XCOM 2
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Tier 1.5 Lasers: an Alternate Weapon Techs mod
   
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141.174 KB
17 Jul, 2016 @ 3:37pm
18 Jul, 2016 @ 1:53am
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Tier 1.5 Lasers: an Alternate Weapon Techs mod

In 1 collection by RealityMachina
RealityMachina's Mods (and the occasional other mod you should try)
65 items
Description
Modifies Alternate Weapon Techs to fully slot in as a weapon tier that comes in between conventional and magnetic.

Heavy Lasers and Crystal Lens are now a requirement for Magnetized Weapons, extending the time required to fully upgrade tiers like LWS's Laser Pack does for Plasma.

(The reason I require all beam laser techs researched is so no weapons get left behind when you start upgrading to magnetic weapons, since otherwise you could potentially upgrade to mag weapons without having researched the prior laser weapons, and I'm not sure if the weapons will properly upgrade if you skip a tier.)

Also fixes the Beam Pistol's inventory image.

6 Comments
Boisegangpc 20 Mar, 2017 @ 6:45pm 
Is this mod dead?
Lifeline83 26 Dec, 2016 @ 5:06am 
Is this mod compatible with the last game version?
DabHand 18 Jul, 2016 @ 2:10am 
Just a report l saw, not widely reported so thought l'd check with you. The first one about spread is defintiely true and currently impacts the alt weapon lasers (and every other weapon add mod that hasn't been updated - e.g. weapon variants reloaded, the HMG for the gunner class)
RealityMachina  [author] 18 Jul, 2016 @ 1:59am 
I haven't managed to test out LW's laser pack yet, though that sounds utterly baffling if true: both weapons use completely different .upks to get their assets from, and they're named very differently, so it shouldn't be resulting in them conflicting with each other.
DabHand 18 Jul, 2016 @ 1:53am 
Also did you encounter why the LW laser pack assets get replaced with the advent model (from the orignal alt weapon tech mod) if you have both installed?
DabHand 18 Jul, 2016 @ 1:46am 
Note this:

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}

Does this mod fix that issue with CaptainO's original mod?