XCOM 2
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[Vanilla] H&K USP/Match
   
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18.624 MB
19 Oct, 2016 @ 4:56pm
25 Jan, 2017 @ 1:33am
2 Change Notes ( view )

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[Vanilla] H&K USP/Match

In 2 collections by ∑3245
[Vanilla] E3245's Master Mod Collection
80 items
[Vanilla] E3245's Arsenal of Weapons
40 items
Description
This mod adds the H&K USP pistol for any soldier that can wield it. This game could use some more pistols, plus it was second place in the Pistols Poll.
Both Mod Everything and Customizable Secondary Weapons are optional; the former lets you add attachments to the pistol, the latter lets you customize secondary weapons, with the exception that the secondary weapon doesn't inherit the primary weapons customization.

Millenia, the author of Weapons of the New Millenia mod for Fallout New Vegas, granted permission to port his work from Fallout New Vegas to XCom 2. However, he can't grant permission from several models that he used from other authors. I have to track the original source and make sure to read over their license and properly credit the author. If you love Fallout New Vegas and wanted to add more realistic weapons to the game, then check out his mod: Weapons of the New Millenia[www.nexusmods.com].

If you have issues with this mod or spotted a bug, please report it in the Bug Report Thread. If you want to provide feedback, whether its good or bad, then post in the General Feedback Thread.
If you are thinking of downvoting this mod, please provide feedback first, so I know what I should improve on/did wrong.

You can find my Development Thread and see my works in progress.

I don't ask for donations. Period.

FEATURES
  • You can apply camo and custom colors to the weapon. Use Robojumper's Customizable Secondary Weapons to make the secondary weapon to have its own customization.
  • Custom sounds from Modern Warfare 3.
  • You can configure the mod to your liking.
  • You can upgrade the weapon to magnetic and beam tiers.
  • Custom model for the free kill, free fire, and extended mag upgrade (Ext. Mag is useless for a pistol. It's included in the pack anyway in case someone wants to do something about it).
KNOWN ISSUES
  • I've reduced most of the texture from 2048x2048 to 1024x1024, saving everyone some memory. Honestly, there isn't any reason to use 2048x2048 and bigger for weapons.
  • I've disabled the rest of the attachments, since there aren't any models for those.
  • UI Icon is way too small in the Squad Selection screen. It needs a much bigger icon to fix this issue.
TODO
  • Fix some bugs, if any.
  • Port more weapons.
CREDITS

Model/Textures:
  • Kimono for creating the USP model.
  • Thanez for the USP Match/AAC Black Box mesh.
  • Millenia for the textures & Match/Black Box high poly/UV/bake. If you like more realistic guns in Fallout: New Vegas, check out Weapons of the New Millenia[www.nexusmods.com].
  • E3245 for porting and creating additonal textures for the weapon.
Sound FX/Attachment Icon:
  • Activision/Infinity Ward for publishing/developing Call of Duty: Modern Warfare 3 respectively.
Weapon Icon:Mods that I used in the screenshot:
I might be forgetting some, please speak up if you think I'm forgetting something.

If the original author(s) want this content taken down, then please contact me as soon as you can.

DISCLAIMER: ALL CONTENT BELONGS TO THEIR ORIGINAL AUTHOR(S). ALL RIGHTS RESERVED.

LOG

Release ver: 1.010
-Support for LW2.
-Known Issue: The UI Icon is way too small. It needs a bigger icon to replace the old one.

Release ver: 1.000
-Initial release of this mod.
Popular Discussions View All (2)
0
19 Oct, 2016 @ 5:01pm
PINNED: General Feedback Thread
∑3245
0
19 Oct, 2016 @ 5:00pm
PINNED: Bug Report Thread
∑3245
26 Comments
marshmallow justice 30 Aug, 2017 @ 4:37am 
megapack HyPEEEEE
∑3245  [author] 18 Aug, 2017 @ 7:09pm 
Dear everyone,

I'm sorry to say this, but I probably won't update my weapon mods since my work on the inevitable weapon megapack is nearly complete. However, this statement might change later in the future if I decide that progress on the weapon megapack is going nowhere.

Sorry for the inconvenience...
∑3245  [author] 22 Mar, 2017 @ 9:40pm 
@Key980
Probably after the weapon megapack releases.
EchoKrow 22 Mar, 2017 @ 8:18pm 
@E3245
I understand where you're coming from on the primary pistols issue. Will there be a point any time in the future that you make this pistol able to be a primary?

I'll have to check my engineering again. Worst case scenario I check if reinstalling fixes the issue. Thanks for the quick response!
∑3245  [author] 22 Mar, 2017 @ 4:23pm 
@Key980
It works for me. I went to Engineering > Build Items, and the build schematic was there for both tiers. I don't know what's going on with your game.

Anyways, I won't support Primary Pistols or any other mod atm while the weapon megapack is in development. I'm focusing only on critical bugfixes for my weapon mods.
EchoKrow 22 Mar, 2017 @ 3:42pm 
The magnetic variant doesnt show up at all in game. I looked where the unupgraded version is, nothing. I looked in engineering, nothing. Any ideas?
EchoKrow 22 Mar, 2017 @ 3:41pm 
Is there a way to get this to work with the primary pistols mod?
Utaraptor_Red 30 Dec, 2016 @ 11:42pm 
@E3245
Hey, thanks a lot!
∑3245  [author] 30 Dec, 2016 @ 5:26pm 
@Utaraptor_Red
<steam>\steamapps\workshop\content\268500\783835314\Config

All workshop items are located in <steam>\steamapps\workshop\content\268500\.
Utaraptor_Red 30 Dec, 2016 @ 9:45am 
@E3245
No, not at all! I'm speaking about stats such as: demage, piercing etc. I remember it was easy to change all in-game wepon stats throught .ini file, but now i can't figure out how to change it.