XCOM 2
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[WOTC] Max Payne Weapon Pack (OUTDATED)
   
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10 Apr, 2020 @ 11:23pm
19 Jan, 2021 @ 7:58am
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[WOTC] Max Payne Weapon Pack (OUTDATED)

Description
UPDATED VERSION CAN BE FOUND HERE


"You are in a computer game, Max."

"The truth was a burning green crack through my brain.

Weapon statistics hanging in the air, glimpsed out of the corner of my eye. Endless repitition of the act of shooting, time slowing down to show off my moves. The paranoid feel of someone controlling my every step.

I was in a computer game.

Funny as hell, it was the most horrible thing i could think of."


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FEATURES:

Various weaponry from Max Payne's arsenal, taken mostly from MP2 with a bit of MP1 mixed in, including:

-The Beretta (Pistol)

-The Deagle (Pistol)

-The Ingram (Pistol)

-The Sawn-off Shotgun (Shotgun/Pistol)

-The Pump Shotgun (Shotgun)

-The Striker (Shotgun)

-The Jackhammer (Shotgun)

-The MP5 (SMG)

-The AK-47 (Assault Rifle)

-The Colt Commando (Assault Rifle)

-The Dragunov (Sniper Rifle)

-The Steyr SSG (Sniper Rifle)


All of which have variants for all 3 weapon tiers, and they're upgraded by researching and building the default weapon tier upgrades.

They all come with their original firing sounds (except the SSG, i liked MP1's sound for it better than MP2's so i used that for it instead).

All of them except the Sawn-off come with support for Attachments, which requires Weapon Skin Replacer to utilize. doesn't work, will fix later

All pistols support Primary Secondaries.

The Steyr SSG supports E3245's Rifle Grip Fix.

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STATS:

They use the default weapon stats, except for the Sawn-off & MP5:

The MP5 uses the Long War SMG stats.

The Sawn-off comes with two shots and cannot be upgraded, but in return it has +15% crit chance and +1 point of damage over the regular shotgun (5-7 / 7-9 / 9-11 damage for tiers 1, 2, and 3 respectively)

It also comes with a modified range table, giving bigger aim bonuses at close range, but it falls off faster than the regular shotgun.

The Secondary variant of the Sawn-off functions the same, except with less damage, since if you decided to go Akimbo with them and they both had the same damage as their Primary counterpart, you'd be shredding everyone who crosses you into ribbons like it was nothing.


All stats can be changed inside the config files.

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KNOWN ISSUES:

-The Secondary version of the sawn-off has a few small issues when dual-wielding:

--It has a higher min-max damage range than the Primary version (4-8 damage, when it should be 5-7)

--If you're using something like Idle Suppression, the user fires 3 bursts of two shots, which is obviously more shots than the two weapons can physically hold


-The weapon meshes look kind of odd when you import them into the editor with smooth shading settings; most likely because the original Max Payne models weren't meant to be used with modern PBR games. Giving the meshes flat shading instead of smooth shading makes them look mostly better, with the caveat being that any cylindrical parts of the models look like this. [imgur.com] I don't believe i can fix this without extensive re-working of the models and textures.

-The Ingram counts as a pistol, but if you try to dual-wield it, the wielder will only fire two single shots with them at a time (pretty sure iridar would need to include akimbo animations for auto pistols to fix this bug, i can't do anything about this)

If the guns don't show up mid-campaign, you likely need to start a new campaign.

Tell me if you find any more, i'll see if i can do something about it.

No, there won't be a Vanilla version of this.

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CHANGELOG:

VERSION 1.1.1 (12/21/2020)

-Fixed the weapons not upgrading properly

-Fixed the CreateTemplate functions sharing the same names as the Weapon Templates themselves, for example: the Function would be 'static function X2DataTemplate CreateTemplate_WeaponName_CV()' and then the Template would also be 'WeaponName_CV'. While i don't think this caused any issues (at least none that i've seen), i still cleaned up that aspect of the code to be sure. Apologies in advance if this causes any issues in your on-going campaign.


VERSION 1.1 (12/8/2020)

-Added support for visible weapon attachments via Weapon Skin Replacer

-Added a Secondary variant of the Sawn-off, including support for Primary Secondaries

-Improved weapon UI textures that better resemble the vanilla game icons

-Added new Auto Shotgun firing animations for the Striker and Jackhammer

-Numerous tweaks to the weapon models and textures: Better shaped compared to how they were before, less UV map stretching and warping, more shiny-ness, adjusted colors to match their new weapon attachments, etc.

-Adjusted the stats on the Sawn-off, which you can read above

-Fixed the Semi-Auto shotguns as well as the Sawn-off ejecting shells after firing

-Re-imported a few cylindrical meshes with smooth shading, such as the Striker's drum mag, since flat shading looks a bit weird with cylindrical objects, so if you notice they look different, that's the reason why (i may do this with a few other meshes later)

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CREDITS:

Banshee64 - Creator of the Max Payne weapon model GMod items which i've used to make this pack, and can be found here and here.

E3245 & all of the other credits listed on his mod's pages - Creator of the Resistance Firearms pack, of which i've taken some of the assets from to use in this mod and can be found here and here.

Iridar - Creator of the Auto Shotgun firing animation used for the Striker and Jackhammer, taken from Claus' Metion Auto Shotgun mod, which can be found here.

Pavonis Interactive Creators of the SMG code used in this pack

Remedy - Creators of the Max Payne series and all of the base weapon assets used in this pack
Popular Discussions View All (1)
0
26 Sep, 2021 @ 4:20am
Grimy's Loot Mod Config
FriendlyCone
29 Comments
Knux-Lux 31 Dec, 2021 @ 12:13am 
i don't know how to use the new one.
FriendlyCone 26 Sep, 2021 @ 4:22am 
Heya, I've added a Grimy's Loot Mod support config to the discussions :emofdr:
Knux-Lux 11 Aug, 2021 @ 10:21pm 
Yeah, shame, looks like you worked really hard on the attachments and they seem so cool, wish we could use them in game. :(
sykhoo16 5 Aug, 2021 @ 6:37am 
Kinda miffed about weapon attachments not working properly as of current writing.

Also, Max, is there a possibility making the Commando and AK compatible with Iridar's Underbarrel Attachments and Bayonets (alongside the SSG and Dragunov) mods? Would love your input.

Thanks for all the effort you've spent making this mod, all the same.
Knux-Lux 17 Jun, 2021 @ 7:07pm 
Yeah, no visible attachments, how can I fix this? I'm sure it's on my end, this is a great mod, only Striker shotgun mod for Xcom!
X-heketchis_V44 11 Jun, 2021 @ 6:15pm 
Its only just now occured to me theres no cannon or grenade launcher type weapon.
Jestimac 29 Mar, 2021 @ 8:03am 
@ Tully. I discovered that Iridar has suppressed the 'Add attachment" features in WSR and WSR config. That is why the attachments (and I think also the new meshes) do not appear. I assume you noticed it as well. Are you planning to replace the WSR config by a Template Master config ?
Jestimac 13 Mar, 2021 @ 2:55am 
@ Tully. Hello. I am under the impression that the attachments and the new cosmetics for the weapons do not appear. Am I supposed to do something through WSR or WSR Config ? For exemple, I still get the AK47 with the wooden aspect. I did flush config to regenerate it. I use WSR config in order to replace the standard and TLP standard weapons by those provided by some of your mods. No problem whatsoever, except that I dont seem to get the new looks or the attachments.
Musterduck 25 Feb, 2021 @ 1:42pm 
thank you!
Max  [author] 25 Feb, 2021 @ 1:39pm 
Adds more.