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Don't use Reduce Armory Clutter with LWOTC.
LWOTC disables the "upgrades" this mod works with.
If you do have schematic upgrades for something, you are using mods that are not designed with LWOTC in mind, and I can't guarantee that it won't brick anything.
Is this a false positive or are they really incompatible?
If they are, why?
I went to the workshop mod folder (steamapps\workshop\content\268500\2133399183), opened up XComClassData.ini and noticed that only the "empty" secondary weapon was allowed for all the classes, as per the line "+AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="empty")" under every class.
I copied that line and replaced the WeaponType="empty" at the end with all of the desired secondary weapon types for each of the classes, launched the game, and there they all were, available as secondaries again! I have no idea whether doing this will conflict with some of the mod features (like being able to use a dupe weapon as primary and secondary), but at least I can HAVE secondaries at all.
I thought maybe having 500+ mods was the issue, but everything was well and dandy about a year ago, and now when I come back - issues since then. I'm not sure if some of the "updates" that Firaxis released made an impact along the lines to screw everything up or other mods that got updated messed up coding for this to become a concern.
That said I can get the original True Secondaries mod working but this version? Nope. I have no idea why either <shrug> - by all accounts it makes no sense.
Did you mean to comment on this mod, that doesn't seem related. Something to do with RPGO I'd guess.
If the autopistol available is of a higher tech level than the class' normal weapon; then it may still be picked. You can adjust this by reducing the "V = " value for each Sidearm template. (Autopistols are called "Sidearm" in code).
Any weapon template can be modified in this same way.
More info about this mod at https://steamcommunity.com/sharedfiles/filedetails/?id=2363090327
Now I can finally use this mod again without losing my MIND!
I have found a solution to autopistols or other undesirable weapons being used as default for soldier's when they have their weapons unequipped.
A LITTLE convoluted; but reasonable ENOUGH. Only solution I've found.
Subscribe to both these mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=2363075446
https://steamcommunity.com/sharedfiles/filedetails/?id=2363084976
Once subscribed, in the workshop mod's config directory, open the file
Steam\steamapps\workshop\content\268500\2363084976\Config\XComTemplateEditor.ini
Under the comment for "ENTER COMMANDS THAT WILL RUN NORMALLY" (line 18)
add the following lines (and save of course):
+Edit_X2WeaponTemplate = (T = "Sidearm_CV", P = "Tier", V = "2")
+Edit_X2WeaponTemplate = (T = "Sidearm_MG", P = "Tier", V = "3")
+Edit_X2WeaponTemplate = (T = "Sidearm_BM", P = "Tier", V = "4")
Autopistols appear at the top of EVERY primary weapon list, and any time soldiers have their weapons unequipped, EVERY class that can tries to default to the autopistol. I can find no fix for this anywhere, i'd be fine disabling the autopistol as a primary, but no clue how.
Has anyone found a workaround for this ?