XCOM 2
Proficiency Pack Pistol Slot Plugin v2.0
101 条留言
Ori <3 5 分钟以前 
Hi. How can I make the claymore apprear in infinite amount, or intergrate them into Proving Grounds Overhaul?
ZJwh5S 3 月 31 日 上午 7:47 
@MrCloista

Hi. There is a minor typo in the config XComPistolSlot.ini:

+ADD_SLOT=(SOLDIER_CLASS+"WOTC_APA_Phalanx", WEAPON_CAT="combatknife", ALLOW_EMPTY=true)


I believe it should be:

+ADD_SLOT=(SOLDIER_CLASS="WOTC_APA_Phalanx", WEAPON_CAT="combatknife", ALLOW_EMPTY=true)

If you could update the config it would be great. Thanks.
Nero 2024 年 12 月 10 日 上午 10:51 
Thank you, it is done
MrCloista  [作者] 2024 年 12 月 9 日 下午 12:49 
Go ahead
Nero 2024 年 12 月 9 日 上午 7:53 
@MrCloista would it be fine if i add a discussion topic for copy paste for stuff from savage items, cut content ammo, etc.?
MrCloista  [作者] 2024 年 10 月 27 日 下午 5:29 
iirc i set all the HEAT heavy weapons for skirmisher/templar dps slot
Povuh 2024 年 10 月 27 日 上午 6:25 
Is it intended for Skirmishers to be able to equip the hellfire projector in the sidearm slot? Seems quite strong. That's even without buying the Heavy Hardpoints skill that allows them to equip heavy weapons.
Povuh 2024 年 9 月 23 日 上午 8:39 
Thanks for the tip! I gave that a go, moving it and changing the setting. When unequipping the slot it does default to an item now, but for some reason it always defaults to claymore, not travel light.

I tried moving travel light first in the config as well, but that didn't work either.
MrCloista  [作者] 2024 年 9 月 22 日 下午 2:54 
move it to last and set 'allow empty = false'
Povuh 2024 年 9 月 22 日 上午 10:32 
Is there a way to edit the config so that everyone gets Travel Light equipped by default, instead of having the slot be empty?
MrCloista  [作者] 2024 年 7 月 3 日 上午 4:08 
@Screamerthefalse they do, they just don't apply until in mission so their stats don't show in the armoury
Screamerthefalse 2024 年 7 月 2 日 下午 4:02 
I think this mod doesn't work properly with weapons and items overhaul. I noticed that any mobility bonus or minus given from attachments in that mod do not apply.
MrCloista  [作者] 2023 年 11 月 6 日 上午 8:43 
@TrooperCoon have tested my end and having no issues, i know steam has validated overnight for some people so may be worth resubbing the offending mods
Nero 2023 年 11 月 6 日 上午 3:56 
weird, somehow none of my soldiers can use travellight anymore
PhilipFryJunior 2023 年 8 月 5 日 上午 1:51 
@ MrCloista You have outdone yourself commander! Thank you :)))
MrCloista  [作者] 2023 年 8 月 5 日 上午 12:52 
@PhilipFryJunior I know what the Field Support is as it is 1 of mine ;) Pistol slot configs are included in the Field Support mod itself, just delete them from there (I made it after this so included the configs by default).
PhilipFryJunior 2023 年 8 月 4 日 上午 1:03 
Hi @MrCloista, I've got a simple question. I'm using the Field Support class which is an improved and integrated Keeper class to the Proficiency Classes. I manually excluded Claymore from some of the classes and also want to disable it for the Field Support Class since I want the Claymore Reaper/Sapper/Combat Engineer exclusive item. I've edited the .ini file like below. However, it is not working for the Field Support Class. Meanwhile, the same edits worked on the Field Alchemist Class. Could you kindly help me to figure out what I'm doing wrong?

[code]+ADD_SLOT=(SOLDIER_CLASS="WOTC_APA_FieldSupport", WEAPON_CAT="pistol", ALLOW_EMPTY=true)
...
+ADD_SLOT=(SOLDIER_CLASS="WOTC_APA_FieldSupport", TEMPLATE_NAME="CrystallizedMeld", ALLOW_EMPTY=true)[/code]

I've only excluded the line related to the Claymore.
Karmapowered 2023 年 6 月 29 日 下午 6:03 
@MrCloista Thank you for the confirmation. Please have a nice day/evening.
MrCloista  [作者] 2023 年 6 月 29 日 下午 5:35 
All this mod does is assign what can go in the pistol slot for the classes, any other changes are handled elsewhere.
Karmapowered 2023 年 6 月 29 日 下午 4:21 
1500+ mods mods can be a pain to manage [i.ibb.co]. Of course not all are active but still.
Karmapowered 2023 年 6 月 29 日 下午 4:17 
@MrCloista Thank you for the reply.

Could you please (briefly) elaborate on the overwrites ?

The features of your mod here look very good to me, but I could probably live without them if I can keep :
- Vanilla specialist classes as they are
- using [WOTC] Dedicated Pistol Slot 2.0

Again, your time and advice is appreciated.

PS: I don't expect you to go out of your way for a single player like me, but I've painstakingly built my mod list around not using the "new" Vanilla reapers, and hopefully I can keep it that way, to save me time and frustration.
MrCloista  [作者] 2023 年 6 月 29 日 下午 3:40 
@karmapowered they're not hard requirements, though as they overwrite the vanilla classes this mod's settings will still affect the vanilla versions.
Karmapowered 2023 年 6 月 29 日 上午 7:56 
However, returning to the game and wanting to resume my previous game, which used this mod and [WOTC] Proficiency Class Plugin: Phalanx as the only other mod depending on it, I just now notice the new requirements (mod manager complains about them).

Is there still a way to play :
- with a dedicated pistol slot
- with the "Phalanx" class
- without the aforementioned changes to the vanilla specialist classes ?

Thank you for your advice.

(2/2)
Karmapowered 2023 年 6 月 29 日 上午 7:55 
Hello,

are the :
- [WOTC] Proficiency Class Plugin: Reaper
- [WOTC] Proficiency Class Plugin: Skirmisher
hard requirements to this mod ?

I (strongly) dislike the changes the mods above introduce to the vanilla classes, and would like to avoid them.

Please do not take as a critic to your work, which I otherwise admire and respect, but personal preference.

(1/2)
eddieGT 2023 年 6 月 25 日 下午 7:02 
so anyone else not having pistols show in the slot?
Skarsatai 2.0 2023 年 6 月 1 日 上午 7:27 
many many many thanks. Now I know the source. great !!!
after removing all travel light in the files of the mod it works. no more strange weapon selection . an interesting point: with activated travel light the whole game speed was ok. without it is faster than before. maybe a side effect from my heavy modlist.
MrCloista  [作者] 2023 年 5 月 31 日 下午 4:53 
@Skarsatai 2.0 It's not in this mod at all anymore, it is part of the Modpocalypse Perk Pack (which this now requires).
Skarsatai 2.0 2023 年 5 月 31 日 下午 4:37 
Is the Travel light function in other mods as well ? I deactivated this mod, new inis, started a new campagin, suddenly travel light appears out of nowhere in midcampaign and strange things happen. The soldier cannot choose straight the weapon, I have to cycle it through the weapon category to get the the right weapon. the life is suddenly increased ( +5 to 10). in mission the icons are doubled or trippled. this happens only when travel light comes on stage. Is it in CI as well ? And it happen not to all soldiers. from 50 just 4 or 5 are defect.
MrCloista  [作者] 2023 年 4 月 18 日 下午 9:23 
WSR is already a requirement of this mod so it's usage was assumed.
Stukov81-T.TV 2023 年 4 月 18 日 下午 9:11 
the command MrCloista gave you is used to add infinite items to the armoury which otherwise would not appear if you activate a mod mid-campaign. It does need weapon skin replacer mod
MrCloista  [作者] 2023 年 4 月 18 日 下午 6:12 
@rambelzambel wsradditem TravelLight 1 - would also have worked.
MaCC165 2023 年 4 月 18 日 上午 12:47 
does it need a new game? Cause i started one in which i forgot to actviate the perk pack, and after activating i still dont have Travellight....yes it does!
MrCloista  [作者] 2023 年 4 月 14 日 下午 4:50 
I mean, you can change it back, it's in the configs for Modpocalypse perks.
Stukov81-T.TV 2023 年 4 月 14 日 上午 1:52 
which is a change i did a long time ago :)
KnoxAHHHHHHHHHH 2023 年 4 月 13 日 下午 7:35 
RIP Travel Light +2 Mobility o7
MrCloista  [作者] 2023 年 3 月 9 日 下午 4:40 
@infinex_infinity @metashift those issues all sound like mod conflicts. This mod doesn't actually add the Sidearm slot itself, it is just a set on configs for the Dedicated Pistol Slot mod, you'd be better off looking there.
METAShift 2023 年 3 月 9 日 上午 4:40 
Two bugs I've encountered:

1. Using a UBGL grenade pack from Iridar's underbarrel mod in the slot removes your ability to throw regular grenades in your utility slots(You can equip regular grenades but they won't show up in mission).
2. As the campaign went on I've had more and more empty items show up in the list. Not the "Travel light" thing(Although at some point I've had two of those) but just empty entries. I think it may be related to using "Unequip Barracks". I was playing with prototype armory/covert infiltration if that's relevant.
Infinex_Infinity 2022 年 11 月 1 日 下午 3:46 
Hello, I've been liking this mod a lot, especially with how it seems to isolate a "Sidearm" slot instead of just creating another "Utility" slot, but I wanted to inform that I ran into an issue with this mod, as I only have seen this "Sidearm" slot when using this mod, when running it with Iridar's Vest and Plating Overhaul Mod, the Covert Infiltration Bridge for Iridar's mentioned mod, and LW Utility Plating where the "Sidearm" slot becomes a "Utility" slot. When I don't run those three mods, the slot is labeled as "Sidearm" and when I use them the slot is replaced with a "Utility" slot and this occurs consistently. Been loving the proficiency mods a lot so I just wanted to share this issue I ran into in case anyone else runs into the same issue--and in case a fix is ever discovered for it or made for it. Thanks for all the great mods, though!
zhangmaster97 2022 年 10 月 24 日 上午 4:38 
Thank you!
MrCloista  [作者] 2022 年 10 月 23 日 上午 8:20 
@zhangmaster97 console command `wsradditem travellight 1`
Stukov81-T.TV 2022 年 10 月 23 日 上午 12:48 
as with all infinite items you need to start a new campaign to have it in the loadouts
zhangmaster97 2022 年 10 月 22 日 下午 6:52 
I saw in an older comment you need to start a new campaign to get the TravelLight item, but is there any way to give yourself the item mid-campaign?
Epigamesh 2022 年 6 月 25 日 下午 5:00 
@joser1215614 I tried to replace the primary secondary mod with the new beta true primary secondary and it still works without duplication. From the description page, it is indeed written the old primary secondary mod was duplicating the secondary weapons (in order to use them as primaries) but the new mod aims to correct this behaviour.
Epigamesh 2022 年 6 月 25 日 下午 4:36 
@joser1215614 I saw today duplicated combat knifes in my pistol slot and did a little investigation. In my case, the cause was the mod primary secondary (needed for the ballistic shields, themselves needed for the laser spark mod I wanted to try).
I just launched two new campaigns, with and without this mod : with the mod activated, my combat knifes are duplicated, but without there's no duplication.
MrCloista  [作者] 2022 年 3 月 25 日 上午 6:30 
This doesn't touch weapons themselves at all
minecraft with gadget 2022 年 3 月 25 日 上午 12:21 
Not sure if it's a bug with the combat knife itself or this mod, but even on adjacent enemies they're ending my turn and presumably taking two actions to attack with.
joser1215614 2022 年 3 月 24 日 下午 3:04 
i see, ok thanks
MrCloista  [作者] 2022 年 3 月 24 日 下午 2:10 
Most likely you have multiple sources of the same or similar weapon.
joser1215614 2022 年 3 月 24 日 上午 6:56 
why do i see two combat knives to select? is this intentional, they are only slightly different.
MrCloista  [作者] 2022 年 2 月 16 日 下午 5:17 
Considering the DPS/Sidearm slot is functionally exactly that (but with conditions as to what can be put in it, which with the right settings includes utility items), what you're suggesting is not something I consider necessary or in the scope of this mod.