XCOM 2
[WOTC] Better Attachments
104 Comments
test 10 Jul, 2024 @ 11:00pm 
Does stabilised shot just apply to the next shot or keep applying till you move or something?
Skit 30 May, 2024 @ 2:16am 
I this already built into a better everything?
DerBK  [author] 15 Aug, 2021 @ 3:55pm 
Over the years that has been requested a few times, but i am not aware that anyone made such a mod. I didn't. And i didn't make the mod in a way that would allow for picking the attachments, sorry.
Lux Manifestus 15 Aug, 2021 @ 11:43am 
Is there a way to disable the repeaters and keep the scopes and stocks? I want to use Musashi's suppressors mod with this, if possible.
Kroscov 1 Mar, 2021 @ 6:19am 
@FreeHK&TaiwanNo.1(13Crusader13) the laser sight does that already mate, no need for two
Onji 20 Apr, 2020 @ 3:09pm 
Hmm. I've really come to appreciate your way of thinking of attachments. I hope these can work for LWOTC when it's fully released.
DerBK  [author] 26 Apr, 2019 @ 8:10am 
Actually, i am not sure. It was made for WotC, of course. But i don't know if anything with the attachments changed from the original XCOM2 to WotC that would be relevant here.

Worth a try, but i can give no guarantees. I'd not risk it.
Zoinho1 26 Apr, 2019 @ 8:07am 
Will work on vanilla version?
Dawnpromise 24 Apr, 2019 @ 12:57pm 
Also forgot about the auto-loaders, but yes thanks for the info.
DerBK  [author] 24 Apr, 2019 @ 12:25pm 
There's also the laser sight that still gets a bonus, but i do agree that its a bit iffy.

If you want to disable Insider Knowledge, that's a quite simple edit in the GameData.ini that you could do yourself.

Ctrl+F for "ResCard_", that should bring you to a text block that has stats for all the resistance orders. Or search for "InsideKnowledge" that gets you directly to the right one.
By putting a ResCard's strength value to something unrealistic (like 99), you can disable them.

Not sure if that applies to ongoing campaigns, though. I would guess not.
Dawnpromise 24 Apr, 2019 @ 11:56am 
Suggestion: Sine this mod (as well as ABB) render the Insider Knowledge resistance order half pointless why not give an option to disable it?

Frankly with this mod the order is a total dud, as +1 ammo on magazines and +5% Hair Trigger aren't worth the slot.
Chéradénine 18 Dec, 2018 @ 6:43am 
DerBK  [author] 20 Oct, 2018 @ 10:03am 
No idea. This mod hasn't been changed in a long while and there is no reason for me to assume that it would just break on its own.

The whole fact that it says "Basic Scope" on your pic, something that is neither in vanilla nor in my mod, tells me that you have other mods going on. So i suppose you should start by not running multiple conflicting mods.
Ravencroft 20 Oct, 2018 @ 9:10am 
Any idea on how to troubleshoot this?
Epic Store Exclusive 20 Oct, 2018 @ 2:09am 
I get the same descriptions in both mods. Even the TLP version of ABB.
Ravencroft 19 Oct, 2018 @ 6:31am 
Thats what I thought but with this mod I get basic scope and broken increase aim but if I switch to your better barracks mod without this and load the same save they are all correct.

https://www.dropbox.com/s/z8wpcei7b1qdk59/ohdear.png?dl=0
DerBK  [author] 19 Oct, 2018 @ 6:11am 
I see no reason why it wouldn't. TLE changes nothing at all about attachments.
Ravencroft 19 Oct, 2018 @ 4:38am 
I don't think this works with TLE unfortunately.
DerBK  [author] 14 Oct, 2018 @ 8:17am 
This mod is already part of ABB.
Epic Store Exclusive 14 Oct, 2018 @ 7:39am 
This isn't in your "A Better Everything" collection either :P

Sorry for constantly posting on your mods :P
Azuron 3 Feb, 2018 @ 11:45pm 
I love all these changes! but.... the xcom naming sense is bugging me, even here i feel like the wrong settings have been placed on the wrong mod

The way it would make more sense to me would be the following changes:
Upgrade:
-Repeater switches place with HT
-Hair triger =+crit damage
-Stock =no graze/covering fire
-Scope =2 AP Aimed Shot

-Have AutoLoader & Expanded Magazine be mutually exclusive?
-at the same time i dont understand why laser and scope are exclusive, isn't laser usually placed UNDER the barrel?

Any helpful modder out there that can point me where i could go to change the names?


PS: @DerBK any progress on that resistance order compatibility?

PPS: i found that if folks want to its pretty simple to return the miss damage if they want:
go to D:\SteamLibrary\steamapps\workshop\content\268500\1129253178\Config and delete XComGameCore.ini it only contains the miss dmg override so it shouldn't cause any problems
Black Lenin 13 Oct, 2017 @ 7:26am 
Is there at least one small chance?
If it's fast and easy.
Make a version of the mod only with stocks,
as it was with repeaters
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1130014360
Please
Black Lenin 13 Oct, 2017 @ 3:09am 
It's hard to hear.
This is a great mod, adding tactical depth to weapon attachments.
It is a pity that he is no longer supported
DerBK  [author] 12 Oct, 2017 @ 10:13am 
This mod isn't going to be updated any further, because i am working full time on A Better Barracks now. This was meant to be just a little preview.
Nitewolf 12 Oct, 2017 @ 10:11am 
Amazing mod. Do you plan to do something about th hair triggers as well?
Vertani 10 Oct, 2017 @ 9:40pm 
Thank you for making this mod. I had been meaning to make something similar, but I could never get it to work.
MaCC165 6 Oct, 2017 @ 6:07am 
ok my fault, forgot it named repeater, seemed i unsubscribed accidentally ;D
DerBK  [author] 6 Oct, 2017 @ 5:47am 
Then something is broken on your end. My repeaters don't execute, really sure about that.

Check in the inventory screen, when looking at a repeater, if it says 0% chance or not.
MaCC165 6 Oct, 2017 @ 5:38am 
cant u change execute? I just execute a chosen
DerBK  [author] 4 Oct, 2017 @ 9:00am 
Hi. This mod is not going to be updated any further for the near future. I didn't anticipate to get a version of my A Better Barracks mod out so soon, else i wouldn't have published this little snip from it in the first place. Now i'll just focus on my three main mods ABA, ABB and ABC which won't allow for any side spinoffs.

I might update this mod one final time at a later point once with whatever developments i got into ABB. But no guarantees. Sorry.
Juravis 29 Sep, 2017 @ 8:21pm 
Can you give your aim attachment ability a bigger priority than standard shot? When its available, it should always be the first on the list of hotbar abilities in my humble opinion. Just like Hunker Down becomes first when youre on fire.
Seven 21 Sep, 2017 @ 11:38am 
I uderstand. I know it is a lot to ask, however, is it perhaps possible to make a version of this mod that ignores the repeater all together? That could allow for compatibility right? I apologize if this is a tall order, as I am still extremely new to modding in general.
DerBK  [author] 20 Sep, 2017 @ 11:57am 
I wouldn't expect the Tactical Suppressor mod to be compatible with my mod, as they both do things to the Repeater. I don't know how Musashis mod works (i am not using it), so i can't really say anything more helpful, sorry.
Seven 20 Sep, 2017 @ 11:42am 
Is there a possibility of creating a new item to replace the Repeater so that this works properly with the Tactical Suppressors mod? As they work together right now, the Suppressors take over your functionality of the repeater. They retain the name repeater, but function like a suppressor.
Type1Ninja 20 Sep, 2017 @ 10:23am 
Alright, neat. I'm looking forward to whatever you make; all of it so far has been pretty awesome.
DerBK  [author] 20 Sep, 2017 @ 8:05am 
Stabilized Shot requires two action points, so unless you have more than two actions, you can not move and stabilize. It works just like the Sniper Standardshot.

As for the Hair Trigger, i don't have any immediate plans. I will eventually do a bigger overhaul of items in the game, and Hair Triggers will likely get a review then. But that is still some time away and i just wanted to get the three worst offenders (in my mind) out of the way for my own campaign.
Type1Ninja 20 Sep, 2017 @ 7:51am 
Just to clarify: Can you use stabilized shot after moving, or only when you haven't moved yet?

Also: I'd really like to see your take on the hair trigger, like some other people here in the comments. It's unreliable RNG just like the repeater, if a little less heinous. The obvious fix would be an Overwatch aim bonus, but that would reduce the usefulness of the reflex scope. I'm curious what you would do.
DerBK  [author] 13 Sep, 2017 @ 9:27am 
I want to keep the Stabilized Shot seperate from the Standard Shot, because there are scenarios where you may want to keep using the Standard Shot. The most obvious one is a Skirmisher with a stock on his Bullpup.
Feezec 13 Sep, 2017 @ 9:21am 
This mod and your continued support for it are great. I have a request: automatically apply the Stabilized Shot bonus when it is applicable, without needing to manually select the Stabilized Shot ability. Right now I keep forgetting that I have the stock equipped, so I use the regular shot out of habit instead of the Stabilized Shot.
Charmed 11 Sep, 2017 @ 7:41pm 
In case anyone wants the stock shot to offer Headshot against lost, it's really easy to add. Just make or use an XComGameData_SoldierSkills, add this https://pastebin.com/dqJBu1Du

Dunno if you want that by default or not DerBK.
DerBK  [author] 11 Sep, 2017 @ 2:14pm 
This mod has been updated with a fix for the Stocks. They were still applying miss damage.

In other news, i finally took a look at how the Resistance Order thingy that adds another bonus to your attachment works. I plan on adding that later this week for the Repeater(+1 crit) and Stock(+5 aim on Stabilized Shot).
Koala.. Not a threat 11 Sep, 2017 @ 4:34am 
Thx alot for the scope changes. They are alot better now!
Astronimo 10 Sep, 2017 @ 10:01pm 
Can you made an ingame description? For me it simply vanilla info without any numbers on it.
Chéradénine 10 Sep, 2017 @ 5:14pm 
@DerBK, as @d4n13lus said, could you replace Hair Trigger to give an aim bonus on overwatch?
And concerning the various attachment, maybe add options for each of them to revert them to vanilla behavior?
EDIT: Nevermind, just read your FAQ. My bad!
Charmed 10 Sep, 2017 @ 4:01pm 
I am still having stocks do miss damage, as well as having the stabilised shot ability
d4n13lus 10 Sep, 2017 @ 10:26am 
sorry if someone ask this before, but: its possible to change the "Hair Trigger" effect to be like the lw2 version? instead of "free actions", a bonus to overwatch shoots. Thanks and good work!
Hyomoto 8 Sep, 2017 @ 7:53pm 
Ah, yes, then that IS quite different. I'm glad I asked because now it sounds much more useful!
DerBK  [author] 8 Sep, 2017 @ 6:35pm 
Mmmh, i am not sure you understood correctly how the version of the Stock works, because it is quite different from the one in LW2.You basically have two Standard Shot icons next to each other. One is your regular shot, no aim bonus, takes one action. The other one takes both actions, but applies the extra aim. So you can choose every turn which one you want to go for, there is no risk of anything. And as long as you stand still, you can take an enhanced shot every turn.

Of course there is a catch. And that catch is how the aim bonus from stocks only applies to that particular "Stabilized Shot" and not to any "Trick Shots". This is a deliberate nerf to bring abilities like Rapid Fire, Kill Zone and similar ones down a notch.
Hyomoto 8 Sep, 2017 @ 5:43pm 
I don't understand this change, not in Long War and now I see it here. At what point is a +5 aim bonus every other turn better than just taking a shot this turn and then next turn. To me it turns stocks from an odd choice to a non-choice. I can't seem to place a situation where even +10 aim suddenly is worth the risk of not taking a shot?

I mean, with the base game hunker down aim bonus you at least get a defense bonus. I could see if it was a steady + fire situation, that would make it quite desirable. But as it stands how is this a better choice than additional ammo, free reloads or boosts to critical chance and damage?