer.

  • Proficiency Class Pack support is included by default. For the Marine, reloading will trigger Sustained Fire.

Credits
Special thanks to Iridar who showed me how to set up the basic functionality, and to everyone on the XCOM 2 modding discord who helped me get the ability list working.
32 Comments
Stukov81-T.TV May 31, 2024 @ 8:44am 
i just love this mod
Invertin Aug 1, 2023 @ 5:43pm 
Just had a situation where my Proficiency Marine failed to get sustained fire from reloading. He DID just get finished shooting at Lost, so it might be a weird Headshot interaction? It's also the first time I've experienced any issues with this mod (that weren't caused by me fucking around with inis in ways I shoudn't)
Epigamesh May 22, 2023 @ 12:23pm 
And after more testing, I've finally found the culprit (or at least one) : with Mitzruti's Perk Pack activated, the overdrive bug occurs, and without, everything works as intended.
I don't know why, though, all the more I wasn't expecting it at all.
@RustyDios @Wet Dog Squad I'm just tagging you in case this result would still interest you.
Epigamesh May 22, 2023 @ 11:24am 
@Lago Concerning the spark overdrive bug, I tested a little and can at least confirm that :
- it works as intended with only this mod and its requirements active
- it works as intented with this mod and all modular sparks mods active (with all their requirements) at the same time
- Something in my 300+ remaining mods must cause an incompatibility and I still have no idea which it could be (and I have no choice but to do more testing to find it out)
Epigamesh May 20, 2023 @ 11:50am 
@Lago Yes, the inis are great ; I've added compatibility for my current mods and will see how it plays out.
Lago  [author] May 20, 2023 @ 9:19am 
It doesn't but it's set up to be easy to add to any weapon you want.
Epigamesh May 20, 2023 @ 2:12am 
While I'm consulting ini files, does this mod includes compatibility for children of the king (I'm only seeing mamba from a better advent) ? If not, I will just add the rapid reload to the new followers too.
Epigamesh May 20, 2023 @ 2:02am 
@RustyDios I encountered the same bug (or at least, exactly, that's what was indicating the cost-based ability colors mod, I didn't try to reload). I'm using modular spark mod (but don't know if it s the culprit ; I will report back if I find more).
@Lago Adding a rapid reaload to the Bolt Caster is a must have. I don't have built one so far in my new campaign, but hence I know it won't be useless. Though the mod impacts also the crossbow used by resistance vonlunteer in militia overhaul plus plus (but with the config file, I should find how to add them a rapid reload too without difficulty)
Lago  [author] Feb 13, 2022 @ 11:33am 
I don't have that bug, so I'm not sure what's causing it.
RustyDios Feb 12, 2022 @ 7:42pm 
Reloading still ends the turn when used with the SPARK's Overdrive ability. Any chance it can be added to the default config ?