XCOM 2
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Dual Wield Melee
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File Size
Posted
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115.955 MB
Jul 12, 2018 @ 12:18pm
Jun 4, 2020 @ 11:01am
20 Change Notes ( view )
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Dual Wield Melee

In 1 collection by Musashi
Musashis WotC Mods
29 items
Description
Dual melee wielding

When you equip a melee weapon in the secondary weapon slot and the primary weapon slot (using the "Primary Secondaries" mod)
this mods converts your soldier to dual wielding melee.
You can use and combine any melee weapon (either from the game or from a mod) except the skirmisher claws and the templars psi gauntlets because these are technically already dual weapons.

Gameplay
Dual melee does two slashes per attack.

The primary weapons slash will do full damage, the slash of the secondary weapon will do half the regular weapons damage.

Supported classes by default:
- Ranger
- Samurai
- LWOTC Shinobi
- RPGO Soldier

How to support custom classes?

add allowed weapon type to the XComClassData.ini of that class mod.

+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="sword") +AllowedWeapons=(SlotType=eInvSlot_SecondaryWeapon, WeaponType="sword")


Features
- Over 250 custom animations made from scratch
- Full support of the photobooth
- Custom poses and animations on the starting screen and the skyranger drop-in sequences.
- Dynamic reposition of the sword sheath position (moved to the hip)
- Support of other weapon mods

Credits
Robojumper for support patching the shell screen and dropship matinees.
Iridar for the animation tutorials and tweaks/fixes
CX for feedback and support

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 (7)
15
Sep 20, 2018 @ 2:40pm
PINNED: Screenshot Contest
Musashi
8
Jul 20, 2018 @ 6:23pm
Utility Slot SideArms Incompatibility?
Nephalem
2
Aug 23, 2018 @ 10:13am
Missing ability information
Kaden
< >
388 Comments
jonnyafrica Sep 23 @ 2:25am 
@ Musashi Hi there, firstly thank you for this mod. I was wondering (as I am playing this mod with my Deadpool skin) is there any way of the dual wielded swords being equipped on the back?
Thanks again.
Michael Sep 20 @ 10:49am 
After a bit of testing, I have confirmed that the problem with this mod is entirely because of the True Primary Secondaries Beta. For anyone who wants to play with this mod, make sure to use the original Primary Secondaries mod instead of the Beta as it is currently broken.
Michael Sep 20 @ 2:56am 
@transendingwolf @BTAxis I have also had the same problem as both of you. The dual wield animations work fine but the secondary slash damage never triggers. I have tried this mod before on the old Primary Secondaries mod and it used to work fine. Maybe there's an issue with the True Primary Secondaries Beta?
horc00 Aug 28 @ 1:44am 
Swords not showing up in secondary slot...

1. To my understanding, all swords are secondary weapons by default. The Primary Secondaries mod simply makes a primary copy of it. It works perfectly for all the non-powered blades. I tried using the console to add swords from Musashi's Katana mod. The 3 Vortex blades works perfectly too, appearing in both primary and secondary weapon slots. However, all the other blades beside the Vortex ones doesn't seem to work. Oddly, they're only available as a primary weapons but not the secondary. The same problem occurred with the original games Arc Blade and Fusion Blade.

2. I tried swapping the mod with the True Primary Secondaries (BETA) mod instead but it didn't work too. Like before, only the original non-powered blades and all 3 Vortex blades could be equipped as primary or secondary weapons. All the other blades could only be equipped as primary.

Appreciate any help to resolve this problem. Thanks!
BTAxis Aug 22 @ 1:59am 
I use this with RPGO and True Primary Secondaries, and I find dual wielding doesn't work. I can equip two swords on my Ranger spec soldier, but only the primary weapon is used to slash. The second sword deals no damage. I also don't get any dual-wielding animations. Does anyone know what could be going on?
ThadiusCarsonic Jul 31 @ 11:37pm 
Is anyone having problems with the game crashing when using dual melee weapons? Crashes seem to most frequently occur with attacks that will end my turn completely.

Bladestorm is fine; and it seems to be more stable if I attack within my blue movement range, but the moment I go charging at max distance with my dual melee character, or use my secondary slash attack after my first move, it just freezes my game and completely shuts down shortly after.
Dragon32 Mar 30 @ 3:10am 
@ragnakore
I've never used this mod with it but have you seen "Melee Lost Headshots"? That could well already be configured.
ragnakore Mar 30 @ 1:09am 
What is the skill name when Dual Wielding?
I'd like to add that into Lost's Headshot list.
0A0 Mar 18 @ 11:39pm 
Faced several times those crashes contain DualWieldMelee lines in log. Solider equiped with a lightsaber,a sword also a pistol in utility slot will randomly cause crash when attack. Use other soliders in the same mission will be fine, but if load the mission and attack by the same solider will get crash. Only randomly happened in the same type equipment. Use RPGO Jedi, Utility Slot Sidearms WOTC by Ginger. Hope someone can figure out why.
0A0 Mar 18 @ 11:37pm 
[0439.86] Critical: appError called: Assertion failed: appErrorf [File:G:\BuildAgent\work\9a884cb2af69f6ff\main\XCOM2\Development\Src\Core\Src\UnCorSc.cpp] [Line: 267]
Assertion failed, line 291
X2Ability_DualWieldMelee Transient.X2Ability_DualWieldMelee_0
Function DualWieldMelee.X2Ability_DualWieldMelee:MergeVisualization:0F5A
Script call stack:
Function XComGame.XComGameStateVisualizationMgr:ExecutingVisualization.Tick
Function XComGame.XComGameStateVisualizationMgr:EvaluateVisualizationState
Function XComGame.XComGameStateVisualizationMgr:BuildVisualizationFrame
Function XComGame.XComGameStateContext_Ability:MergeIntoVisualizationTree
Function DualWieldMelee.X2Ability_DualWieldMelee:MergeVisualization
Stack: Address = 0x3f3048dc (filename not found) [in E:\Steamapp2\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\Binaries\Win64\XCom2.exe]