XCOM 2
[LW2] XCom Pistols Enhanced Redux
66 Comments
NeverBetter 15 Apr, 2024 @ 3:18pm 
Does this work with WOTC solo or do you need Long War to use?
DrunKraken  [author] 5 Oct, 2022 @ 2:09pm 
By default tier 1 pistols are set for 1 slot. As for getting more slots open earlier in the game, you need to edit the weapon config files.

Example file:\Steam\steamapps\workshop\content\268500\879862455\Config\Vanilla\ XCom_XCPistolAdv_Weapon.ini

Use a text editor and change the "CVWPdata_T1_iNumUpgradeSlots=1" to "CVWPdata_T1_iNumUpgradeSlots=3".

I would say 4 is the max before the UI behaves oddly so keep that as the limit.
razjains 5 Oct, 2022 @ 9:48am 
Also, you said you can't have more then 3 slots to upgrade this weapon this early unless you go in and change the slot count in the config files i.e CVWPdata_T1_iNumUpgradeSlots=1?
For Legacy Pistol Upgrades by Musashi and you is this location the same place to change the count? \Steam\steamapps\workshop\content\268500\879862455\Config. If its not the same location folder please tell me.
Sorry for the questions.
razjains 5 Oct, 2022 @ 9:47am 
Please forgive me TheDrunkKraken i'm a beginner when it comes to this game and modding game so please bare with me.
From my understanding after selecting [LW2] XCom Pistols Enhanced Redux + Mod Everything Reloaded in the manage mod menu then firing up the game I play the 1st mission and get my first sharpshooter with a pistol default. After modular weapons has been completed under research will only 1 slot be available with the sharpshooter @ this stage tier 1 I think you said under one of the types you listed XCPistolLS_T1, XCPistolMG_T1 or XCPistolBM_T1? Or do I have wait to progress in the game to unlock more slots for this weapon?
DrunKraken  [author] 4 Oct, 2022 @ 7:50pm 
Also make sure you've picked one of the supported pistols with the tier marks for your pistol slot in the loadout.

XCPistolLS_T1
XCPistolMG_T1
XCPistolBM_T1
DrunKraken  [author] 4 Oct, 2022 @ 7:47pm 
Tested fresh game Vanilla Xcom2 + Mod Everything Reloaded. The pistols are upgrading their slots with each tier upgrade. So mod is still working as intended.

This is the value you'd tweak in the config files if you wanted to more slots earlier.
CVWPdata_T1_iNumUpgradeSlots=1
razjains 4 Oct, 2022 @ 2:24am 
This MOD NO LONGER WORKS? PLEASE HELP. 3 SLOTS ARE NOT BEING GENERATED? Utility Slot Sidearms. The 3 slots on pistols are no longer available to install upgrades for the vanilla game. Please update I activated Legacy Mod Everything Reloaded as required but no luck.

What am I doing wrong? All other mods are generating a numbered folder in the content folder except this one? No code is coming up or any folder for this mod when activated? The 3 slots to show for legacy vanilla pistols sounds simple enough could someone make a new one please?
DrakkonWarrior 11 Jan, 2018 @ 1:08pm 
Thanks! I'll give it a try. I appreciate the help and the fast response, I have some experience with modifying things in Skyrim, but XCOM is like reading a foreign language. Thanks for lighting the path, I'll let you know how it goes when I get time to root around through the files.
DrunKraken  [author] 10 Jan, 2018 @ 8:07pm 
@DrakkonWarrior:

For the attachments, you will need to copy all ten of the "; CV" attachments, and change the "MatchWeaponTemplate" value to whatever it is, in the stand alone Advent Pistol mod your using.

Attachment Example:
+PistolAttachements=(Type="CritUpgrade", AttachSocket=XC_OpticA, UIArmoryCameraPointTag=UIPawnLocation_WeaponUpgrade_Shotgun_Optic, MeshName="ConvSniper.Meshes.SM_ConvSniper_OpticB", ProjectileName="", MatchWeaponTemplate=MyAdventPistolModTemplatenameHere_Primary, AttachToPawn=, IconName="img:///PrimaryPistolsMod.UI.ConvPistol_OpticB_Crit", InventoryIconName="img:///UILibrary_StrategyImages.X2InventoryIcons.MagSniper_OpticB_inv", InventoryCategoryIcon="img:///UILibrary_StrategyImages.X2InventoryIcons.Inv_weaponIcon_scope")
DrunKraken  [author] 10 Jan, 2018 @ 8:07pm 
@DrakkonWarrior: To show the attachments, you need to tweak the config file for "Primary Secondaries" mod to make an entry for the temaplte name in the stand alone Advent pistol mod, which changes the archetype being used.


Archetype replacement Example:
+ArchetypeReplacements=(TemplateName=MyAdventPistolModTemplatenameHere_Primary, GameArchetype="PrimaryPistolsMod.Archetype.WP_AdventPistol_CV", NumUpgradeSlots=2)
DrakkonWarrior 10 Jan, 2018 @ 2:55pm 
actually, just went looking again, he has Advent under "primaries" but not "vanilla", would that mean I just copy the ADV section and modify it the same way the other gun names are modified to get it to work on a secondary weapon Advent pistol?
DrakkonWarrior 10 Jan, 2018 @ 2:48pm 
ok, you are right, I found the Advent pistol "guts" in the .ini, and I do have a standalone pistol mod, it is included in Advent Armoury. So what could be causing it to not show the attachments, different naming conventions?
DrunKraken  [author] 9 Jan, 2018 @ 8:02pm 
@DrakkonWarrior: I'm not sure you can add a new template on the fly with "Primary Secondaries" mod. I believe the mod is replacing values in existing templates available in the player build list.

For the pistols that show up in the Primary slot. The mod is cloning the pistol template and appending "_Primary" to the template name which makes a new template from the available player build list.

Now if you had a stand alone Advent pistol mod, the "Primary Secondaries" mod I think should be able to see it in the user build list, and make a clone of it for the Primary weapon slot.

For the Advent pistol in the secondary slot, "Primary Secondaries" mod I believe would let you change values in the config file once it has gone through the weapon list.
DrakkonWarrior 9 Jan, 2018 @ 1:34pm 
so if I wanted to keep the mag pistol and the advent pistol both, how would I add it to the templates? I gather that after I add it, just snag a copy of all the attachment documentation and replace the pistol name in all of it, but I'm not sure of how to go about adding the pistol directly
DrakkonWarrior 9 Jan, 2018 @ 1:10pm 
@Krakah thanks for the fast response, and for the info! Keep up the awesome work! If I could favorite mod authors, you would be on the list, lol
DrunKraken  [author] 8 Jan, 2018 @ 10:52pm 
@DrakkonWarrior: I poked at "Primary Secondaries" mod, and the advent pistol is still hidden in there from this mod.

You can add the Advent pistol into the template list via his XComPrimarySecondaries.ini file.

Example enabling Advent pistol in place for Xcom Mag pistol for testing.

;+ArchetypeReplacements=(TemplateName=Pistol_MG_Primary, GameArchetype="PrimaryPistolsMod.Archetype.WP_Pistol_MG", NumUpgradeSlots=2)

+ArchetypeReplacements=(TemplateName=Pistol_MG_Primary, GameArchetype="PrimaryPistolsMod.Archetype.WP_AdventPistol_CV", NumUpgradeSlots=2)

If you add a new weapon template to his list, make sure you extent his attachments section to match with the new template name. Otherwise if you replace the Mag pistol archtype you don't need to mess with the attachments list.
DrakkonWarrior 8 Jan, 2018 @ 7:12pm 
@Krakah Musashi's Primary Secondaries apparently doesn't support the Advent Mag Pistol, I have tried from the previous mod I used in Legacy and this mod added fixtures, and from 2 other mods for WOTC, no mods visible with Primary Secondaries
Parameter 23 Dec, 2017 @ 12:18am 
@ KRakah: Sorry, you are right. I have just seen that I can make the required setting in the corresponding Ini file from Musashi.
DrunKraken  [author] 23 Dec, 2017 @ 12:16am 
@Vorlod: That'd be a feature request for Musashi.
Parameter 23 Dec, 2017 @ 12:06am 
@ Krakah: Your Mod has an advantage over WotC Primary Pistols: I can extend secondary pistols with more than one slot. I do not play with primary pistols, it's about the expansion of secondary pistols.
Parameter 18 Dec, 2017 @ 9:54pm 
@ Krakah: Thx for your Feedback!
DrunKraken  [author] 18 Dec, 2017 @ 4:49pm 
@Vorlod: His mod uses the same upk file from this mod. So all the visual attachment bits are in his mod.
Parameter 18 Dec, 2017 @ 7:37am 
@ Krakah: Your mod will allow more upgrades, unless I'm not mistaken. :-)
DrunKraken  [author] 17 Dec, 2017 @ 2:24pm 
Mushashi already released a Primary Pistols mod for Wotc.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1125431597&searchtext=
Parameter 17 Dec, 2017 @ 2:18am 
Update WOTC?
Kirone - FordArkITA 2 Sep, 2017 @ 5:36am 
Update for WOTC?
Rabid Dutchman 29 Aug, 2017 @ 2:44pm 
Any plans to update this for WotC?
Prophet Of Merci 27 Jun, 2017 @ 10:20pm 
Cleaning up shop since i got way too many mods installed and i want to keep it streamlined with updated items. I noticed your mod here hasnt been updated in a long ass time. So im curious if there are any plans to do so...cuz if not, ill have to get rid of this and anything else this assists IF i truly have to.
Boisegangpc 5 May, 2017 @ 8:43pm 
Will Mercenary Plasma weapons become supported?
NEPTUNE IN SAGITTARIUS 13 Apr, 2017 @ 10:06pm 
@Krakah: this time I can use your MOD will be LW2 the damn sawed off shotgun and holo targeter overhaul.:steamhappy:
NEPTUNE IN SAGITTARIUS 13 Apr, 2017 @ 9:47pm 
@Krakah: Hi bro,thank you so much !
DrunKraken  [author] 13 Apr, 2017 @ 9:36pm 
As requested, _bHideClipSizeStat & _bInfiniteAmmo have been added. This should resolve ammo issues.
NEPTUNE IN SAGITTARIUS 13 Apr, 2017 @ 8:38pm 
@Krakah: This is good news, thank you.Your MOD I used to adjust the parameters of the other MOD, is very effective. So you MOD is more than a pistol accessories MOD, it can do many things.
DrunKraken  [author] 13 Apr, 2017 @ 8:18pm 
@2038714352: The invisibility issue I've seen happen with both my mod and Musashis mod. The cause is unknown at the moment.

My brute force solution when I had it happen to me. I did a steam game file repair and it went away.

As for the extra flags, yeah I can add those.
NEPTUNE IN SAGITTARIUS 12 Apr, 2017 @ 8:41am 
@Krakah: if setting "Utility", LW2 pistol in mission is invisible, so only use "secondary".But secondary weapons if there is a amount of ammunition, will need to reload ! So will appear two ICONS to reload.

so I:
CVWPdata_T1_iNumOfAbilities=4
CVWPdata_T1_Abilities[0]=PistolOverwatch
CVWPdata_T1_Abilities[1]=PistolOverwatchShot
CVWPdata_T1_Abilities[2]=PistolReturnFire
CVWPdata_T1_Abilities[3]=PistolStandardShot
;CVWPdata_T1_Abilities[4]=HotLoadAmmo
;CVWPdata_T1_Abilities[5]=Reload

then:
CVWPdata_T1_iClipSize=10000

But the bullet number will be displayed.

If can setting "Template.bHideClipSizeStat = true" and "Template.InfiniteAmmo = true" is great .Maybe you can do it ,thank you.

Written above is to use translation software, may not be smooth, but I think should be able to read it.
DrunKraken  [author] 6 Apr, 2017 @ 1:16am 
@Shadow Spectre: Yeah don't use the old mod. Just make sure you refreshed this mod for the updated config files for utility slot, and are using Musashis updated Mod Everything Reloaded.
zacker1590 (Omega) 5 Apr, 2017 @ 7:20pm 
@Krakah, Let me guess, you forgot to tell use to not use the old mod.
Thahat 23 Mar, 2017 @ 12:55am 
@krakah ah, thanks so its basicly the un-customisable streamlined "light" version, check :)
DrunKraken  [author] 23 Mar, 2017 @ 12:48am 
@Thahat: He's using my attachment upk and highlight icons which is my contribution. So players that aren't interested in tweaking, get the asthetics without the complexity of my config files. Which have been focused on letting users tweak the weapon templates without installing the SDK.
Thahat 23 Mar, 2017 @ 12:34am 
@krakah so whats the difference now between this mod and the one musashi rolled out recently? (because that credited you too, i took it as a collaboration of sorts?)
DrunKraken  [author] 22 Mar, 2017 @ 10:04pm 
Ok the config files have been updated for LW2 to default to the Utility slot, many thanks to Musashi for Mod Everything Reloaded.
DrunKraken  [author] 22 Mar, 2017 @ 9:52pm 
@Scryehard: Just got off work, if you change the "_WeaponSlotSelect=Secondary" to "_WeaponSlotSelect=Utility". You won't have to wait for me to post the update.

Pistols that are working in Utility slot without an update:
Coil
Beam
Mag
Advent
Laser
XcomPistol
Scryehard 22 Mar, 2017 @ 4:21am 
@Thahat I mean, this mod should work fine with the new Mod Everything on its own, but the upgrades still won't show on the LW2 pistols, I imagine. They would just have the slots without the weapon models showing any difference, which is why I'd think this mod needs an update.
Thahat 22 Mar, 2017 @ 2:44am 
@Scryehard currently at work but does it need one for that? (if yes, i hope so XD, just made the switch to that one in the hope that this mod works nicely with it :D)
Scryehard 22 Mar, 2017 @ 1:13am 
Will this get an update now that Mod Everything Reloaded is out?
DrunKraken  [author] 17 Mar, 2017 @ 5:46pm 
@Hamez: Yes, it will auto scan your savegame for completed techs, then unlock the proper tier for Vanilla.

For LW2 the weapons will unlock in your build list as soon as you meet the Tech Requirements.

Tier 1 = ModularWeapons
Tier 2 = LaserWeapons
Tier 3 = MagnetizedWeapons
Tier 4 = Coilguns
Tier 5 = PlasmaRifle
Hamez 17 Mar, 2017 @ 1:40am 
can this be used mid-campaign?
Zyrrashijn 15 Mar, 2017 @ 12:19am 
I set up a sub-folder "Utility" with all six configs changed to use utility slots, and a sub-folder "secondary" that contains the unchanged files. Thus i can quickly copy the files i need.
DrunKraken  [author] 14 Mar, 2017 @ 9:18am 
Zyrrashijn's work around is the only solution till there's proper support for utility slots via "Mod Everything".
Thahat 14 Mar, 2017 @ 6:11am 
@zyrrashijn i think your on to something there, your version is a bit hacky but having a weapon customization menu that essential does this and poops out a slottable gun might be the solution to all of this