XCOM 2
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Primary Secondaries
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1,057.984 MB
Sep 22, 2017 @ 3:39pm
May 10, 2020 @ 4:54am
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Primary Secondaries

In 1 collection by Musashi
Musashis WotC Mods
29 items
Description
Primary Pistols and Primary Melee Weapons

Update: Now features dedcated animations for primary swords, primary pistols and primary autopistols.
This includes tactical animations, armory animations, starting screen, skyranger drop and photobooth poses.

Requires War of the Chosen Expansion and the WotC Community Highlander.

Please don't use this together with my "Primary Pistols" mod. The mods collide with each other.

This mod generates primary variants of all pistols and melee weapons in the game (except ripjacks and shard gauntlets).

They are unlocked together with their secondary counterpart.

It supports all DLC and XPack weapons and every melee weapon or pistol of any mod,
since the the primary weapons are generated at game initializtion from whatever you have installed.

Additionally this mod incorporates the Pistol Upgrades mod which means it adds
visual attachments for the vanilla pistols (primary and secondary).

Primary Pistols have a clip size of 6
and they provide +1 mobility and -20% detection radius and +1 damage and a slightly better range table than secondary pistols(can be disabled or modified in XComPrimarySecondaries.ini).

Also adds a "Empty secondary" item that grants a 15% mobility bonus.

Specialist, Grenadier and PsiOperative are enabled to use primary melee weapons, primary pistols and templar sidearms.
Sharpshooter can use primary melee weapons and Rangers Primary Pistols/Sidearms.
This is not fully tested and could be buggy for abilities like supression or certain passive abilities dont apply correctly like Blademaster e.g. I dont full support the vanilla classes because these classes are not meant to be used with PS.
There are mod classes that are meant to be used with PS and their abilities are optimized to work with them.
Also you can't use ranged abilities with swords of course.

Credits to:
Krakah for the pistol attachments.

Incompatibilities:
Reduce Armory Clutter causes this mod not to work properly.
Some mod added weapons have no fireing sound. Please ask the mod author of these mods to put the sound in the weapon animation.

Mod troubleshooting
https://www.reddit.com/r/xcom2mods/wiki/mod_troubleshooting

Patreon
Have look at my work in progress and infos on my mods at my patreon page.
Your really like my mods and would like to help me have more time for modding? Consider become a patreon :)

https://www.patreon.com/musashi1584
Popular Discussions View All (18)
30
May 30, 2020 @ 12:18pm
Whenever I equip someone with a primary pistol, it multiplies at the end of the battle.
Havelock Vetinari
24
Jul 12, 2019 @ 5:29pm
Limited Reloads Compatibility
looplick
5
Sep 19 @ 12:35am
Bugs found: Shredder, Return Fire & Holo targeting
Bachoketa
< >
1,019 Comments
Locke Sep 19 @ 12:41am 
I absolutely love this mod, but there are two big bugs...

1. Many abilities do not work with the primary pistol (Shredder, Holo-Targeting, etc)
2. The pistol frequently jumps out of the unit's hand when firing from cover

If anyone has already worked out a fix for this I would really appreciate it.
Abaddon the Unholy Sep 1 @ 5:27pm 
so ive tried to contact a modder about one of their classes not using primary sword animations and they never responded...would this be a good place to ask how to incorporate it myself? It's the Fortis Magi from Puella Magi class. WILL NOT use the sword anims and continues to act like she has an invisible gun. If i equip a glaive she'll try to do the glaive animations but she wont draw the glaive...so im just wondering if i can set up the class to use the proper animations or if it would have to be done on their end.
XpanD Aug 26 @ 12:43pm 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Did see some slight weirdness, but nothing solid enough to report, and nothing that really broke anything too bad either. Thanks for putting this up.
Newt Aug 25 @ 9:57pm 
i cant shoot anymore with pistol/autopistol in primary or secondary. Only overwatch with it
Pandathan Aug 23 @ 5:46pm 
Hello, first off love the mod! But whenever I select "Unequip Barracks" Instead of giving them the default weapon for their class it just gives everyone autopistols, any ideas?
Tiaz Aug 17 @ 11:44pm 
Same problem here like erik.vale doubled items in weaponry build tab
erik.vale Aug 13 @ 7:04am 
Reporting a bad interaction with Prototype Armoury. This causes sidearms to be doubled up in the weaponry build item section, with one of the doubles charging for building but not providing the item.

@Mushashi This isn't me asking for a fix, but so that if anyone else runs into this problem they can better find the source.
No_More_Hero07 Aug 10 @ 9:06am 
Deleted my last comment. It turns out it's a visual bug and the damage still applies.
Doan Jul 27 @ 3:16pm 
It seems like this doesn't work with faceoff and fan the hammer from the gunslinger tree
coreythefemininemale Jun 21 @ 10:33am 
It's
additem [ItemID] 1