XCOM 2
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[LW2] A Better Arsenal (LITE)
   
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11 Feb, 2017 @ 8:27pm
11 Feb, 2017 @ 9:05pm
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[LW2] A Better Arsenal (LITE)

In 1 collection by Scuba Steve
[XCOM2] A Better Start | Rookie | Arsenal + (LITE) Mods
22 items
Description
A Better Arsenal for Long War 2 (LITE)
Lightly Buffed weapons, armor, mods, and utility items to damage, protect, last longer, and have more of it.

Commander while you spent the last couple of decades marinating in your own juices our engineers in munitions have made lethal advances in weapon design and development. Right from the start your rookies will wrap their hands around the grips of weapons with LETHAL potential.

A Better Arsenal seriously upgrades the your weapons, nades, gremlins, etc to an insane degree. New clip sizes make reloading irrelevant and adds a few extra shots to single shot guns and items.

If the weapons don't remove the threat after first blood then we have upgraded our armor to make most engagements survivable.

An LW2 compatible version of "A Better Arsenal"

*This mod works at all game level difficulties.

Under The Hood
To list the specifics of all the changes would mean dumping the entire XComGameData_WeaponData.ini and ain't nobody got time for that in the mod description. So let me sum up...

Weapons
  • weapon damage was increased by +1 to +2 across the board
  • aim was given to all weapons with the heaviest doses going to sniper rifles and lower numbers on shotguns and LWG (Lite version - minimal aim was given in all cases as to make sure gun mods remained relevant)
  • a bump to shredding was given to conventional and mag weapons while piercing was given to mag and beam
  • clip sizes for all weapons were increased by +2 to +3 (Lite version - clip size increases kept low to keep gun mods needed)
  • minimal crit chances were added to all weapons and followed the same curve that LW2 gave to short range weapons
  • increased the mobility boost given by LW2's SMGs by +2
  • grenade dmg, range, and radius was minimally adjusted if at all. clipsizes +1
  • Special DLC weapons were adjusted with minimal increases to dmg and added moderate crit, aim, and use count due to their uniqueness.
Armor & Items
  • health was added to all armors and vests by +2 to +3 hp
  • added a mobility bump to most all of the armor types by +3 to +4

DYI Modding
This mod was my attempt to answer the numerous requests to tone down the OP'ness of my original mods. However if I still haven't hit the mark for what some players may want for this mod the following are the instructions to modify this mod and set the stats to the values that work for you.

To change the stats to weapons edit this file:
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\862275801\Config\XComGameData_WeaponData.ini

To change the stats on armor edit this file:
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\862275801\Config\XComGameCore.ini

If you are an old pro at editing ini files of your favorite mods and you know the trick on how to make sure your changes survive the mod author's future updates please note that copying this mod's files to your local XCOM game directory it will disable the mod. The reason being that the load order for mods are as follows: core game > DLC > local mods > workshop mods. This means the LW2 workshop mod will get loaded last and override all of your local mods that change the same values. The only way to get around this is to also copy the LW2 mod into your local mods folder...still no guarantees this will work. My advice is to save your changes to a file else where and then just copy them back after any future updates occur.

49 Comments
Nox Oculis 3 May, 2020 @ 5:33pm 
Mobility being important I use light units
Specialist, Psy, Shinobi have submachine guns
the mobility bonus is + 5 with your mod
if I equip them with a rifle they lose 5 in mobility
instead of 3, so the gain is + 2


Otherwise I started a LW2 part again
2 days before the surprise Chimera squad and return to LW2 now.
then tried your mod, I like it, I reported my opinion
seen your mods on Chimera
Thank you and encouragement
Scuba Steve  [author] 3 May, 2020 @ 3:58pm 
Good catch. I hadn't developed a good method at the time of the LW2 roll out to make sure my LITE versions were complete ramp down on the buffs from the full version. I can see how I would have missed the bump I gave in the equipment when building the LITE. I'll take a look.
Nox Oculis 3 May, 2020 @ 3:35pm 
"added a mobility bump to most all of the armor types by +3 to +4"
in the sense that getting around an enemy becomes too easy
excessive for a "lite" version
a very lite version, would be preferable
Scuba Steve  [author] 9 Nov, 2019 @ 1:53pm 
@Dudebro, use the file path above for the WeaponData.ini and search for the word "grenade". You will see where you can adjust the damage and the radius. There are two ways to change it. 1.) change the base variable or 2.) change the override that is dependent on level of difficulty. In most of my mods I put the default value from the vanilla game in a comment next to the updated variable. You should be able to see where I changed this and where I left it alone.
Captain Alex 7 Nov, 2019 @ 12:09pm 
Thanks steve! where can i change the granade damage? i cant seem to find it in the ini.
Rtma Eros Paragon 28 Dec, 2018 @ 3:18am 
Does this affect LW2 Secondary Weapons [WoTC] mod?
Scuba Steve  [author] 23 Feb, 2018 @ 5:29pm 
It does not, Robotic Jones. Sorry.
Sleepy Boy Jones 21 Feb, 2018 @ 6:55am 
Does this mod effect custom weapons like Nigel Thornberrys halo reach weapons?
\/oron Agrrav 30 Jan, 2018 @ 5:34pm 
I've since found a Few mods that have been able to do so, but None of them really helped me also due to my Limited knowledge of modding,
All Implementations of what I want are written in a completely different way to how LW has it's equivalent files, and thus I can't really translate what I found into something that would work
Scuba Steve  [author] 26 Jan, 2018 @ 9:08pm 
That totally makes sense but I don't recall if it is possible to set a weapon such that it gives an ability when equipped.