XCOM 2
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Zomby's Semi-Automatic Sniperrifles
   
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File Size
Posted
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16.973 MB
7 Feb, 2016 @ 9:11pm
11 Feb, 2016 @ 3:16pm
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Zomby's Semi-Automatic Sniperrifles

In 1 collection by Riftwalker
ZombY's XCOM 2 Weapons Collection
3 items
Description
This mod adds Semi-automatic Sniper Rifles to XCom. These Weapons fire a fair bit faster than normal snipe rifles and comes with a few advtages, and disadvantages over their standard varients. Their advantages being an increased crit chance, negated range penalties, and the ability to suppress targets. However their disadvantages are increased ammo consumption, and a small malus to aim.

The weapon is configurable in the config file.

Patch 1.1
Suppression at squadsight
now researches off of sniper and not rifle tech
Increased default price (still configurable from config, and it's not like i checked my numbers so I probably made them a bit higher than normal, I played on legendary)

Planned mods: http://forums.2k.com/showthread.php?4187291-ZombY-s-Weapon-mod

Announcement: I tried for 4 hours or so to get the mod to have a sniper model but fired rifle bullets/sounds, and I got to the point where I started having to learn how to edit an animation tree and decided it wasn't worth it. If anyone has experience with creating UPKs and editing skeletonmesh entries and animation trees, I'd love it if you could make some UPKs for me so that this mod and future ones will be more astetically pleasing. If anyone is willing to do this and comes to me with a working UPK, I will totally figure out how to get you into the currently empty dev forums on all my mods. I'm also going to need to add you my friend list as i'm going to need to talk about mods that aren't currently published. Right now, I just need X2weaponitems with a skeletonmsh entrys for each of the snipers but animations for muzzle flash and shell eject of a rifle, and however the hell you make it shoot rifle particle effects and sound cues.
45 Comments
Sterben333 5 Apr, 2016 @ 1:25pm 
Using the SMG mod and the katana pack they both work as intended.
Riftwalker  [author] 4 Apr, 2016 @ 1:40am 
are you using any other weapon mods? like the SMG mod and what not? do they still work?
Sterben333 3 Apr, 2016 @ 9:23pm 
Well I'll poke around a bit on my end but if you find anything on yours give me a heads up yeah? Thanks!
Riftwalker  [author] 3 Apr, 2016 @ 9:16pm 
I actually just tested it, yeah it's strange, code looks correct, shouldn't be acting this way.
Sterben333 3 Apr, 2016 @ 8:54pm 
There is nothing in the guy's hand. Or more specifically the upgrade doesb't seem to be applied when the upgrade is purchased. Basically even after buying the upgrade there is no higher tier weapon.
Riftwalker  [author] 3 Apr, 2016 @ 8:35pm 
no, when you buy the upgrade, it puts something in your guys hands(and apply's he mods to that weapon). what is that. Is it a normal Mag sniper?
Sterben333 2 Apr, 2016 @ 4:33pm 
The problem is that they dont get any weapon. there is only conventional level SA Rifles. The higher tiers dont appear.
Riftwalker  [author] 2 Apr, 2016 @ 2:35pm 
soldiers that are equipped with SA Rifles recieve what weapon when you upgrade the weapon? is it a normal Sniper rifle? if so this might have actually been myfault. I'll check later today.
Sterben333 1 Apr, 2016 @ 6:18pm 
I'm not sure my self but when I first aquired the mod the gun were present if I entered a previous game. However in all subsequent games after I get the upgrade in the Workshop I cant find it in the weapon selection area for the soliders. basically Only the conventional weapons can be found not the mag or beam varients even after I purchase them in the workshop.
Riftwalker  [author] 1 Apr, 2016 @ 2:05am 
there's been reports that it doesn't work since the last update, but idk, I've alway gotten stray reports of them not working correctly until they do a new game. I don't currently play the game but can you explain exactly what happened, so that I can look into this needing to be fixed.