XCOM 2
WotC TheAxeMod
95 comentarii
kmanno 14 ian. la 23:18 
Strategy Overhaul Bridge: WOTC The Axe Mod (if you want these single build)
mayrenise123 27 iun. 2024 la 23:32 
LWtoc?
HIMN 28 mai 2023 la 1:40 
Is there anyway I can config to make the axes unique? like only 1 of each kind in inventory?
zin 3 apr. 2023 la 3:03 
Love the mod! Just wondering, is it compatible with Long War of the Chosen (LWotC)?
damijanx 2 dec. 2022 la 16:52 
Do you know what I think would be freaking amazing addon for this mod? Axes for Sparks and Mechs. Farout what a terrifying thing to behold.
Dęąth Viper 30 apr. 2022 la 8:23 
Is there a way to make it so only specific classes can equip certain axes? Or are they all equippable to ppl who can equip swords
Jon Phones 13 mart. 2022 la 17:36 
"Somehow mechanical units are immune to the Plasma Axe", found this out the hard way.
ericwguy 5 dec. 2021 la 20:18 
Somehow mechanical units are immune to the Plasma Axe
XpanD 27 aug. 2021 la 7:39 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for putting this up, awesome stuff especially for themed characters.
The Greater Good 26 iul. 2021 la 8:17 
Why are there no options for hatch, Combat Cleaver and EMP Axe in the ini file?
Fohcs 8 iul. 2021 la 19:02 
Does there happen to be an easy way to add some of these abilities to the Hunters Axe from the Alien Hunters DLC?
BlazinHothead 29 dec. 2020 la 6:39 
@Musashi
Btw, what's up with the Freeze Chance Froststrike stuff you've commented out? Do they work or will they break something if I enable them?
BlazinHothead 29 dec. 2020 la 6:32 
@GargakOfTheEast
To get the bonus organic damage on the EMP Axe, go to:
\steamapps\workshop\content\268500\1123258145\Config

Open the file (with Notepad if you get prompted):
XComAxeMod.ini

Search for (press Ctrl + F) :
THROWING_AXE_BM_ORGANIC_DMGMOD=

It's value will be 0. Change it to 3. Now the EMP Axe will give the Butcher bonus along with EMP Emitter. I tried to make this explanation as noob friendly as possible so if you already know how to edit .ini files then this will come off as rather patronizing.
CP5 13 aug. 2020 la 12:29 
I've been using the axes form this mod a bit and enjoying the choice they give compared to other melee weapons. My only issue is that when you upgrade your weapons you miss the older versions of the axes. This isn't an issue for most of them but the cleaver offers a fairly strong anti-organic weapon and having that replaced by an anti-robot weapon isn't the worst, but I was wondering if there was a way to keep older weapons usable after getting the next tier.
GargakOfTheEast 11 iun. 2020 la 5:41 
This is a great mod. My only complaint is that the Cleave ability on the "big axes" is very difficult to use. It is really rare for multiple enemies to group up close enough to ever make use of it.

I'll offer a suggestion: make Cleave instead swing at an enemy twice (like Rapid Fire), with some kind of cool down, and can only be used on a blue move.

Another idea would be for Cleave to be a free ability that grants Wrecking Ball until the end of the turn.
Akadosh 19 mai 2020 la 23:59 
What do you think about a sledgehammer mod that turns melee into a cover destroying support item instead of a damage dealer?
spiritplumber 30 apr. 2020 la 3:16 
AXE-COM time!
HotelCharliHill 21 mart. 2020 la 19:19 
So there's no way to edit higher tier axes so they do more damage (going to start a campaign with LWotC)?
albamuth 3 mart. 2020 la 13:56 
Yeah, I wasn't expecting you to yet, I have been poking around trying to figure out how to do it myself, hoping you had any pointers -- will share if I get it working! ;)
Musashi  [autor] 3 mart. 2020 la 13:33 
Havent done any compatibility patches for LWOTC yet
albamuth 3 mart. 2020 la 13:04 
Just got to Plasma Tier on my LWOTC Beta 2 Veteran campaign, noticed that all 3 tiers of the big Axe have the same (4-6) damage!
Jsaw 21 ian. 2020 la 18:25 
no been subbed for a while and i started with just WOTC dlc and then bought tactical legacy pack. recently subbed to rgpo and a few other mods including ur knife mod and that one has the same problem of missing weapons after upgrading tiers. and i assume lwotc is wotc but with long war?
Musashi  [autor] 20 ian. 2020 la 23:15 
Are you playing with lwotc?
Jsaw 20 ian. 2020 la 15:08 
weapons stop appearing after upgrading to t2 and t3, ice axe, cleaver and emp axe stay visible and equipable however
Nadarith 10 ian. 2020 la 11:23 
@Musashi good luck with the bug fixing, i've noticed some mods before that also had duplicate engineering entries, sounds like xcom likes throwing that one up

i've noticed the frost chance in the ini, but there's also an additional frost based axe ability? i'm currently trying to turn it on for myself, its still there i hope, just disabled from the ini? not removed from the code?
Musashi  [autor] 10 ian. 2020 la 10:28 
I had a frost effect on tier 3 but that meant to have a dlc dependency back then and many people complained cause they did not had the dlc so I removed it again.
Musashi  [autor] 10 ian. 2020 la 10:27 
Duplication of primary variants is entirely my fault. I am trying to fix it so far without success.
ashhhh2 10 ian. 2020 la 9:43 
@nadarith he's the one who made those
Nadarith 10 ian. 2020 la 9:02 
Ah, so its xcom 2 screwing the mod over

One possible idea would be too look at how ballistic shields or a similar mod gives its mobility penalty tho, because i noticed those mods don't have that problem, but idk what this would entail or how much work it would take

would i be correct in assuming that vortex duplicates in engineering in katana mod is also an xcom 2 problem?

also, in the ini there's a bunch of frost related stuff, including an ability for the axe, we were meant to get 4 tier frost axe? like how katanas get the vortex?
Musashi  [autor] 10 ian. 2020 la 7:16 
Its a basegame bug that seems to be somewhere hidden in the native code of the game. So nothing I can really fix. You can remove the mobility penalty in the axe config.
ashhhh2 10 ian. 2020 la 6:40 
it's a bug also the mod maker as far as i know doesn't update this anymore let alone check the comments
Nadarith 10 ian. 2020 la 5:40 
Soo, is the permanent mobility malus upon upgrading the axe while a soldier has it equipped bug planned to be fixed? or is there a problem with fixing it? i ask because the first report of the bug in the comments is from a little more than 2 years prior, and while this mod was updated some in those 2 years the bug was never fixed or even acknowledged from the seeming lack of responses to comments (and the thread) mentioning it

its rather unusual for a bug like this to go unfixed for so long
ashhhh2 15 sept. 2019 la 11:31 
would it be possible to make a greatsword counterpart to this mod?
PCFMaster 17 mart. 2019 la 12:30 
none of the axes show up in my game. sound like its already been fixed so do i just need to reinstall the mod or game?
the mods never really worked after i got wotc
neIVIesis 11 mart. 2019 la 11:02 
@Parkar can this be edited via one of the .ini files?
Lup3lius 3 febr. 2019 la 18:51 
@Musashi Could that fix be reuploaded without too much hassle?
Ktomm 30 ian. 2019 la 10:44 
axe eats mobility if you upgrade with them equipped.
Musashi  [autor] 27 ian. 2019 la 11:07 
Oh Yeah i fixed that a while ago. Seems steam has eaten the upload again
Parkar 27 ian. 2019 la 9:18 
Looking at the source, the reason it is missing is that it's template is created with the same name as the magnetic variant. This is the line to fix for those that are prepared to rebuild the mod until it is fixed.

`CREATE_X2TEMPLATE(class'X2WeaponTemplate', Template, 'ThrowingAxe_MG');

should be:

`CREATE_X2TEMPLATE(class'X2WeaponTemplate', Template, 'ThrowingAxe_CV');

It gets created but then overridden by the magnetic variant.
Lup3lius 21 ian. 2019 la 18:51 
Same as @nelVlesis
neIVIesis 3 ian. 2019 la 12:58 
Hatchet is missing, only Battle Axe shows up.
KT Chong 26 dec. 2018 la 2:20 
Do these axes benefit from the Sword Upgrade Breakthrough research?
Black 16 dec. 2018 la 17:13 
Thirded, disappeared completly
yes_commander 15 dec. 2018 la 8:25 
Hatchet is missing for me now as well.
yes_commander 15 dec. 2018 la 1:41 
@A Big Hairy Monster
Sure, but it's still a thing that needs mentioning.
withmin 14 dec. 2018 la 22:25 
tier 1 hatchet disappeared...
A Big Hairy Monster 14 dec. 2018 la 3:27 
@yes_commander I have this error too, but you seem to still be able to use them just fine, its just some kind of text string error.
yes_commander 13 dec. 2018 la 23:10 
Getting a Has No Friendly Name error for the name of the tier 1 hatchet.
yes_commander 5 dec. 2018 la 3:47 
Running this with krumiro's [WotC] RW Realistic Non Infinite Constructions and after buying the Arc Blade, all axes disappear. It would be cool if The Axe Mod would account for finite upgrade style gameplay, but I understand that it's obviously not the intent of the mod. I'm wondering if the same issue will occur for ballistic shields if I try to upgrade those.
spiritplumber 9 nov. 2018 la 18:49 
This is Axe-Com!