XCOM 2
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Reload My Pistols
   
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14 Oct, 2022 @ 12:15pm
31 Dec, 2022 @ 2:25pm
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Reload My Pistols

In 1 collection by EvilBob22
EvilBob's Gameplay Mods
4 items
Description
This is a simple mod to make sure all your pistols can be reloaded when used as primary weapons, along with verifying the other standard pistol abilities.

Note: I personally have only seen problems with reloading pistols in mods from the SCP series. If that is the case for you as well, you may want to look at SCP Series Rebalance instead. It fixes those pistols, but also has a number of other tweaks that you may want to consider.

Pistols, normally being secondary weapons, don't always get the reload ability with new, mod-added ones. But, if you use a class that uses pistols as primary weapons, the reload ability needs to be available on any pistols they use. Mods like True Primary Secondaries cover pretty much everything you need, but there are some mods that add pistols without reload that TPS may not know about. This mod goes through every weapon and adds the reload ability to any pistols that don't already have it.

It will also verify the other standard pistol abilities ('PistolOverwatch', 'PistolOverwatchShot', 'PistolReturnFire', and 'HotLoadAmmo') unless disabled in the config. Note that the Chosen Hunter's pistol does not normally have 'PistolReturnFire' and this mod will add it. But, there are config settings to specifically exclude the Hunter's pistol if desired.

Compatibility
  • Should be compatible with everything, the worst you should see would be a pistol with reload, or another ability, listed twice (if another mod also adds it after this one has run).

    The weapons are checked first, and no ability is added if it's already there. It is also set to run after PrimarySecondaries and/or TruePrimarySecondaries do their thing.

    Strictly secondary-only pistols are also affected, but it is harmless there. If, for some reason, there is a mod that needs reload to NOT be there, there is a configuration option to ignore those pistols just in case.

  • Safe to add or remove at any time.

    If added mid-mission, it will not take effect until after the mission ends.

  • There are no hard requirements, but not much will happen without Primary Secondaries or True Primary Secondaries (or something similar), at least one class that uses pistols as primaries, and a mod with added pistols that don't otherwise reload.

Configuration
There is a configuration option to only check for 'Reload', and no other abilities, on any weapons checked. Also options to check non-pistol weapons for standard pistol abilities, or to set a pistol to not be checked (like the Hunter's pistol). By default, both of these have no items.

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6 Comments
Tommy 19 Jul @ 1:49am 
Thank you, I have same problem with [Raider Faction: Global Occult Coalition]
Haite 5 Jan, 2024 @ 1:44pm 
Ah~ :( I see. I feel pistols are a bit OP, specially against the lost, but oh well
EvilBob22  [author] 5 Jan, 2024 @ 10:14am 
It should be possible, but it wouldn't be simple, there's a lot to consider.
Haite 5 Jan, 2024 @ 1:45am 
Is there a way to make pistols used as secondary weapons to need ammo and be individually reloaded?
EvilBob22  [author] 14 Oct, 2022 @ 5:24pm 
My mistake then, I'll change it to "don't always... when created by a modder" (or something). TSP automatically fixes the 99 ammo, but doesn't check for reload. I know of at least 2 mods with un-reloadable pistols, that's why this got started.
Iridar 14 Oct, 2022 @ 3:54pm 
> Pistols, normally being secondary weapons, don't have the reload ability

This is not true. They do get the reload ability. Here's part of source code for creating the conventional pistol template:

`CREATE_X2TEMPLATE(class'X2WeaponTemplate', Template, 'Pistol_CV');

Template.InfiniteAmmo = true;

Template.Abilities.AddItem('PistolOverwatch');
Template.Abilities.AddItem('PistolOverwatchShot');
Template.Abilities.AddItem('PistolReturnFire');
Template.Abilities.AddItem('HotLoadAmmo');
Template.Abilities.AddItem('Reload');

The InfiniteAmmo part just prevents the Reload ability from ever showing up, since it makes all abilities not consume any ammo, so the pistol is always at max ammo, and therefore does not require a reload.