XCOM 2
Utility Slot Sidearms
208 Comments
Inaire Feb 18, 2022 @ 6:04pm 
Psi amp sidearms don't really make too much sense by itself butt here are other mods that could use this like partially gifted
Zaku II (Alias WatcherZigzagoon) Jul 4, 2020 @ 5:54pm 
does this mod provide the abilities for each secondary? I doubt it, but I want to know for sure before I try it
Zoinho1 May 20, 2020 @ 8:41am 
Does not work in ongoing campaign, right? I tried the console command and nothing.
SuperDigga May 19, 2020 @ 1:42am 
I dont understand how equipping a blade on an assault will grant him slash or fleche?
I tried it once and besides crashing 2 times in a mission, my assault stunned foes with a slash animation...
Revan519 May 8, 2019 @ 2:53pm 
work with wtco???
aku-aku Mar 19, 2019 @ 2:12pm 
Well, finally the gremlin appeared as a really utility gear.
I thought it will be in the secondary arm slot.
Can i achieve that somehow?
Side note: now in the utility arms list the gremlis is listed four times. Not so nice...
aku-aku Mar 19, 2019 @ 2:04pm 
I have found the file: XComUtilitySlotSidearms.ini
I put a new line into that:
bEnableGremlins = true

Nothing happened....

aku-aku Mar 19, 2019 @ 1:19pm 
Which INI file should I use?
aku-aku Mar 17, 2019 @ 10:18am 
Yesterday I started a new Long War campaign. After I finished the first mission, in the Armory I tried to give a drone to a sharpshooter. Without success.
What did I do wrong?
Savar Belmont Oct 28, 2018 @ 11:23am 
activating and using the command console can be found with a simple google search. in the past i'd have just told you but perhaps it's better if you learned yourself.
keyofrage yt Oct 28, 2018 @ 3:17am 
how do issue comadns like the utillary reset thing
Sidewinder Feb 21, 2018 @ 1:27am 
@42nfl19 How did you manage to add the other weapons ? ( i have no experience with the config files)
Obdulio Nov 2, 2017 @ 9:29am 
No updates on the this mod's progress toward WotC ?
Gale_Dragon Oct 19, 2017 @ 9:00am 
not compatible with LW2 and Partially Gifted
pls update
JvJ Sep 17, 2017 @ 10:06am 
@Soul D. Dragneel let us know if you update this mod then ill send you a cybernectic hug.
WaKKO151 Sep 11, 2017 @ 12:18am 
does this add in all those engineering recipes for utility items cause i really hate those and if it does I would really like to take them out. Is there away to do that? Or at least adjust the recipes to be balaned with the rest of my game?
Savar Belmont Sep 10, 2017 @ 9:59pm 
if i can even get it to compile...
Legend Murdock Sep 10, 2017 @ 7:24pm 
well if you need someone to beta test it, let me know o.o
Savar Belmont Sep 10, 2017 @ 12:58pm 
i'm trying but i've gone from not doing anything with modbuddy to updating this... it's not pretty.
Legend Murdock Sep 10, 2017 @ 12:31pm 
it'd be really awsome if someone could make an update to this fantastic mod.
Savar Belmont Sep 5, 2017 @ 6:11pm 
Coding issue causes crashes. Tried updating it myself but the code as it sits fails in the compiler
ijiwaru Sep 5, 2017 @ 5:35pm 
Any reason why it wouldn't work in WOTC?
Savar Belmont Sep 1, 2017 @ 9:03pm 
I think grimy abandoned this mod awhile ago...
darkzero Aug 31, 2017 @ 11:16am 
If I bribe you with cookies will you update this for wotc?
José Aug 27, 2017 @ 3:12am 
@Criken. It can be done. Just use Mod Everything Reloaded.
Criken Aug 27, 2017 @ 12:30am 
Modded pistols should be allowed in utility slot. And mag pistol.
José Aug 16, 2017 @ 10:23pm 
Hey, Grimy! I have a few questions regarding attaching models to items. Would you be able to help out in that regard?
Savar Belmont Jul 17, 2017 @ 4:20pm 
was looking at the .ini file and saw Sword_LS what mod grants the laser sword? it's not in LW2 and i saw nothing about it in the laser pack but the pairedsword_ls grants a utility laser sword without any stats... curious.
Divian28 Jul 5, 2017 @ 1:27pm 
how or where do you add weapons to this? I was wanting to add the alien hunters axes and handgun
42nfl19 Jul 3, 2017 @ 4:11pm 
NVM, it has been a long time since I fiddled with the config files, I had to manualy add the Halo pistols and deagles I use.
42nfl19 Jul 3, 2017 @ 4:08pm 
Do all secondary weapons become accessible or do you have to add them? The Halo Reach [ http://steamcommunity.com/sharedfiles/filedetails/?id=641554054 ] pistol works and I can use it in the utility slot. Sawed-off Shotgun - Standalone from [ http://steamcommunity.com/sharedfiles/filedetails/?id=705577020 ] does not seem to work in the utility slot.
✪dr.dre Jun 30, 2017 @ 10:26am 
can you just enable psi amps from the start
akasa_JP Jun 18, 2017 @ 6:35am 
Is not there a way to edit the ini file by using the side arm of lw 2 as a utility?

As far as the utility is concerned, I think that ability can be operated in the same way as a pistol.
Cornelian Apr 19, 2017 @ 1:38am 
Hello Grimy, are you planing to extend somehow this mod to the LW2 new sidearms?
Devildog of Ultramar Mar 18, 2017 @ 4:03am 
Would it be possible for you to make this work with the Alien Hunter Axes? In it's current state it won't allow me to use them as a utility item
Conefed Feb 26, 2017 @ 7:38am 
My utility slot combat knives have stopped giving stealth take down~
They still give mobility (and probably reduced detection)
Rymdkejsaren Feb 25, 2017 @ 12:30am 
Hmm... seems to work! Though I was hoping to have an extra slot for everyone just for the knife. But I guess that would be a separate mod.
Rymdkejsaren Feb 25, 2017 @ 12:09am 
Awesome! So, if I just want to be able to add SpecOps knives to all classes, I comment out everything else in the .ini, right? (I noticed SpecOps knives already adds themselves to your mod). Cheers!
Countess Vines Feb 9, 2017 @ 2:58am 
So I don't know if it's working yet or not (because I just installed the mod) , but there is the option in the Partially Gifted config ini that seems to control enabling Psi Amps for USS.

You want to look at XComPartiallyGifted.ini in the Partially Gifted folder (649477316).

You need to change Line 5,

GrimyOn = false

to...

GrimyOn = true

---

The same folder has an XComUtilitySlotSidearms.ini file. When you set,

GrimyOn = true

above, it seems to activate the following line,

bEnablePsiAmps = true

which looks like it will add the Psi Amps to USS

---

Good luck and be well!
edgarcabrera Feb 8, 2017 @ 8:43pm 
It is the LW_overhaul.ini file inside the LW2 mod. The line you need to change is this:



; +ItemTable=(ItemTemplateName="PsiAmp_CV", Slots=0, Starting=true, Infinite=true, Buildable=false

to

+ItemTable=(ItemTemplateName="PsiAmp_CV", Slots=0, Starting=true, Infinite=true, Buildable=false


Rainman1110 Feb 7, 2017 @ 3:07pm 
@ISky What line in LW_Overhaul.ini was that?
Greymalkin Feb 7, 2017 @ 9:49am 
@ISky I also have a PsiLab, but I tried on an ongoing campaign after uncommenting the LW line. I'll try with a new one. Thanks for pointing me out in the right direction, anyway.
Blooest Feb 7, 2017 @ 7:24am 
They also don't appear until you have a Psi Lab, as I recall.
They work for me, and that's all I did, so...
Greymalkin Feb 7, 2017 @ 3:57am 
@ISky I found the commented line I think you mentioned, uncommented it, but still no PsiAmps as utility items. :(
Greymalkin Feb 7, 2017 @ 3:52am 
@ISky Which line do I have to uncomment? I am using LW2, USS and Partially Gifted. PsiAmps don't show up for me in the Armory as utility items.
Blooest Feb 6, 2017 @ 7:05pm 
For psi amps in LW2, you need to uncomment a line in LW_Overhaul.ini. The template isn't added to the item table, I guess because in vanilla LW you would never need to -give- a soldier a psi amp, and so then USS doesn't pick it up.
They're enabled by default in this mod, as are grenade launchers, despite what the description says.
42nfl19 Feb 5, 2017 @ 3:55pm 
What happens if you have multiple blades? One from secondary and another in utility? These two blades have different damage and abilities?
Greymalkin Feb 4, 2017 @ 11:30am 
@Arkenor Did you manage to make it work? I need this mod for Partially Gifted, but there's no way in the INI to enable PsiAmps.