XCOM 2
Cross Weapon Training
127 Comments
abca98 Jul 16 @ 6:19am 
Would be cool if you could train pistols. I would like my rangers to use them :(
Kabessaun Jul 15 @ 12:46pm 
Alguém fez as modificações para add treinamento de combate com armas brancas, espadas e facas ?
ShadowDragon8685 Feb 28 @ 3:15pm 
You might want to modify this mod to move the Skirmisher's Marauder trait from the Skirmisher class itself, to the actual Bullpup rifle. As it stands, the Bullpup says that it can be fired twice in a row, but it cannot be; this results in the Bullpup being basically a worse assault rifle.
mynameactually Dec 6, 2024 @ 3:07am 
I agree with Stolas. Would fit well with Stealh Bolt Caster mod.
TITANMASTER25 Jun 19, 2024 @ 6:32pm 
I agree with chantzofdeth, can we possibly add swords and secondary weapons (knifes, pistols or other modded shenanigans such as the long war 2 weapons) to close quarters training? Or add a new training for these weapons?
Stolas Apr 18, 2024 @ 6:50am 
Boltcaster would be great for this.
Robotron Sep 21, 2023 @ 7:58pm 
Dont use this alongside secondary primaries or dual wield mods, cause conflicts with it and doesnt allow to shift your primary to a secondary.
chantzofdeth May 26, 2023 @ 6:38pm 
is there a way to add swords? or other secondary weapons?
Kranford T. Butcher Nov 25, 2022 @ 6:50pm 
regretfully I think this mod is a dud for me. I trained people with this, but they were still not allowed to equip those particular weapons. For instance, a sharpshooter with training for assault rifles was still not allowed to pick up an assault rifle, and another guy I trained for shotguns was not allowed to equip those either. I do wonder if I am missing something here in all of this.
Noname Oct 12, 2022 @ 6:02am 
If proper abiities could be bound to WEAPONS, not to soldier classes(double shot bullpup, squadsight sniper\vector rifle etc) a mod like this would be rated muuch more highly)
Noname Oct 12, 2022 @ 5:53am 
..The very idea to give a player optons in choosing weapons is really good. But it demands some accompanying changes, otherwise it's just another imbalance mod for FUN, it's not about tactics( As an example: Skirmisher having two shots with a RIFLE (a big buff for his ability - maradeur), cause bullpup was intentionallly made weaker for that, and on the contrary: no reason to teach soldiers to master (nerfed) bullpups when they CAN'T shoot with them twice.
Proxy Sep 14, 2022 @ 6:24am 
Can they learn all weapons?
mynameactually Sep 12, 2022 @ 10:00am 
Could a melee training be added?
Hangfish Sep 4, 2022 @ 3:59am 
The traits seem to be incompatible with RPGO, can anyone else confirm that?
ContagiousStorm Jul 24, 2022 @ 7:22pm 
Question for anyone with better understanding of this mod than I have;

I want to add swords and pistols to the close quarters training, and am fairly certain that I have in the past (Lost all my old configs though). The problem is that while it seems like it's doing something, it doesn't seem to be doing the thing I want.

[CrossWeaponTraining.X2DownloadableContentInfo_CrossWeaponTraining]
+WeaponReqs=(TraitName=RM_AssaultTraining, WeaponCategories[0]=rifle, WeaponCategories[1]=bullpup)
+WeaponReqs=(TraitName=RM_CloseRangeTraining, WeaponCategories[0]=shotgun, WeaponCategories[1]=bullpup, WeaponCategories[2]=sword, WeaponCategories[3]=pistol, WeaponCategories[4]=melee)
+WeaponReqs=(TraitName=RM_SniperTraining, WeaponCategories[0]=sniper_rifle, WeaponCategories[1]=vektor_rifle)
+WeaponReqs=(TraitName=RM_HeavyTraining, WeaponCategories[0]=cannon)

Not sure what it is that I'm doing wrong.
bangoperator Jul 20, 2022 @ 7:48pm 
Feature request: add melee weapon training!
CyberNeo Jul 20, 2022 @ 1:57am 
Can I create with this Mod Subclasses inside of an Soldier Class?
Conefed Jul 18, 2022 @ 2:35pm 
Request: When soldier done training, button to view facility to choose next
Lawhorn Jul 1, 2022 @ 9:14am 
lol, one of my soldiers Shattered during combat and developed Close Quarters Training as a negative trait. :praisesun:
BlackCoat13 Apr 12, 2022 @ 4:30pm 
This mod could do with some more work. I'd like to have the main ability list on my soldiers be the primary thing again, rather than being replaced with the mod's training list, and I'd like the trained skills to not be 'Negative Traits' that pop up on the bottom left after every mission. Aside from that, the training is very nice, as is the ability to mix and match weapons on the X-Com soldiers.
RealityMachina  [author] Feb 17, 2022 @ 5:19pm 
It's exposed in .ini, and it *should* work in the sense of like, one being able to make config-only mods for it if you want.

Basically first it checks if you have a relevant trait, then it checks all weapon reqs defined in XComCrossTraining.ini. If it finds a req that matches both the trait and the weapon category, it will allow the weapon.

So since this is presumably for mods using chemthrowers/immolators/etc, you could have a mod that added to that array with the following entry:

"+WeaponReqs=(TraitName=RM_HeavyTraining, WeaponCategories[0]=chemthrower)"

And it should work since it'll check the first entry in this mod, see it wasn't a cannon, then check the second option in this hypothetical mod to find that chemthrower does count after all.

Now it's possible something is broken but I can fix that if that's the case.
Arkhangel Feb 16, 2022 @ 6:50pm 
Any possibility to get "Chemthrower" added in to heavies if one has the mod?
ijiwaru Feb 5, 2022 @ 8:27pm 
@[CN]突击队队员 - I'm restarting to clean up some non-functioning mods, I'll see if that does the trick.
[CN]突击队队员 Feb 3, 2022 @ 7:36pm 
@ijiwaru
you need to rebuild the room to update slot ui.
if still not working ? I don't know what can fix this.
ijiwaru Feb 2, 2022 @ 8:05am 
I was able to make this work in WOTC but it did not work in any of the LWOTC mods. Are there conflicts keeping it from working? My troops show the perk on their abilities list but will not equip alternate weapons.
vereen70 Nov 21, 2021 @ 4:39pm 
To me this mod is one of the premium mods for Xcom 2, If you don't have this, you're missing out!!

Great work RealityMachina... Awesome Job!
Lady Alecto Aug 23, 2021 @ 8:01pm 
Hey Kudos for all the work you do for us RM, but need to report what may be a mod conflict. Running the Amalgamations class mods along side some weapon mods like the beowolf rifle. When I put a infantry into the TC she defaulted back to a regular rifle, and went from a grenade launcher to a medkit and combat knife equipped.

After coming out of the TC every single trait in her barracks screen given by Amalg was wiped and the only thing she had was weapon mastery. My Beowolf rifle also vanished and building a second mag beowolf couldnt be located on any trooper.

Any ideas if this is a graphics bug only, or something bigger?
Planewalker Jan 28, 2021 @ 3:52am 
Hey RM, really enjoying your mods, so kudos for that.

I get random popups on the avenger screen saying "negative trait gained"(XYZ *weaponclass*).
-i am guessing this is working as intended as the boni are added via traits?

cheers
Planewalker Jan 22, 2021 @ 5:06am 
""I have just started a new campaing with ABA, now the slots in TC don't do what they did, any known conflicts with ABA?""

""It didn`t work.
The mod add only Perk and no add stat.""


-make sure you clean your documents\xcom2warofthechosen\config, and then start, exit, start.
(this is needed to build new config-files)
nekus Jun 19, 2020 @ 2:06pm 
I have just started a new campaing with ABA, now the slots in TC don't do what they did, any known conflicts with ABA?
Opposing Farce May 7, 2020 @ 5:30am 
If my sniper learns how to use vektor rifles, can it still use sniper rifle abilities like long watch and stuff? Or are those locked to their original weapons?
knhknhkn May 6, 2020 @ 8:31am 
It didn`t work.
The mod add only Perk and no add stat.
DON Apr 5, 2020 @ 1:27am 
how about masteries for secondaries?
SupremeMorpheus Jan 29, 2020 @ 6:08pm 
So, bit of an odd bug here, but basically troops who can natively use a weapon cannot use the TLP variants, they can only use them if they've been trained. So a specialist can't use the TLP assault rifle, for example
4rrakis Jan 29, 2020 @ 2:29am 
That mod is called '[WOTC] Quick Soldier Info'
Dmarco Jan 28, 2020 @ 11:51pm 
what UI Mod is that that shows your character at the top of your screen?
LightenedDark Jan 12, 2020 @ 12:48am 
Yes. I have 30ish soldiers and I gave 10 or so the +5 aim perk. The perk shows but not the bonus. I was in the game board rather than a mission. I'll let you know if it shows up during a mission while shooting, but I don't think it does.

Also an unrelated question: is there a mod/ini edit that forces atleast 1 NEW dark event a month? Even with permanent dark events, you aren't guaranteed one of the two remaining dark events to take effect every month. The RNG often picks countered dark events which means you end up with less than 1 active event every 21 days from those months when it chose a countered dark event and therefore nothing took effect.
RealityMachina  [author] Jan 11, 2020 @ 8:33pm 
...weird, it didn't fire at all in your log. Did you try equipping a weapon they *should* have access to on a soldier for the mission?

LightenedDark Jan 11, 2020 @ 6:59pm 
Thank you for your promptness! As requested, here is my launch.log. I have almost 400 mods, though. Is it supposed to be almost 10MB?

https://send.firefox.com/download/61f71929bce5aa25/#aKl9DIfjk8NxVmdeXb8owQ
RealityMachina  [author] Jan 10, 2020 @ 4:22pm 
So I'll be pushing out a debug update later tonight to provide logging statements for people reporting issue having this mod working: I'm able to confirm it working on my end so I'd imagine what's happening is a mod conflict of some kind.

If you have any other mods that also affect what kind of weapons a soldier can equip, please list them when you provide log files afterwards.
LightenedDark Jan 10, 2020 @ 4:21am 
Similar to the last 3 posts, I can neither get bonii nor additional weapon availability. The random positive perk thing works though. I will report back if I narrow down the cause(s).
yaminogaijin Nov 28, 2019 @ 3:54pm 
So i can't get heavy on Skirmishers....what up with that?
Cruril Nov 28, 2019 @ 2:52pm 
Not sure if I am missing something or there is some sort of funky mod interaction between another mod I have and this mod, but it does not actually let me equip the weapons after training.

I have WOTC Community Highlander and this mod installed, and I can train my troops in the various trainings, but when I go to actually equip the new weapons, it says either "cannot equip" or "unavailable". Has anyone else seen this and am I missing something simple?
Flamingcheesepie Aug 24, 2019 @ 4:41pm 
I found a bug? with the mod. I trained my Sharpshooter from LW2 Perk Pack with assault weapons, and it shows the trait existing in the armory, but when I go to equip a weapon it is "Unavailable". Not "Cannot Equip" like the rest of weapon types, but specifically "Unavailable". Would you happen to know why that might happen?
Neuromancer Mar 11, 2019 @ 9:32am 
I'm slightly confused how the interaction with class-trained weapons work, so I'll just ask:

If I train a Grenadier in Heavy Weapons and afterwards train Weapon Mastery:

* He gets +5 Aim [due to Weapon Mastery]
* He gets +5 Crit [due to a class-trained weapon discipline]
* Weapon Mastery takes 10 days to train due to no other weapon category being present.

or did I misunderstand something?

Same is true for Ranger with close quarter, sniper with Marksmanship, etc.
ΩNari MortemΩ Dec 15, 2018 @ 3:00pm 
How can I "switch on" Templars?
I have some ideas with another mods
Birb Dec 3, 2018 @ 7:55am 
sucks reapers cant use overwatch when using snipers
Spotty McBumble ♥♥♥♥ Sep 12, 2018 @ 6:26am 
Not sure if this was said already and unfortunately I was not able to grab a screenshot. After a mission it showed that the marksman trainning and heavy weapons trainning showed up as a negative trait acquired just below a Fear of Chosen negative trait
Arkhangel Sep 3, 2018 @ 10:19am 
Can confirm Marauder works with pretty much all weapons, given it's been used in several other class mods as well as Skirmishers.
RealityMachina  [author] Aug 20, 2018 @ 6:53am 
Skirmisher firearm abilities should work properly for other weapons, its the Reaper where it gets funky (since a bunch of their abilities explicitly check that you're using a vektor rifle).