XCOM 2
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[WOTC] Chosen Rifles
   
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2 Mar, 2018 @ 10:53pm
15 Mar, 2018 @ 10:00am
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[WOTC] Chosen Rifles

Description
This mod will allow you to use the Chosen Rifles at the beginning of the game.

It inclues:
Disruptor Assault Rifle
Arashi Shotgun
Darklance Sniper Rifle
Darkclaw Pistol

For the Assassin's Katana go to:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1316811080

They will start off as Conventional weapons and upgrade as you research tech.

Magnatized Weapons for Assault, Shotgun, and Pistol Mag Varient
Gauss Weapons for the Sniper
Plasma Rifles for Assault and Pistol Beam Variant
Plasma Sniper for Beam Sniper
Alloy Cannons for Beam Shotgun

The final Tier of weapons is unlocked through Defeating the Chosen and researching their weapons.
All weapon upgrades can be found in engineering once the research is complete.
Once items are built you have infinite of them. You can equip all your soldiers if you so desire.

to modify stats to your liking or set cosmetics:
Go to Steam>Steamapps>Workshop>Content>268500>1318671109>config>XComChosenPewPews
Their you can edit the stats of each weapon if you so desire.
Setting Cosmetics to true will make give them the standard weapon stats i.e. the Magnetic Sniper version will have Guass Rifle Stats.
If you come across any bugs please let me know.
Otherwise Enjoy.
Popular Discussions View All (1)
3
11 Sep, 2024 @ 1:33am
Bug Report
Mjolnir1785
39 Comments
Semen Flakes 24 Apr, 2023 @ 10:43am 
I keep having an issue where the top tier shotgun and sniper keep getting removed from my soldier's inventory when I come to select them. They keep being unequipped and replaced by the storm gun and plasma lance. Anybody have any idea why this is happening and how I can fix it?

FYI the rifle and pistol are fine and don't seem to be affected by this
Qurila 12 Aug, 2020 @ 3:35am 
Got the effect on all weapons now, wrote it after a tip from Iridar about another mod on the weapons.
Qurila 11 Aug, 2020 @ 1:09pm 
I have added this line to CV,MG and BM and saved it.

Template.Abilities.AddItem('DisruptorRifleCrit');.

When I started the game there was no effect.

A. Do I have to change anything in the files?
B: Do I have to tell the AML that data sets have been changed there?
C: Is the effect not applied to a running game and existing weapons?
Qurila 11 Aug, 2020 @ 12:52pm 
We're stupid. The entry is also in your mod in the area to the templates of CHOSENPEWPEWPEW_XCOM

We probably only had to adopt this for the other levels.
Qurila 11 Aug, 2020 @ 12:48pm 
I found something in X2Item_XpackWeapons.uc

ChosenRifle_XCOM:

Template.Abilities.AddItem('DisruptorRifleCrit');



Qurila 11 Aug, 2020 @ 11:45am 
I opened X2Item with the var confings from your mod. Only I can't find the original one from the game.
Qurila 11 Aug, 2020 @ 11:38am 
HA.
I think I got it. Got the SDK.Now I found a file that has these "var configs". Just finding the right entries.
Qurila 10 Aug, 2020 @ 8:17am 
Thank you.
I think I basically understand what I have to do. However, I can't find the mentioned files in the x2Item of the base game( should this be the "DefaultGameData_WeaponData"?)
Is it also possible that I need more than Notepad+ to find the right files?
Mjolnir1785  [author] 9 Aug, 2020 @ 11:38am 
in the mod X2ItemChosenPewPew.ini

var config int CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE;
var config int CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE;
var config int CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE;

Template.PsiCritChance = default.CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE;

something like that then in the config

CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE = 100
CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE = 100
CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE = 100

I'm not sure if that would work as I'm not quite sure when they added that I would search to see what the template is called it might not be called Template.PsiCritChance it might be something else not sure but whatever the default is it needs to be written the same way in the config file for the mod. hope this helps
Mjolnir1785  [author] 9 Aug, 2020 @ 11:26am 
I think I know the answer. So back when I created this mod I don't remember PSI Crit chance being a thing. So all these files talk to one another. The X2Item.ini tells the game what to look for in the config. So in there you will notice all the "var configs" this is what tells the game to look in the config file for the crit chance. If you add "var config int [whatever_weapon]_psi_critchance;" then you have to scroll down and find the weapon. Under the weapon you will see templates should see like "template.critchance = default" I would check the actual base games X2Item file to see what the template for psicritchance is I assume template.psicritchance = ... Then after the equals you will want to enter default.[whatever_weapon]_psi_crit; or whatever you name it then in the config file you add the line of weapon_psi_crit = 100.