XCOM 2
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Weapon Variants - Reloaded
   
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2 Apr, 2016 @ 11:52pm
8 Apr, 2016 @ 6:47pm
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Weapon Variants - Reloaded

Description
This mod adds variants of the stock weapons that offer greater tactical choice and role flexibility.

This mod is a remake of Fomortiis' Weapon Variants mod with their permission to take over development. The existing mod is no longer being maintained.

Change Log

1.5 - Updated to work with save games. Reduced default 'Sarah' aim penalty to -5, this seems more balanced. It's a conventional rifle with -1 mobility and -1 clip size already. These settings can be configured in the ini file.

1.4 - Fixed issue with 'Nina' and 'Sarah' conventional variants not showing in tactical/performing fire animations, and occassionally crashing the game.

1.3 - Moved 'Remove Mods' ability to it's own mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=658977800

1.2 - Added ability to remove all mods (adds a dummy mod and turns on Lock And Load continent bonus by default). XComDNWeaponVariants.ini contains a switch to turn this off if you don't want it.

1.1 - Added back correct number of mod slots by tier

1.0 - Initial Release. Includes variants for conventional, magnetic, and beam assault rifles.

Note: Exact variant features may change with user feedback on balance and performance.

Current Variants:

DN-9AR (Nina) 9mm Assault Rifle

- Conventional, +10 Aim, -1 Damage, +1 Clipsize, +1 Mobility

DN-7AR (Sarah) 7.62mm Assault Rifle

- Conventional, -5 Aim, +2 Damage, -1 Clipsize, -1 Mobility

DN-T5NE (Tiffany) Gauss Assault Rifle

- Magnetic, +5 Aim, -1 Damage, +1 Pierce/AP

DN-E5TL (Estele) Gauss Assault Rifle

- Magnetic, -5 Aim, +2 Damage, -1 Mobility

DN-BCC (Bessie) Beam Rifle

- Beam, +2 Damage, +4 Pierce/AP, -2 Clipsize

DN-SHR3 (Sherry) Beam Rifle

- Beam, +4 Damage, -1 Mobility

The intent is not to make weapons be obvious upgrades, but to provide tactical tradeoffs and considerations in equipping your soldiers.
Popular Discussions View All (2)
3
24 May, 2016 @ 12:44pm
PINNED: Weapon Variant Requests and Balance Suggestions
/dev/null
0
10 Apr, 2016 @ 12:49am
PINNED: BUG Reports
/dev/null
49 Comments
Yuurei 16 May, 2021 @ 12:55pm 
when you can let us know more
yes_commander 8 Dec, 2019 @ 8:15pm 
Downloaded this to have an alternative to the conventional LW SMG (I don't like the look, and very few weapons I've checked out have mobility bonuses exposed for easy adjustment) but the additional sidegrades sound interesting, so that's a plus. I changed the names in the localization and bumped up the Mobility bonus, and I'm currently tinkering with adding more upgrade slots, plus compatibility for Grimy Loot, Bayonets, Underbarrel Attachments, etc.

I know this mod is old and hasn't been updated in forever, but I can confirm it works out of the box with WOTC.
Toheck 15 Jan, 2019 @ 4:21pm 
It should automatically download.
Remster1236 31 Aug, 2017 @ 4:05pm 
sup guy new to the workshop, does this automaticaly download or do i have to add it into the game file manually?
DabHand 18 Jun, 2016 @ 3:25pm 
Hello!

Seems that LWT mod breaks the damage spread on weapons, regardless of damage roulette being used.

This is second hand info l'm just passing it on:

For anyone that has a weapon mod, the Author needs to add the following line to the end of their weapon template.

defaultproperties
{
bShouldCreateDifficultyVariants = true}
DabHand 15 May, 2016 @ 2:09am 
you can change it in the ini. I put it down to +1
Makko 14 May, 2016 @ 2:56pm 
Plus 2 damage at the conventional level is stupidly high, that's +60% minimum damage for the Assault RIfle
/dev/null  [author] 12 May, 2016 @ 11:55pm 
@Hybridon: Not at present, although apparently there is a way to make it happen, I haven't worked on it yet.
Kanan 12 May, 2016 @ 8:41pm 
Does this work with Grimmys loot mod, I mean where you can get looted weapons that are from this mod?
Makko 1 May, 2016 @ 11:59am 
While I like the names, I think they're too long over all.