XCOM 2
Steady Weapon
77 Comments
modifieda4 Dec 11, 2022 @ 8:22am 
maybe someone can port this from LWOTC?
Dragon32 Feb 9, 2018 @ 4:30pm 
@p6kocka:
There's a version of Ready Up for WotC. IIRC, that mod's .ini can be tweaked so it'd work just like this one.
p6kocka Feb 9, 2018 @ 8:50am 
Can somebody update this for WOTC? I´ve tried but haven´t succeeded. This is one of the most important feature (just like in XCOM 1 game). Thank you.
Dragon32 Nov 1, 2017 @ 12:21pm 
@EvilNecroid:
Four posts down.
EvilNecroid Nov 1, 2017 @ 8:45am 
any1 tested this with WoTC?
Dragon32 Oct 24, 2017 @ 11:48am 
You could get the WoTC version of Ready Up and (probably) mess about with its INI config to duplicate the effects of this mod.
Joe Marotta Oct 24, 2017 @ 10:44am 
Would like to see this for WotC as well! A key missing feature.
MoNKeZi Sep 4, 2017 @ 1:45pm 
Bump for WotC request. This is a staple mod for my game.
Devine Sep 2, 2017 @ 8:16pm 
Sadly, WotC crashes on startup when using this mod. I do have other mods installed, but it only crashes when I add this mod as well. Any chance this is gonna get updated for the expansion?
Saint Void Jul 1, 2017 @ 12:12am 
Very nice. Losing the buff on a move a great feature others overlook. However, as stated in a previous comment, it would be really nice if you could slip in the ini config the ability to make it a 1AP or 2 AP ability. Dragon32 suggested just use Ready Up, but that mod is a lot more cheaty. It would be really great if you could take the time to make the small update. Its less a balance and more of a game speed/timing thing. A lot less wait, go, wait, go, wait go. I, and many others, would really appreciate it.
Dragon32 Jun 12, 2017 @ 11:21am 
@DeBlueSeven:
Have a look for the Ready Up mod.
DeBlue Jun 12, 2017 @ 2:50am 
Can you make it so that you can steady before taking any action? That sounds much more useful.
Dragon32 Jan 3, 2017 @ 2:02pm 
Back on 20 June I said:
"Played a Gatecrasher the other day. Didn't go too well (Better AI mod) and hit Restart Mission. When I re-started none of my rookies had the Steady Weapon ability. No biggie."

Since then RealityMachina's released More Default Soldier Abilities to cope with mod-added abilities like this and situations like that (including RM's own Reinforcement Missions and reinforcements on Avenger Defence.

Trouble is that when the Steady Weapon ability is added it's not respecting the INI settings (i.e. disabling for shotguns etc.)

According to RM:
Steady Weapon's issue, sorta, it would involve me having to modify the ability with a new condition since Steady Weapon does its weapon check with the screen listener.

Not sure if there are plans to update this mod at all? Could the weapon check be moved into the ability instead of the screen listener?
Dragon32 Dec 4, 2016 @ 1:03pm 
I've adjusted this so as Steady Weapon isn't available to SPARKs. Editing "XComGameData_SteadyWeapon.ini" by adding this into the [SteadyWeapon.UIScreenListener_TacticalHUD_SteadyWeapon] section:
STEADY_WEAPON_DISABLED_ARRAY[2]=sparkrifle
Dex Nov 17, 2016 @ 5:51pm 
Is there any way of making this compatible with the LW perk pack? The steady weapon added there seems to be causing trouble with this one.
marshmallow justice Nov 11, 2016 @ 8:39am 
@BrotherBabyFace I think it has to do with LW Perk Pack
Roknikus Oct 31, 2016 @ 6:17am 
WARNING: After using this mod myself and reading other users' comments, DON'T USE IT WITH SPARK Units! (Shen's Last Gift DLC) It seems to prevent SPARK units from ending their turns at times.
Roknikus Oct 31, 2016 @ 6:15am 
Seems to have minor compatibility issues with SPARK units, notably with their "overdrive" ability or whatever that gives them extra moves in a turn. Might be worth looking into or disabling for them.
Dragon32 Oct 5, 2016 @ 10:08am 
@BrotherBabyface:
Worked fine throughout my most recent campaign. Probably a mod conflict as there's not been an official update to XCOM 2 or this mod since:
Troubleshooting: Mods not working properly / at all
BrotherBabyface Oct 5, 2016 @ 7:52am 
This no longer works! The icon is different, and when selecting this, on the next turn there is no aim bonus. Please fix or remove!!
Phantom Jul 7, 2016 @ 6:46am 
please update for new dlc and add new localizations thanks.
DrGrouch Jul 6, 2016 @ 3:22am 
This mod isn't letting my Spark units end their turns, it will make it so they can use steady aim over and over and the turn never ends
Dragon32 Jun 20, 2016 @ 12:14pm 
Played a Gatecrasher the other day. Didn't go too well (Better AI mod) and hit Restart Mission. When I re-started none of my rookies had the Steady Weapon ability. No biggie.
SerenityNow Jun 5, 2016 @ 2:00am 
great mod and essential for the early game difficult imbalance in my opinion. This makes early game rookie / squaddie ambushes actually reliably successful.
ObelixDk May 21, 2016 @ 9:28pm 
its not possible to change the actionpoint cost to 1 is it?
All-a-Mort May 2, 2016 @ 8:14am 
If a sharpshooter has the Aim Hunker Down skill, would this stack with that?
Blanjipan Apr 25, 2016 @ 5:30am 
THANK GOD SOMEONE MADE THIS MOD
chulumuchu Apr 23, 2016 @ 8:43am 
I encountered a similar bug as Devil during the Avenger Defense mission. Reinforcements did not have Steady Weapon (e.g. the sniper that came as reinforcement), only troops that had been there from the beginning. I saved and reloaded the mission, but that did not resolve the issue.
Phantom Apr 10, 2016 @ 5:19am 
Also if my soldier is carrying a unit the ability is not disabled.
Phantom Apr 10, 2016 @ 5:18am 
I played with the Mod "Additional Mission Types" and had a retaliation mission called "Haven Siege", where random rookies spawn in the beginning and during the mission. I do not know why but that rookies did not have the steady weapon ability although they had normal rifles. Maybe you can add it somehow to that mod. That would be great :D Thanks
Tactical Heathen Apr 1, 2016 @ 8:24am 
So I love the idea of this mod, loved Long War. Are you aware that upon restarting a mission the button for steady weapon vanishes? And in my 2nd mission of the campaign I had a ranger who did not have the option to steady weapon. Could it be something to do with the soldier being fatigued? I've no idea what it could be really.

(About restarting a mission, i'm playing impossible with increased squad sized and a few other buffs to the enemy. I had to fight 18 enemies on gatecrasher because the officer called in reinforcments...)
gunnergoz Mar 27, 2016 @ 10:55am 
(MOD REQUEST) Love this. Would it be possible to add a "spray and pray" suppression ability from the first mission on? It would basically be weak suppression that, say, rookies could use to decrease enemy aim and movement a bit. I'm not interested in replacing the full suppression ability here, just giving all soldiers a chance to help pin enemies somewhat.
TheShrodingersCat Mar 22, 2016 @ 1:24am 
@The forgotten crouton I have recently added the Russian localization for this mod. If you do not mind, please add it to your next update
TheForgottenCrouton  [author] Mar 19, 2016 @ 12:18pm 
@Hansworth Only first shot will get the bonus aim as shooting is considered offensive action.
Hansworth Mar 19, 2016 @ 10:02am 
So does this work with guardian by adding 20 aim to each shot?
Beagle Mar 17, 2016 @ 4:13pm 
Thank you for quick answer and the even quicker config options! I really appreciate that. Love this mod. It goes really well with XCOM 2's gameplay.
TheForgottenCrouton  [author] Mar 17, 2016 @ 3:22pm 
@Fennix TBH, I don't remember it too clearly either. It's been a while since I last played LW.
Kontrahent Mar 17, 2016 @ 2:52pm 
wow. nice solution! I cant quite remeber how it was handled in LW?

I think it was Steady Weapon, gain +20 aim, end turn, aim bonus still active, then overwatch, and that reactionshot had the +20 aim bonus, no?
TheForgottenCrouton  [author] Mar 17, 2016 @ 2:35pm 
@Beagle Added Added STEADY_WEAPON_DURATION and STEADY_WEAPON_TICK_AT_END to XComGameData_SteadyWeapon.ini. If you want the steady weapon buff to last as long as you don't move or take offensive actions, just set STEADY_WEAPON_DURATION to something like 20. If you want it to still only last 2 turns but tick at beginning of the players turn instead of at the end so your overwatch can take advantage of it, leave STEADY_WEAPON_DURATION to 2 and set STEADY_WEAPON_TICK_AT_END to false.
TheForgottenCrouton  [author] Mar 17, 2016 @ 12:09pm 
@Beagle That combo won't work as steady weapon ends on the second end turn after the ability is used. If you want the steady weapon buff apply to overwatch, you'll have to steady weapon, inspire, overwatch, end turn. I can probably add an ini variable to determine how long the buff lasts though, give me a day or two.
Beagle Mar 17, 2016 @ 8:25am 
If I steady weapon, end turn, overwatch, end turn, will the steadied weapon still be more accurate for any overwatch shots taken during the following Alien turn? I've been attempting to do this combo but unless Perfect Information is reporting inaccurate hit percentages, I'm not gaining any extra accuracy from doing so, implying the steadied bonus is lost after I end the second turn.
feandrad Mar 13, 2016 @ 5:49am 
@The forgotten crouton Nice! Thank you!
TheForgottenCrouton  [author] Mar 12, 2016 @ 7:37pm 
@feandrad added new variable to XComGameData_SteadyWeapon.ini called STEADY_WEAPON_UI_PRIORITY. Use this to adjust where you want the ability to be placed on the UI.
TheForgottenCrouton  [author] Mar 12, 2016 @ 6:54pm 
@feandrad I'm working on it
SGT M. Rodda [1-505th] Mar 12, 2016 @ 6:34pm 
@The Forgotten Crouton Thank you very much for your quick reply.
feandrad Mar 12, 2016 @ 4:42pm 
@Monkey Thanks for the info, but I already know that. My suggestion was from a designer perspective, because in vanilla, all weapons use that keymapping, and I didn't seen any other mod using 2 for an skill, so I understand that the designers of XCOM 2 intended to make it a pattern, like 1 is always attack and reload.

Maybe the Longwar mod uses this key for the skill and the modder make it this way for this reason (I didn't played the Longwar mod), so I suggested to make it configurable, could be in the .ini file. I think every mod that adds an skill should have an option to configure the key.

But if is too much work to do that, no big deal. I'll still use the mod anyway. :steamhappy:
TheForgottenCrouton  [author] Mar 12, 2016 @ 2:12pm 
@Jazz Hand steamapps\workshop\content\268500\626609469\Config
SGT M. Rodda [1-505th] Mar 12, 2016 @ 12:49pm 
Please forgive me, as I see you've posted some information about it already, but I seem to be having a lot of trouble finding the "XComGameData_SteadyWeapon.ini" So i can change what weapons will be able to be steadied. I looked manually in Ini's, tried multiple searches, looked online, and I still can't seem to be able to locate that file. Can you please elaborate on where I can find it? Thanks.
Monkey Mar 9, 2016 @ 9:35pm 
feandrad, just use the letter Y for insta-overwatch.
feandrad Mar 9, 2016 @ 3:02pm 
A suggestion: change the key for steadyWeapon from 2, cause in every other weapon in XCOM2 the number 2 is overwatch. Or at least make it configurable. Great mod btw