XCOM 2
[WOTC] LW2 Secondary Weapons
559 Comments
epic meow Aug 19 @ 4:51am 
update: gauntlet MK2 is locked behind purifier autopsy
epic meow Aug 17 @ 5:56am 
i'm going insane, are the secondaries locked behind autopsies?? i can't get past mk 2 on most gear, even though i have beam weapons researched + i can't get the gauntlets at all ;_; is "AddItem LW_Gauntlets_MG 1" etc. the wrong syntax?? tried re-downloading the mod to no avail
epic meow Aug 15 @ 6:40pm 
alright, thanks for the confirmation.
Dragon32 Aug 15 @ 7:44am 
@epic meow
Looks like "LWGauntlet_MG" is indeed the template name (check a mod's localisation files for those) so if the command syntax is right it sounds like something else is disabling them
epic meow Aug 14 @ 10:50pm 
AddItem LWGauntlet_MG 1, doesn't seem to work. i've tried every variation i can think of ;_;
epic meow Aug 14 @ 1:20am 
anyone else unable to get gauntlets mk 2, despite having magnetic weapons? i could make the mag shorty just fine, but no gauntlets.
HKR31 Jul 31 @ 8:41pm 
Sawed Off Shotgun magnetic and plasma variant don't have weapon image icons anymore
Combat Knife are missing Plasma variant weapon image icons only
Daddy Takeda Jul 8 @ 7:46am 
I meant the script files (.uc?)
Daddy Takeda Jul 8 @ 7:45am 
I'm using the SDK right now and I can't seem to open the .u files as you mentioned. It doesn't even appear when I click on open file as if it wasn't compatible to be read by the Steam Xcom 2 WotC SDK.
Daddy Takeda Jul 8 @ 7:35am 
Ok, thank you for your reply @Dragon32 :KneelingBow:
Dragon32 Jul 2 @ 3:03pm 
@Daddy Takeda
You need the SDK to change UnrealScript, the game only reads the .u

You can't just add values into a .ini and expect the game to know what to do with them.

If there's not a pre-existing variable you can edit in the .ini, you'd need to rewrite and compile the mod yourself.
Daddy Takeda Jul 2 @ 2:14pm 
There's also these lines in X2Ability_HolotargeterAbilitySet.uc :

ActionPointCost = new class'X2AbilityCost_ActionPoints';
ActionPointCost.iNumPoints = 1;
ActionPointCost.bConsumeAllPoints = true;
ActionPointCost.DoNotConsumeAllEffects.AddItem('Holotargeter_DoNotConsumeAllActionsEffect');
Template.AbilityCosts.AddItem(ActionPointCost);

So, instead maybe I should change 'ActionPointCost.bConsumeAllPoints = true' to false? It won't make the ability free, but instead cost 1 AP. I would instead prefer change 'ActionPointCost.iNumPoints = 1' to 0, but I fear that it will make the ability re-usable infinitely during the same turn it's being used...
Daddy Takeda Jul 2 @ 2:05pm 
Would it work if I add this to the Holotargeter ability template in XcomGameData_WeaponData.ini :

RAPID_TARGETING_ACTIONPOINTS = 1
RAPID_TARGETING_IS_FREE_ACTION = true
RAPID_TARGETING_ENDS_TURN = false
Daddy Takeda Jul 2 @ 1:56pm 
Is there a way to mod the ini file to make the Holotargeting a free action? I've went through the file and didn't find any line and don't know how to add it.
Necirays May 28 @ 3:35pm 
The sawed off can't seem to work well as a secondary. It's not usable by any class except for the pistol overwatch ability. So Sharpshooters can't use it as a pistol to fire at ennemies.
Dragon32 May 11 @ 5:50am 
@Metablueba
Here on Win11:
Documents\My Games\XCOM2 War of the Chosen\XComGame\Config

AML settings aren't stored there but mods that use MCM will be, sort on Create Date is best way to find the Firaxis ones. Or use AML to start the game with the -regenerateinis argument, but exit and make sure you remove it.
Metablueba May 11 @ 5:32am 
@Dragon32

So by accessing documents > XcomGame > Config: Clearing them out entirely?

The mod settings that I have in particular will be saved due to AML Launcher even if I clear the config folder, right?
Dragon32 May 11 @ 3:00am 
@Metablueba
That sounds like "Disable Any Class GTS Redux" isn't working as it should, I don't know why. Try clearing your user config. files, that's my fix 95% of mod problems go to.
Metablueba May 10 @ 5:16pm 
@Dragon32

I did some testing and it in fact works, the Technical pops up. However, in the GTS the other classes seem to pop up as option despite them being disabled with the "Disable Any Class GTS Redux" mod. Any ideas to change that? I think we're getting closer to finalizing this change.
Dragon32 May 10 @ 8:30am 
@Metablueba
I'd first try the "Disable Any Class GTS Redux" mod.

If the Technical re-uses any base game perks affected by Iridar's mod then the Technical'll be affected too. Otherwise shouldn't make a difference.
Metablueba May 10 @ 4:51am 
@Dragon32

Yeah I did, I was a little skeptic at first but am willing to edit the files with proper direction for my next run. I see the instructions to enable the base classes, but whats the correct way to disable the other classes that aren't the technical so it isn't breaking? I'm not too experienced at editing config files.

Additionally, I have yet checked to see if it'll have any conflicts with Iridar's vanilla redux classes, since I am really enjoying the closer to base XCOM classes if that makes sense. My thought process here is that a standalone class of the technical would be cool for a little more variety.
Dragon32 May 10 @ 2:26am 
@Metablueba
Have you seen "LW2 Classes and Perks"? They're re-created in there, you would need to edit that mod's XComClassData.ini to block the other LW2 classes and prevent other changes.
Metablueba May 9 @ 11:52pm 
Are there any standalone mods for the LW Technical class that could be utilized, I found them to be very fun and would like to for a standard WOTC run.
william09703 Mar 7 @ 12:21pm 
does anyone got no sheathe for combat knife on female soldiers? weird bug happen to me
Dragon32 Jan 30 @ 7:42am 
@Aerodious
Glad you got it sorted.
Aerodious Jan 29 @ 5:35pm 
@Dragon32
That was certainly, so painfully and obviously it. All is working. Geez. When a silly typo costs you hours. Maybe I had halogens on the mind. The Deathly Hallows. I'll refrain from deleting my blunders here in hope that they help others. Thanks again, and all the best.
Dragon32 Jan 28 @ 10:58am 
@Aerodious
It's called a holotargeter, not halo. No idea on the template name.
Aerodious Jan 27 @ 1:13pm 
Thanks for the info! @Scroller - In that case, I'd like to alter the holster positions of the halo-targeter and arc-thrower to the pistol sheath, but perhaps that's a difficult task.

For something more simple, I can't seem to remove upgrade slots for the halo-targeter. I can alter every other LW2 secondary weapon using Musashi's config upgrade slots. I use the following:

+SlotConfig = (TemplateName=HaloTargeter_CV, NumUpgradeSlots=0)
+SlotConfig = (TemplateName=LWGauntlet_CV, NumUpgradeSlots=0)
+SlotConfig = (TemplateName=ArcThrower_CV, NumUpgradeSlots=0)
+SlotConfig = (TemplateName=SawedOffShotgun_CV, NumUpgradeSlots=1)

Is "HaloTargeter_CV" incorrect? I got it from the same place as all the other IDs.
I've been running the game with only this mod and it's requirements to troubleshoot.

Any help would be appreciated.
Scroller Jan 26 @ 5:34am 
@Aerodious - Both the arcthrower and the holotargeter have always been positioned on the lower back. I use RPGO and it has been that way for as long as I remember.
Aerodious Jan 25 @ 7:26pm 
Does anyone know if the default equip positions of the arc-thrower and holo-targeter are supposed to be on the soldier's lower back side? I feel like they are supposed to be positioned at the pistol holster, and that I have some sort of mod conflict (I'm using a RPGO).
Count BlingBlangula Jan 23 @ 9:49pm 
what bugs and incosistencies did you fix with the long war secondaries? and could they be brought to default long war?
Dragon32 Jan 4 @ 6:29pm 
@AWSUM
Get the "Musashi's Mod Fixes" mod.
AWSUM Jan 4 @ 3:22pm 
so i'm gettin' an error that says this mod's load order is standard while musashi's rpgo is last. so rpgo will never load before this mod? will this cause any conflicts? only secondary specs i've installed would be samurai, jedi, psionics, valkyries and i have a mod that gives ppl axes. From my basic understandin' if that's the only issue its encounterin' i feel i should be fine, but wanted to double check
Lebowskichild Dec 29, 2024 @ 10:37am 
Just a heads up. The Mag Shotty inventory icon is not displaying.
_m_a_ Dec 25, 2024 @ 2:53am 
I managed it, thanks.
Dęąth Viper Dec 24, 2024 @ 1:19pm 
@_m_a_ You can use pistol slot 2.0 . Go to the pistol slots configs and add the lines for the class and weapon you want them to be able to equip.
_m_a_ Dec 21, 2024 @ 10:02am 
What i must do to equip two secondary weapons at once?

Can i change "eInvSlot_SecondaryWeapon" to something else?

I dont mind equipping them on utility slots.
Dragon32 Nov 28, 2024 @ 4:24pm 
@Foxxwoof
Try unsubscribing then resubscribing, restarting AML, restarting Steam, then if still nothing restarting your PC.
Foxxwoof Nov 28, 2024 @ 11:28am 
I've subscribed to this mod, but I can't get it to show up in AML. Mussashi's RPG Overhaul complains about it being missing. Is there a way to force this mod to load?
Yushiko67 Oct 7, 2024 @ 9:57am 
If i am playing with LWOTC and proficiency class mod do i need this mod anyways? Because AML keep showing missing dependences at proficiency mod :fscared:
Inner Quartz Oct 1, 2024 @ 7:21am 
So the description says that this mod automatically forms a bridge for Prototype Armory, but I'm still having issues not being able to build the Mag/Plasma Shorty sawed off shotguns. Any suggestions?
Advanno Sep 29, 2024 @ 3:11pm 
Greetings. Must say that Mag Shorty still have error in inventory pic. Can we fix that? Thanks in advance. :)
Hashfyre Sep 26, 2024 @ 12:04am 
Also keep receiving the incompatibility message as duvillard22
Dragon32 Jul 31, 2024 @ 11:15am 
@SIIIIIIDEKICK
As I said last time you posted that excerpt: there's about a second between the crash event and the last logged event, they're not related.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting#wiki_my_game_crashes_with_mods.21
Hatsune Miku Jul 31, 2024 @ 10:31am 
I'm suddenly crashing on startup.
Any knowledge available?

[0042.38] ScriptLog: Register Event OverrideHasHeavyWeapon: LW2 Secondaries - Gauntlet
[0042.38] ScriptLog: Register Event OnGetItemRange: LW2 Secondaries - Gauntlet
[0043.33] Log: Crash Detected: (etc.)
[0043.33] Log: Crash: GettingNameData
InVinoVeritas Jun 10, 2024 @ 8:41am 
I wish the sawed Off could be reloaded.. Really doesn't make sense thematically as shotgun shells would be plentiful and cheap for them to only have two shots.
DeBlue Apr 25, 2024 @ 8:15am 
Am I crazy to think the Combat Knife is simply far superior to the sword? It does one less damage, has 25% extra hit chance and has the Knife Fighter ability? I don't get it
Dragon32 Apr 13, 2024 @ 12:36pm 
@duvillard22
Like 2 posts before yours dude.
duvillard22 Apr 13, 2024 @ 11:26am 
I received a warning message telling me that the mod is incompatible, followed by a bunch of another mod, i will let a link of a screen i take after my game launch and what mod was incompatible.

https://steamcommunity.com/profiles/76561198326806398/screenshot/2522653637805886892/
GibbsNCIS Feb 19, 2024 @ 2:56am 
the mag shorty shotgun does not have an image in the engineering build screen anyway i can fix that maybe replace it?