XCOM 2
True Primary Secondaries [BETA]
350 Comments
robertcox May 11 @ 1:41pm 
Is there some way to change the ammo that faceoff uses when i have a primary pistol equipped? I don't like it using all my ammo
LtCommander417 May 6 @ 5:23pm 
I don't have that mod, so it wouldn't be the one that's causing the conflict for me.
ADpowah May 6 @ 1:06pm 
I recently installed Viper's Genji revision https://steamcommunity.com/sharedfiles/filedetails/?id=3392016283 and it seems like it was the conflict. Uninstalling it fixed my issue.
ADpowah May 3 @ 4:37pm 
Yeah I just started having the same issue as 3D Master. I don't know if it is because I just upgraded to v1.6 of the Alternative Mod Launcher.
3D Master May 3 @ 4:12pm 
As LtCommander417 mentioned I too cannot pick a weapon for the primary weapon; secondaries are just not an option, it only shows primary weapons that you can't equip because the class doesn't allow for it. It's not just Akimbo, it's also the Samurai class that has the same issue. And the issue is worse; the weapon in the primary slot remains stuck there; meaning when you upgrade the weapon, the soldier remains stuck with the tier 1 version.
EvilBob22 May 1 @ 8:36am 
Ok, trust them then, LWOTC is a whole other thing. It touches so many parts (it's really a complete overhaul), it has problems with a lot of other mods.
lety4ayavoropaeva Apr 30 @ 11:23pm 
Wow, this is what they answered me on discord:
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.
EvilBob22 Apr 27 @ 9:58am 
I had never heard of "Reduce Armory Clutter", so I looked it up. Half the first page of comments is people saying it IS compatible with True Primary Secondaries. So, I would assume it's fine.
lety4ayavoropaeva Apr 27 @ 2:38am 
When I launch the game, I get an error about the incompatibility of the "Reduce Armory Clutter" and "True Primary Secondaries [BETA]" mods.
Is this a false positive or are they really incompatible?
If they are, why?
Snowpiercer Apr 21 @ 10:47am 
Has anyone used this and successfully equipped longwar combat knives in primary slot?
LtCommander417 Apr 20 @ 3:01am 
Feel like I've messed up somewhere. I can choose my secondary as normal, but the primary I can't. There are no options for me to choose from. Character has Akimbo class, so every weapon is locked that's a long arm. There are just no options for a pistol.
Lazerous Kyle Apr 9 @ 7:40pm 
So this version doesn't have empty secondary that grants extra mobility and dedicated primary animations?
Santa9053 Apr 2 @ 8:43pm 
I'm having an issue where all my secondaries that's equipped as primaries fire like rifles - e.g. pistols as primary fires like a rifle, and not a pistol. Has anyone else come across this bug or knows how to fix it?
RambelZambel Feb 26 @ 2:49pm 
and mod fixes from iridar you need aswell
RambelZambel Feb 26 @ 2:48pm 
musashi isnt modding xcom2 anymore, and most mods work with true primary aswell, even its showing the other one as requirement, you just should download xmodbase redux, that fixes the ammo problem and some other thing with some mods, which are using the old one
CrimsonKnight Feb 26 @ 2:40pm 
Can you make this mod compatible with the previous Primary Secondaries? I'm asking because many interesting mods require Primary Secondaries, while others require True Primary Secondaries [BETA], but it's impossible to use both mods at the same time.
AlexandrClibanarius Jan 27 @ 11:33am 
Why would it have been? Musashi has been AFK from the community and mod development for YEARS. Not that I expect anyone to be paying attention, but you kinda have to when it comes to XCOM2 modding.
Totally Not Ed Jan 11 @ 10:46pm 
This hasn't been updated at all lol
RambelZambel Jan 9 @ 2:53am 
primary pistols doesnt use ammo, is this problem known or on my side?
Black Stabbath Jan 5 @ 12:06pm 
i'm missing some ability's on the samurai class when i use this mod. they work fine on the old primary secondary's mod.
Finn Jan 2 @ 5:54pm 
Just in case someone runs into the same issue as me: all of the secondaries worked fine in the primary slot but weren't available at all in the secondary slot!

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.
EvilBob22 Jan 1 @ 11:10am 
It works fine for me (and most others), so something probably broke in your setup. I'm guessing something in the local configs (this mod does weird stuff via config), but I don't know. Try the troubleshooting here: https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
ƦƴѵŁ Jan 1 @ 9:33am 
Apparently this mod and it's older version crash on startup. I've tested just running all the required files and only using **Community Highlander, Mod Fixes, and Slot assignment**. I'm not running either versions at the same time, but when I try either by themselves with the required files, it just doesn't load up. I'm also using AML to launch the game.

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.
Hillhome Dec 13, 2024 @ 7:44pm 
Wolffang you need specific classes also such as Akimbo or Gunslinger as separate mods.

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.
Wolffang Nov 29, 2024 @ 6:16am 
How does this work, I dont know know how to duel weild or equip secondaries
EvilBob22 Nov 19, 2024 @ 10:40am 
Yes, anything requiring Primary Secondaries will work with True Primary Secondaries.
FulcrumHQ Nov 19, 2024 @ 8:54am 
hi, i'm using a variety of mods which some require this mod, but others require the other primary secondary mod. When i launch the game through the mod launcher, it warns me to deactivate primary secondary otherwise this true primary secondary won't work properly. Would you know if it would be ok to disable the other primary secondary mod and have it not affect the mods that say they need that version instead of this one?
EvilBob22 Nov 15, 2024 @ 7:26am 
Do you have a class specifically setup to use them? They need to be enabled like any other weapon. For example sniper rifles: most classes can't use them, except for sharpshooters, which are designed specifically to have them enabled.
Jedi Princess Ashe Nov 14, 2024 @ 1:19pm 
Hey so I know it's 2024 and all, but just wanted to give you a heads-up that this doesn't seem to be working. I've got everything installed properly, (including your awesome RPG mod and a bunch of the plugins for it) but I'm not seeing any secondaries as options in the primary slot.
Ki-eth Jul 31, 2024 @ 2:06pm 
Hello, trying this as I used to use the old version. No melee weapons are showing as primary. They show with the old version bit not this version. I have the required mods. I have also deleted the game and after the reload started a new game and still not working. Any Ideas?
Dragon32 Jul 16, 2024 @ 2:41pm 
@Evios Vicern
Did you mean to comment on this mod, that doesn't seem related. Something to do with RPGO I'd guess.
Evios Vicern Jul 16, 2024 @ 11:28am 
so i stopped playing for a bit and when i came back, i haven't changed any of my mod settings but even with all other classes disabled it is using them and the universal soldier option is no longer an option to enable/disable, not 100% sure whether it was last time or not but is was working and allowing me to choose my class
Ripsnort Jun 25, 2024 @ 8:06am 
Is there any way to configure this mod so that soldiers with a pistol in a primary slot still benefit from abilities that grant extra actions using a primary weapon such as Hit and Run and Close Encounters? I'm currently using this with LWOTC and my dual pistol wielding soldiers are not granted extra actions from these abilities.
Francis May 17, 2024 @ 10:48am 
This will drop the sorting "Tier" of each autopistol by 1, and I've confirmed results in all soldier classes that I've tried equipping their PROPER equipment before any autopistol of the same tech level.
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!
Francis May 17, 2024 @ 10:48am 
@Canadian Normandy

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")
Canadian Normandy May 10, 2024 @ 9:23am 
im having the same issue as the user directly below me. i posted in the bugs thread over a week ago and still have had no response nor figured out a fix.
Francis May 9, 2024 @ 4:13pm 
Finally had to uninstall this mod; because it was driving me mad.
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.
Crimson Dawn May 8, 2024 @ 4:18pm 
I have the same issue as extra. I can't find an "empty" equip for my secondary slot which forces me to use dual swords with stormrider class. Everything was fine in my legendary ironman run until i upgraded the swords and they auto equipped on all of my stormrider's secondary slots.
EvilBob22 Apr 29, 2024 @ 3:40pm 
That sucks. At least it's working now though.
Boge Apr 29, 2024 @ 3:30pm 
Yes I did. I had to uninstall everything, delete everything, and redownload everything. What a drag.
EvilBob22 Apr 29, 2024 @ 1:05pm 
Did you close and reopen AML? It won't check for new mods while it's open (unless you manually tell it to check).
Boge Apr 29, 2024 @ 12:53pm 
This mod won't show up in my list in the Alternative Mod Launcher. It's in the workshop folder. I've verified files. I've deleted and recreated my config file. I've tried unsubbing and resubbing.
zickafoosehunter Apr 5, 2024 @ 2:11pm 
Hey, to anyone that still on this discussion I want to know how to disable specific classes from using the primary secondaries. The example being I want my Specialist classes to use standard guns like shotguns? Anyone knows who that could be configured?
EvilBob22 Mar 20, 2024 @ 4:57pm 
You need to use a class mod that allows for primary secondaries. The same way only rangers can use shotguns in the base game, only certain mod-added classes can use primary secondaries. Basically any mod that requires this one (or has the old one listed as a requirement).
Darknessbobulus Mar 20, 2024 @ 4:45pm 
How do I add new secondary weapons to the Primary Slot?
EvilBob22 Mar 18, 2024 @ 7:55am 
Yeah, use the new one and ignore the warning about the old one. The Jedi mod should work fine with the new one instead.
Kamikazee786 Mar 18, 2024 @ 5:47am 
Ive come across a problem, i want to use Chimera classes but this mod is a dependency for it, i have the original mod. If i use this mod however the Jedi Revised mod no longer works as it relies on the original primary secondaries mod.

Has anyone found a workaround for this ?
EvilBob22 Feb 21, 2024 @ 12:28pm 
Good point, ASR should be able to fix that, as long as it's configured correctly...
Vanzgars Feb 21, 2024 @ 11:52am 
@EvilBob22 @Cheektaro Breejo Huh... Shouldn't the "Ability to Slot Reassignment" mod prevent this issue? Isn't it the entire point of ASR, in fact?
Vanzgars Feb 21, 2024 @ 11:46am 
Does the primary pistol in this version of the mod retains the stat bonuses from the other one (+1 damage, +1 mobility, etc)?