XCOM 2
[WOTC] True Utility Slot Sidearms by Iridar
147 Comments
Grimlock 25 Jul @ 5:20pm 
Could you by chance give an estimate what it possibly would not work with?
I think the dedicated pistol slot was not compatible for my mod-setup.. so this is looking like an alternative
TAKEDA 🔴 SHINGEN 25 Jul @ 2:37pm 
I think @ПΛПО Dragoon was right on page 7.
TAKEDA 🔴 SHINGEN 25 Jul @ 2:24pm 
***I also check the necessary boxes in the MCM.
TAKEDA 🔴 SHINGEN 25 Jul @ 2:23pm 
I have uninstalled (WOTC) Utility Slot Sidearms Extended to install your mod instead. I made the necessary modifications to allow the claymore and ripjack to be used. Despite that and having all the necessary dependencies, the mod doesn't appear to be working. I can't equip pistols, swords, Gremlins, grenade launchers to any of my soldiers.
Boyrdee 13 Jul @ 6:55pm 
LWOTC?
Iridar  [author] 15 Jun @ 1:47am 
You might need to come up with a very specific config for AtSR to make it work.
Aether 14 Jun @ 7:40am 
I've noticed rangers don't have the Slash ability if you combine this with Ballistic Shields and give them a sword in the utility slot. It worked in the original USE mod.
Rost Kurt 10 Apr @ 12:11pm 
@Iridar, спасибо
Iridar  [author] 10 Apr @ 10:38am 
@Rost Kurt
Оружие из первого списка работает сразу, делать ничего не нужно, только в Mod Config Menu поставить крестики.

Оружие из второго списка работает если отредактировать конфиги чтобы нужные для их использования способности выдавались бойцам автоматически.
Rost Kurt 10 Apr @ 9:18am 
@Iridar, Я извиняюсь за свои глупые вопросы, но я так и не понял: 1.использование предметов доступно сразу после установки или надо редактировать конфиг? 2.и нужно ли прописывать бойцам способности, или способности встроены в предметы по умолчанию?
shotbywolf 99 26 Mar @ 2:21am 
mod is so good i missed the template mod and it still ran even with mid campaign integration and like 36 other mods only thing that broke was sawed off shotguns
Iridar  [author] 19 Mar @ 3:22pm 
@Noname
@ALEXX
Заходите в дискорд, участвуйте в обсуждении:
https://discord.gg/mgZ5khh

Для русскоговорящих есть отдельный канал.
Noname 19 Mar @ 3:17pm 
Да, а как теперь поддержать то?
ALEXX 12 Mar @ 9:48am 
Иридар, огромное спасибо за мод! Благодаря ему мой Мандалорец смог обзавестись Тёмным Мечом и использовать его в бою! Жаль, что из РФ, насколько я знаю, Вас теперь нельзя поддержать финансово. Впрочем, всё равно, большое спасибо за моды, я большой поклонник Вашего творчества.
vinistrifezza 21 Jan @ 5:47am 
well... unfortunately it didn't work with your instructions, master :(
I allowed the claymore and edited the files you commented on, however, the game still doesn't allow me to use the claymores in the utility slots

I can work a little with mods, but not much... I have very basic knowledge, and I believe that this claymore issue must be beyond my capabilities XDXDXD

my plans were to be able to replicate a Starcraft 2 character, Croocked Sam... in the game, he uses 2 pistols and a detonation charge... I believe that the claymore was the most similar to these detonation charges, but, unfortunately mine limitations frustrate me
XDXDXDXD

Anyway, I really appreciate your help and attention... I simply love your mods, that's why I have more than a dozen of them that I use XDXDXD
Iridar  [author] 20 Jan @ 9:38pm 
@vinistrifezza
You need three things:
1. Allow equipping the utility Claymore via MCM.
2. Uncomment two lines related to Claymores in this mod's XComTemplateEditor.ini
3. Uncomment three lines related to Claymores in this mod's XComAbilityToSlotReassignment.ini

This is enough for any soldier to be able to equip and throw utility Claymores. If you can't do that, you have a mod conflict.

The only ability required to use the Claymore in tactical is "ThrowClaymore". Claymore abilities that come from soldier classes can be technically mapped to a utility slot and the claymore weapon category, but I don't see why you would want to have soldier class abilities for a utility item they may or may not have.

> how do you know by what name the specific perk is referenced in the game codes?
https://www.reddit.com/r/xcom2mods/wiki/index/template_names
vinistrifezza 20 Jan @ 5:02pm 
Hello master Iridar :D
I had already read the description but I still have 2 questions:

1. I checked the option in the mod menu to allow the claymore to be used by my soldier, however, it did not appear for me in the utility slot. I believe I need the settings you mentioned in the description and here comes my second question.

2. The claymore perks that are usable in missions are varied, and I wanted to know if I would have to link all of them to claymore, or just the claymore launch perk. And another thing... how do you know by what name the specific perk is referenced in the game codes?

I really appreciate your attention and patience XD
Iridar  [author] 20 Jan @ 12:33pm 
@vinistrifezza
Configure this mod to allow for utility slot claymores. Read this mod's description for instructions.
vinistrifezza 20 Jan @ 12:00pm 
i have a question...
i want to build a soldier with akimbo perks and claymore perks, but, i cant use 2 pistols with the claymore
how can i do this?
Ripsnort 25 Nov, 2023 @ 6:31pm 
Alright I seem to have fixed the issue I was having with this mod specifically. I'm almost certain the box for "Disallow Class Weapons" was unchecked in the MCM at the Main Menu, but it was somehow checked when I loaded my campaign and checked the MCM in-game. After unchecking again I now see the Holotargeter under Utility Items for my Recon soldier.
Ripsnort 25 Nov, 2023 @ 5:39pm 
I'm using LWOTC, and for the life of me I can't get the Holotargeter to show up under utility item. I'm currently trying to edit a soldier, who has the Recon class from the Shadow Ops Perk Pack, to equip his holotargeter under utility slot. He's also dual wielding pistols in his Primary and Secondary Weapons slot courtesy of [WOTC] Dual Wielded Pistols 2.0

I wanted to equip his Holotargeter in the now blank Pistol slot using Open Class Weapon Restrictions Config, but none of my changes to the .ini file made it appear. I gave up and decided I'll try this mod instead, even though it's an unfortunate waste of a Utility slot and that soldier's Pistol slot is now empty and useless, but even this mod isn't working for me.

I checked "Holotargeter" under Mod Configuration Menu and have all the listed required mods installed. I use XCOM AML.
ΩNari MortemΩ 31 Aug, 2023 @ 3:43am 
Да, конечно я про конфиг, а не про сам код из uc
Iridar  [author] 31 Aug, 2023 @ 12:15am 
@ΩNari MortemΩ
2. Ты может про конфиг? .ini файлы это конфиг, не код. Код это .uc файлы, но в готовых модах они только для общей информации, так сказать. Функциональный код мода находится в .u файлах, и его менять можно только через перекомпиляцию с помощью моддерских инструментов.
ΩNari MortemΩ 31 Aug, 2023 @ 12:06am 
2. Не совсем соглашусь, тут вопрос в том, что конкретно ты делаешь. Мне иногда прям очень помогало.
1. Аааааааа -.- я ведь про это даже думал в процессе, но забыл туда ткнуть -.- Плохо быть тупым и невнимательным -) Спасибо огромное!
Iridar  [author] 30 Aug, 2023 @ 7:10pm 
@ΩNari MortemΩ
1. Убери галочку "Запретить классовое оружие" в Mod Config Menu.
2. "Переписывание кода" без перекомпиляции - пустая трата времени.
ΩNari MortemΩ 30 Aug, 2023 @ 1:00pm 
Часть 3. Надо сказать что раньше всё работало, но пытаясь добиться от другого мода корректного использования перчаток Храмовника я удалил конфиг. Ужас в том, что моды блин всё те же, но видимо в конфиге по какой то причине содержалось нечто, что позволяло этому всему работать корректно. Я понятия не имею что же там было и как его вернуть на место -)
ΩNari MortemΩ 30 Aug, 2023 @ 12:57pm 
Часть 2. Я четвёртый день с этим бьюсь, в том числе полной переустановкой всех связанных модов которые должны на это влиять, попытками переписать код, бесконечным удалением конфига игры перед каждой итерацией войны, но нихрена оно не работает, то есть даже после удаления конфига и всех связанных с этим кусков из папки с модами, оно умудряется возвращать эту проблему на место при простой их переустановке. Есть какие то идеи что это может быть?
ΩNari MortemΩ 30 Aug, 2023 @ 12:57pm 
Часть 1. Есть очень странная проблема и я к сожалению не могу понять когда она началась и как её решиить. По какой то причине в слоты из этого мода всё что должно применять применяется только для классов которые не затрагивает РПГО мод. Ну то есть Жнецы, Скирмишеры и Темплары спокойно могут в ютилити брать всё что хотят, универсальные солдаты со специализациями просто смертельно отказываются это делать.
That_Annoying_Guy 1 Aug, 2023 @ 2:25am 
Okay, now I'm not sure cause I got it working, reenabled some of the mods I disabled, stopped working again, redisabled them, and it still won't work
That_Annoying_Guy 1 Aug, 2023 @ 1:35am 
Not psi overhaul
That_Annoying_Guy 1 Aug, 2023 @ 1:16am 
Psi, If anything I'm guessing it would be the psi overhaul. It lets regular troopers use psionics alongside regular class abilities but creates a dedicated slot for the psi amp
Circle of Psi 31 Jul, 2023 @ 4:28am 
Cheers o7
Iridar  [author] 31 Jul, 2023 @ 4:17am 
@Circle of Psi
> is there a way to forcefully start with the Warlock's Crown right off the bat, so I can use it as alt Psi Amp, or will this involve the other mod, not this one?

The other mod. Easiest way would be to just give yourself it via console.
Circle of Psi 31 Jul, 2023 @ 3:15am 
@Guy: Take a look at whatever mods you have that effect Tier weapons on your Mods, for example:

I have 3 Tier Weapons added so I can use reg weapons or Plasma weapons, regardless of the Tier, however this does allow me to use the Psi Amp, but it defaults itself back to the Psi Amp itself and not the Underlay Psi Amp.

Mods like I have, tend to break things like this, I'm afraid.
Circle of Psi 31 Jul, 2023 @ 3:12am 
So I noticed that this mod supports "Warlock's Crown", small question, is there a way to forcefully start with the Warlock's Crown right off the bat, so I can use it as alt Psi Amp, or will this involve the other mod, not this one?
That_Annoying_Guy 31 Jul, 2023 @ 2:42am 
New update, I can see them on skirmishers, but not any of my regular troopers.
Circle of Psi 31 Jul, 2023 @ 2:27am 
@Guy: Odd, it may be a conflict on your end as I never had this issue
That_Annoying_Guy 30 Jul, 2023 @ 11:28pm 
not sure why but sidearms stopped showing up in the utilities when i advanced to tier 2 weapons. I expect a conflict, but I'm not sure where to start.
Circle of Psi 27 Jul, 2023 @ 6:13am 
Hm, well then I'm stumped, even after a fresh install of just the related mods, it still doesn't work for some odd reason, but thanks for the help o7
Iridar  [author] 27 Jul, 2023 @ 5:26am 
@Circle of Psi
As far as equipping Psi Amps, it doesn't make a difference.
Circle of Psi 27 Jul, 2023 @ 5:03am 
Okay, small update:

Everything with the exception of Psi Amp works in the utility slot, however I did notice this in the Default Config, were the Psi Amp doesn't have a string attracted to it

Exp: +WeaponCategorySets = (WeaponCategorySetName = "Claymores", WeaponCategories = ("claymore"))

(Link): https://ibb.co/Sn0Pxvh

All other weapons have the "WeaponCategorySets" in the config with the exception of the Psi Amp, as you can see here, I have not edited anything, this is right out the box, should I be added anything here?.
Circle of Psi 27 Jul, 2023 @ 3:24am 
@Iridar

So I've looked into a possible Mod Conflict on my end and after uninstalling everything, with the exception of required mods for this one & No More Psi Amps & a few cosmetic mods (Such as yours) and I am still yet to be able to equip the Psi Underlay, even on basic classes.

So I'm really not sure what is causing this on my end, regardless of the outcome of this, I still thank you for helping me o7
Circle of Psi 26 Jul, 2023 @ 2:18pm 
I'll have a look to see what could be the issue, most of my mods are mostly cosmetic, but there are a few mods that changes a few things so I'll sort them each out and let you know.
Iridar  [author] 26 Jul, 2023 @ 1:22pm 
@Circle of Psi
I tested and had no issues equipping a psi underlay into a utility slot with this mod. Look for a mod conflict on your end.
Circle of Psi 26 Jul, 2023 @ 12:52pm 
I've gone ahead and tired disabling "disallow class weapons" option in MCM and it seems to have done nothing. (Pic Link: https://ibb.co/w45qFtF)

As you can see if the pic (If you checked) the Check Boxs are X inside them allowing me to use them, including disabling what you mentioned. (I have also done vice versa just to be sure)

Also I'll mention that inside the Config were I have to attach some abilities to them, I have done was needed to be done by removing the ";" and allowing it to be enabled, as exp:
+MandatoryAbilities = (AbilityName = "Soulfire", WeaponCategorySetName = "PsiAmpLike")

The last thing I can tried and was to set the: DISALLOW_CLASS_WEAPONS = true (to False) in the Config itself, rather then the MCM (even if that does the same thing) and it did nothing.
Iridar  [author] 26 Jul, 2023 @ 12:07pm 
Try disabling "disallow class weapons" option in MCM.
Circle of Psi 26 Jul, 2023 @ 11:26am 
No, I cannot equip a Psi Underlay into utility slots, but I cannot in the secondary slot either, however that is intentional as only Psion Classes can equip a Psi Underlay into the secondary slot.
Iridar  [author] 26 Jul, 2023 @ 11:09am 
So what happens, exactly? You can't equip a Psi Underlay into utility slots? But you still can equip it as a secondary?
Circle of Psi 26 Jul, 2023 @ 10:12am 
@Iridar
I Checked in a new campaign and the same thing happens
Iridar  [author] 26 Jul, 2023 @ 8:58am 
@Circle of Psi
Check if it works in a new campaign. Disabling the mod mid campaign making items disappear is not surprising.