XCOM 2
WotC: Fusion Ripjack Applies Stun
52 Comments
yurei Basara 27 Jul, 2024 @ 11:30am 
muy bueno tu mod
Phoenix 9 Jan, 2024 @ 12:40am 
Thanks!
Bardagh 7 Jan, 2024 @ 4:49pm 
Apparently not. My bad - I guessed wrong, and just now thought to check the vanilla game file it modifies. Just change that to whatever % you want (vanilla ionic ripjack stun is 25%). So the XComGameData_WeaponData.ini file in the mod should read like this:
[WotC_FusionRipjackAppliesStun.X2DownloadableContentInfo_WotC_FusionRipjackAppliesStun]
; 0 = 100
WRISTBLADE_BEAM_STUNCHANCE=25
Phoenix 2 Jan, 2024 @ 6:03pm 
@Bardagh So if I change it to 70 it should make the stun chance 30 percent right?
Bardagh 2 Jan, 2024 @ 3:23pm 
@Phoenix that line is commented out (the semicolon means "nothing forward of this on this line runs"). It looks like the line below that is the one you want to change; since 0=100%, it seems to be the chance of NOT causing stun.
Phoenix 23 Dec, 2023 @ 8:13pm 
Is is possible to decrease the change of the stun? I went to the .ini file and it says 0=100. Would changing it to 30 make it 30 percent chance maybe?
zin 30 Mar, 2023 @ 1:11am 
@Myshkin Yes, it works. My Skirmisher with a Fusion Ripjack was mind-controlled by an ADVENT Priest, and it frickin’ stunned two of my soldiers, whilst at the same time burning one of them!

One question I have about the mod: what is the percentage chance to stun with the Fusion Ripjack, and is it higher than the Ionic one?
CommanderShepard153 7 Feb, 2022 @ 6:16am 
@robojumper does this work with the Proficiency Class Plugin Skirmisher?
Bardagh 31 Mar, 2021 @ 10:05am 
25% as per the ionic ripjack patch in 2017?
Myshkin 27 Oct, 2018 @ 11:03pm 
Does this mod work now?
Green Raven 17 Oct, 2018 @ 7:57am 
Was something changed in Legacy? Even Ionic Ripjacks no longer seem to apply stun...
Oblivious Naga 4 May, 2018 @ 7:56am 
Does this work with swords and axes or do you know the mod that does this?
abel1717 21 Feb, 2018 @ 11:29am 
Since you were able to do this, I wanted to ask for your help. I would like standard weapons to have a chance to stun the enemy (as it happens in real life). I tried in the weapons file (e.g., AssaultRifle_Conventional_StunChance = 20), but I do not see it in the rifle description when I load the game. Please advice.
Erazil 12 Feb, 2018 @ 2:43am 
hi , first thank for this mod :)

just a little thing, agree with Jim Raven when he say :

Jim Raven 7 oct. 2017 à 9h48
"Oh after playing with it a bit around i noticed that the description of Fusion Ripjack doesnt specify the stun effect (while the magnetic one does.) nothing to big but would be cool if you could fix it TY"

thanks you again :)
Marcus 31 Dec, 2017 @ 4:43am 
you can edit the values using noepad plus, then save AND click on file properties, change to READ ONLY by ticking the box, apply and save.Works for me - my bulpup dose 7 damage now!
David Steel 10 Nov, 2017 @ 10:22pm 
!!! D:
Spotter 6 Nov, 2017 @ 7:37pm 
Has anyone successfully modded the damage and clip ammount for Faction weapons like the Bullpup, and Vektor Rifles? I mod the ini, but the game doesn't take the mod and stays at Vanilla stats.
Yes, I modded in the User/games/steam/etc folder :steamsalty:
Dakka Dakka Booom 21 Oct, 2017 @ 12:11am 
Is this mod induce 100% stun? I think all of my ripjack broguht stun after patch with this mod...
Dakka Dakka Booom 20 Oct, 2017 @ 5:48pm 
Well, I will still use this mod regardless of 25% nerf.
JB-emmanuel-Zorg 20 Oct, 2017 @ 6:41am 
with this mod, it's 100% stun for ionic and 100% stun + burn with fusion?
Nasarog 19 Oct, 2017 @ 3:07pm 
So, is this still a viable mod for the ripjack?
robojumper  [author] 19 Oct, 2017 @ 2:05pm 
@Dragon32
That config number is useless due to a typo in my script.
Firaxis just added 25% stun chance for the Ionic Ripjack in the update, so you can probably change it now directly in the base game without this mod.
Dragon32 19 Oct, 2017 @ 1:16pm 
Guess just changing
WRISTBLADE_BEAM_STUNCHANCE=0
to
WRISTBLADE_BEAM_STUNCHANCE=25

In this mod's XComGameData_WeaponData.ini is all that's needed?
Nasarog 19 Oct, 2017 @ 1:02pm 
They just messed with thr ipjack, will you be adjusting this mod again?
Kjell 13 Oct, 2017 @ 2:09am 
Does the stun effect supress the burning effect?
Jim Raven 8 Oct, 2017 @ 1:48am 
@Element UK still a downgrade then. They can still use nade/psi abilities or any other ability. Stun all around better
Element UK 7 Oct, 2017 @ 8:55am 
Just get the 'burning tops shooting' mod and all is well with the ripjack
Jim Raven 7 Oct, 2017 @ 12:48am 
Oh after playing with it a bit around i noticed that the description of Fusion Ripjack doesnt specify the stun effect (while the magnetic one does.) nothing to big but would be cool if you could fix it TY
Jim Raven 6 Oct, 2017 @ 4:18pm 
Ok yea apparently it does both and i am gratefull for it. Can you PLZ do the same for sword/axes ( i dont recall if T2 axe had stun tbh ) although using the assasins sword is kinda the best way to go about it soo no biggie.
Jim Raven 6 Oct, 2017 @ 4:02pm 
@RealitY you missed the chance for that playthrough i am sorry mate.

So hey. does that mod add the Stun as well as the burning or does it remove the burning?
pintocat 30 Sep, 2017 @ 11:57am 
Also I thought maybe the Ripjack, once skulljack is researched, could allow skulljack from the Skirmisher. And/or an extra bonus to skulljack with the Skullmining.
pintocat 30 Sep, 2017 @ 11:56am 
Could you add a config to make it optionally apply to ranger sword as well?
Agrippa HX 26 Sep, 2017 @ 6:26pm 
Isn't this the same with Ranger swords? Perhaps you should consider expanding the mod to make melee attacks consistent based on equipment.
mutant 24 Sep, 2017 @ 1:00pm 
i think you can't get the lower tiers if you skipped them.
AlphaGrey 20 Sep, 2017 @ 2:19pm 
I skipped the Ionic ripjack and bought the fusion upgrade directly, do you know any way i can buy the ionic one since i cant find it anymore.
this mod is awsome but to be honest i would like the option to switch between fire and stun
Booksuny 19 Sep, 2017 @ 8:15am 
best mod!!
Mantonio 12 Sep, 2017 @ 9:08am 
This is great!

Could you maybe make a mod to do the same for the sword?
Nieros 7 Sep, 2017 @ 2:16pm 
this is cool but this was never an issue the new characters and options you have in battle are so fucking broken that it doesnt matter if you melee and cause a burn if your playing correctly you'll basically kill the ememy next turn with burn and retribution this shouldnt be a problem unless more enemies are present that you havent already taken care off which in that sense means you should not try to melee unless its a templar or ranger with reaper active plus melee cost one action if its a bluemove if your in close range like you should be when using the skimisher you can take advantage of this Bluemove melee fire in there faces and then watch as retribution finishes the job take advantage of the resistance orders and get that skimisher better mobility so
Keith 'Blood' Hanson 6 Sep, 2017 @ 9:07am 
I've had no issues with it mid campaign. No crashes at least.
Washing Machine 6 Sep, 2017 @ 8:36am 
Fine to add mid campaign?
Rylien 6 Sep, 2017 @ 8:13am 
The burn remains along with the stun from what I've sene.
Squamata 5 Sep, 2017 @ 5:52pm 
Does this remove the burning effect?
Juravis 5 Sep, 2017 @ 9:45am 
This isnt anything new, Swords also have the same problem.
Landgreen 5 Sep, 2017 @ 9:33am 
@salkin51113. Yes you can
Fischy 5 Sep, 2017 @ 8:02am 
can i add this mod mid campain?
Sinjen Blackstar 5 Sep, 2017 @ 6:35am 
does it also retain the burn as well as the stun after upgrade? Or does the stun replace the burn?
FreedomFighter 5 Sep, 2017 @ 6:30am 
@Apostle of Ebola - Stun apply to all type of enemy, included robot while burn can't be apply on robotic and semi organic-robotic. If you are playing Legendary, you can't kill most of enemy outright. Stun them out of action for one turn is more favorable. It also allow you to kill Priest outright without stasis proc up. With stun, Skirmisher can stun two enemy in the same turn by using both Justic and Wraith.
McPunchins 5 Sep, 2017 @ 6:27am 
I think the loss of the stun is more of an issue because it makes the skirmisher retribution ability fucking worthless when you upgrade to Fusion. that is where the ripjack really shines is in the retribution moments when it stuns a target who is about to melee attack your skirmisher, losing that stun in exchange for a minor 3 damage increase and burning which usually doesn't do any damage before a target dies anyways in an active situation is a huge downgrade. Yes actively the stun isn't the most nessisary thing and can be overlooked but the fact that skirmishers are guaranteed a bladestorm like ability specifically for their ripjack means it is a huge downgrade defensively and there is almost zero reason to upgrade the ripjack beyond ionic since your bullpup attack damage will almost always be higher.
Zahnloli 5 Sep, 2017 @ 6:12am 
I used to think so, but the burn is significantly better. In fact, stuns, apart from stasts, are pretty much worthless.
What are you doing meeling a target you can't kill?
The burn damage extends the damage range so even if the target survives, if it burns it still dies. If it doesn't then again, why meele in the first place.
All a stun does is cost you an extra action to kill. As I said, stasis as an ensured stun on an unreachable high-valve target being the exeption, but you woudn't have meeled that.
teh1archon 5 Sep, 2017 @ 5:00am 
Because of mods like this I truely believe Firaxis did the bare minimum (if not even less than that) in QA stage of the game. Thank our Ethereal gods and saviors for giving us modders that fix the game for Firaxis around the clock.