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[WOTC] LW2 Secondary Weapons
File Size
321.470 MB
Sep 21, 2017 @ 3:43pm
Sep 1 @ 8:39am
20 Change Notes ( view )
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[WOTC] LW2 Secondary Weapons

Long War 2 Secondaries for WOTC

Brings Long War 2's new secondary weapons out for use with custom soldier classes in WOTC! Includes weapons, upgrade schematics, and all associated abilities as of LW2 version 1.5.


Requires the WOTC Community Highlander :
Why?: The Highlander adds support for adding new sockets to attach the weapons to the soldier. Without it, the weapon meshes will not show up (animations will play with no visible weapon).


More than just a straight port of assets and code, this version includes some enhancements and additional features not present in Long War 2:
  • 3 Tiers for All Items - The Sawed-Off Shotgun and the Combat Knife only had one upgrade which came rather late and had roughly Tier 2.5 stats. The stats and tech requirements for the first upgrade have been reduced and a Tier 3 upgrade has been added for smoother progression. The Tier 3 versions share the same visuals as the Tier 2, unfortunately.

  • Added Ability Tags - Ability Tags have been setup so that the actual values from the config files will be pulled in for most localization text. The Localization text has been cleaned up and altered to support the Ability Tags. (I've only done this in English - If you would like to submit a translation, let me know in the Discussion section)

  • Support for Alternate Configurations - There are a lot of mods out there that change the way the game plays: I've tried to build this to work with as many setups as possible. By default, the weapons are setup to function like base-game weapon upgrades that are infinite and use Upgrade Schematics; however, the config framework and a boolean toggle in the config files are there to switch to upgrading them as finite items like LW2. Cost configurations have been expanded to include more resource types that can be configured as desired and all resource costs will be ignored in the UI if set to 0. Additionally, conditions have been added to all of the abilities where it's appropriate to disable their display and effects when a valid weapon type is not equipped, allowing better support for multi-purpose classes that have access to multiple weapons. The list of valid weapon types for each set of abilities is expandable to support any additional weapon categories that the modding community may release in the future.

    NOTE: The bFiniteItems variable should not be changed mid-campaign... things will likely break.

  • Some Small Bug-Fixes - I fixed a few issues and inconsistencies that I found while testing the abilities. If you find any more, let me know and I'll try to sort them out.

How to Use

This mod now adds basic support for the 4 base game classes to use these secondary weapons. Each class will have the choice between their normal secondary weapon, one long-range secondary (arcthrower for specialists, gauntlet for grenadiers, and holotargeter for rangers/sharpshooters) and one short range secondary (combat knife for rangers, sawed off shotguns for everyone else). The base classes will only have access to the base abilities - custom classes that are assigned the weapons and abilities will have to be used to get access to the more specialized abilities. If you want to try your hand at creating your own custom classes from existing assets, i recommend checking out Richard's WOTC Create Your Own Class Template .

NOTE: In order to make integration with the base game classes possible, all of the abilities used by their normal secondary weapons had to have weapon restrictions added. The abilities and the weapons they are restricted to can be edited in XComLW2SecondariesWOTC.ini - this should only be necessary if additional weapon types/categories are released in future mods that need to work with these abilities. IF this happens, let me know and I'll add them to the default list for everyone.

The names of the weapons and abilities are identical to what they were in Long War 2, but for those who may not be familier, below are the names to reference:

Arc Thrower:
Combat Knife:
Sawed-Off Shotgun:
Weapon Type:
  • By default, the Combat Knife abilities can also work with swords

Thanks and Credits

All credit for visuals and original abilities goes to Pavonis Interactive and the LW2 team. See their mod page Here for detailed team credits. Huge thanks to Favid for porting the toughest parts of the Gauntlet code that I had been putting off doing myself and letting me use it, to the X2CommunityHighlander team for extending what we can do with mods, and many thanks to Firaxis for a mod-friendly game.

Huge thanks to Erazil for the French translation. All of the dynamic ability tags in the localization text make it a real challenge/chore to translate - he was kind enough to put in a lot of work to make that happen!

Known Issues
  • Gauntlet is attached to the wrong location on the serpent suit mesh (the cosmetic torso mesh, not the armor type). The fix for this (cosmetic only) issue from LW2 is not currently working. Using a different cosmetic torso will let you use the Serpent Suit without the visual issue.
  • Visual issues with some Gauntlet abilities - sometimes rocket projectiles dont show up, Firestorm's shoot animation isn't working correctly, etc.

Version History
(See Change Notes for full history)
    • Updated Holotargeter conditions to correctly grab the source unit when the ability is granted through an item instead of in the soldier's ability tree.
    • Updated Holotargeter abilities to work off the presence of effect names rather than ability names to support custom Holotargeter abilities.
    • Fixed issues with charges being granted again in multi-part missions (like the chosen strongholds).
    • By default, the Arcthrower will now use a custom range table that is in-between the standard short and mid range tables. This range table can be edited or you can set to use either the standard short or mid range tables instead in the Arcthrower's section of XComGameData_WeaponData.ini.
    • Changed the icon for Combatives to follow the theme of other Return Fire abilities.

Please let me know what you think of the mod, if you run into bugs, or if you have balance concerns. Thanks and enjoy!
Popular Discussions View All (1)
May 24 @ 1:25am
French Translation
< >
jjb788 Sep 11 @ 4:34am 
First off, thanks for the great mod.
So I've been trying to add upgrades to these weapons, and only a couple seem to be able to equip upgrades like the holotargeter and the athrower, but not the combat knife, sawed off shotgun,or the gauntlet. I'm currently using mod everything reloaded and configure upgrade slots, so I can add upgrade slots, but not actually equip anything. Thought you might be able to help.
Short Boy Sep 2 @ 3:59am 
Oooh that was the problem. good ole Holot has returned. thanks for fix.
shiremct  [author] Sep 1 @ 12:36pm 
FYI, Ability Interaction Fixes has been updated and no longer has issues with XModBase. These mods can work together now without any config changes!
shiremct  [author] Sep 1 @ 8:46am 
Okay, attempt number 2 at the fix - I forgot the default return value in a function, so using the holotargeter without squadsight was still failing target conditions. Hopefully I got all use cases covered now!
Short Boy Sep 1 @ 12:05am 
Still unusable. if no one is experiencing this problem except me, then pretty sure it's very likely a mod conflict. but don't think i have another mod that overwrite this rather than RPGO and Primary Secondaries.
shiremct  [author] Aug 31 @ 10:35pm 
I think I found the issue in a visibility condition that wasn't getting the right source unit when the holotarget ability is granted from the item. I ran some tests and it seems to be working now. Let me know if something is still misbehaving.
Short Boy Aug 31 @ 8:01pm 
RPGO user here. after it's update for Holotargeter, All of my soldiers are unable to use any targeting skills, saying 'No targets available.' even when enemy is in sight.
here's the log when im trying to holotarget an enemy on concealment.

[0240.01] StealthOverhaul: ValidateStealthAbilityActivation bIsItemValid False bIsWeaponValid False bIsWeaponAttachementValid False
[0240.01] StealthOverhaul: ValidateStealthAbilityActivation HasGlobalStealthAttachment False
[0240.01] StealthOverhaul: TacticalHUD_UpdateReaperHUD No HUD Interception. Cleanup Tactical HUD / bMayBreakConcealmentOnActivation False bIsValidStealthAbility False
[0240.01] ScriptWarning: Accessed None 'TargetingMethod'
UITacticalHUD Plot_SLM_Guerilla_LgObj_Overpass.TheWorld:PersistentLevel.UITacticalHUD_0
Function XComGame.UITacticalHUD:RaiseTargetSystem:05B4

any idea how to fix that? already tried verify game cache/reinstall game/delete config folder/unsubscribe all mod and resub but won't work.
shiremct  [author] Aug 30 @ 6:27am 
@SentrySent, there is, check one page back on the comments for info on how to do that.

@manolt, I'm not hearing any problems from other users, it should still be working fine. Try un- and re-subbing - maybe something got corrupted. Does launching with RPGO without LW2 Secondaries also crash?
SentySent Aug 30 @ 3:39am 
So the Ability Interaction Fixes mod causes Quickburn to not work properly, is there a way to make both mods work together nicely?
Insufferable Smartypants Aug 27 @ 4:36pm 
Primary Secondaries mod reported that they were the cause of the Templar bug, and Musashi's already got a fix up. It should be okay now.