XCOM 2
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ADVENT Mag Pistol
   
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350.875 KB
13 Mar, 2016 @ 10:43am
9 Apr, 2016 @ 10:16am
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ADVENT Mag Pistol

In 1 collection by KjcKiesh
KjcKiesh's Mods
1 item
Description
***UPDATE*** 09/04/2016

- Now comes at each tier, each one upgrades and removes the last.
- Now comes with a config file to edit damage, research costs etc.

NOTE:
- New changes do apply to a running campaign, but if you had the previous version of this mod running in your campaign then you'll still have the tier 2 version even though you may not have researched it yet. Beam tier should be fine though, didn't actually test it. I presume this is due to the code removing the conventional version of the weapon if you have the next tier avaliable.


*** What this mod does*** First Launch 13/03/2016
Adds the ADVENT Mag Pistol to XCOM's armory.
Does not replace the original magnetic pistol and has no additional stats, it is merely a cosmetic change using assets not used in the full game (at least I've never seen them myself)*.

Note: This is my first mod and I wasn't sure how to get it to appear alongside Mag Pistols when you buy the upgrade so you'll have it from the start.


*Edit: It's been pointed out that it's the Pistol the Council Spokesman uses in his final cutscene, which I'd failed to notice =P
49 Comments
-=[Novash]=- 8 Jun, 2020 @ 2:40am 
Just the mod I was looking for, perfect! thank you :-D
Zeonista 15 Dec, 2019 @ 10:42am 
Works fine, and I like the look, which was the point. Well done!
PESKIFRENCHI 13 Nov, 2019 @ 7:00pm 
Would it be possible for you to do the same with the Advent mag rifle?
Iceberg 24 Feb, 2018 @ 9:22pm 
It's a nice mod, too bad you can't add or edit upgrade slots.
PROPHYZ 5 Sep, 2017 @ 4:10am 
I can confirm it works with WOTC for me, instead of the beampistol I can use this badboy now. The image is wrong and uses the same as vanilla (I don't care much about this ''problem'')
Criken 5 Sep, 2017 @ 1:24am 
Pistol turns invisible in missions for LW2.
KjcKiesh  [author] 16 Jun, 2017 @ 2:36pm 
@Legion Cynex

Hi there. Honestly I don't know, I haven't tested this mod for probably nearly a year.

I don't see any reason why it shouldn't though, there only might be some compatibility issues if LW2 changed/replaced any of the weapon tiers with a different tier.
For example if tier 2 is a different tier of weapon instead of magnetic, this mod will still provide a magnetic tier damage version of the pistol at weapon tech tier 2.

The ini files in this mod may need tweaking depending upon if LW2 changed any of the pistol stats, such as damage or range modifiers.

But apart from that I doubt it will cause any severe issues.

If you're really concerned for a campaign you might have currently running, you could always start another one on Easy, get to the Strategy layer and see if it's in your inventory to equip on Soldiers. And then play another mission to make sure it works.
Rusty 19 May, 2016 @ 1:29pm 
@KjcKiesh Thanks a lot mate!! :D
KjcKiesh  [author] 17 May, 2016 @ 11:54am 
@Creepy Pete, @Anomaly of Awesome

Thanks AoA, yeah to find the ini's you follow your steam directory to the workshop folder, open up content, select 268500 for XCOM 2 mods, and find this mod via it's ID of 644722630. Once in it open up the config folder and there will be the "XcomADVENTPistol" file which has the numbers you can change in it.
The directory I would follow for example is: downloads\steam\steamapps\workshop\content\268500\644722630.

As for other mods you want to change if you want to know which ID belongs to it without trolling through every mod you've downloaded, go to it's workshop page on steam and look at the "?id=" part of the website link.

I hope this helps =)
Zigg Price 16 May, 2016 @ 6:41am 
XCOM 2's mod folder is 268500. This mod is ID 644722630. The .ini file is in the config folder