XCOM 2
[WOTC] A Better Arsenal
73 Comments
wesley 20 Feb @ 8:13pm 
is there a way to add weapons and other arsenal stuff that are added by mods to this?
Malikyte 7 Oct, 2024 @ 4:08am 
Late response but @Samuel27 this only affects vanilla items/weapons/armor, not modded.
Samuel27 21 Apr, 2023 @ 5:27am 
Hello good I wanted to ask you why does not work the Long War of the Chosen A Better Arsenal, since I tried without extra mods and does not work any of the 2 with the Long War of the Chosen please could you help me?
brujah 6 May, 2022 @ 5:00am 
wish this worked automatically for modded weapons too. sadge
灰角中枢 10 Feb, 2022 @ 9:39pm 
Awesome mod, just mind that skulljack hack success is actually work in reverse.
Benjamin 8 Jan, 2022 @ 4:25am 
could it be that this mod also gives the enemy grenades a huge power boost. 1 enemy grenade just instashotted my entire team XD
ConfusedBiscuit 15 Dec, 2021 @ 2:08am 
Just wondering if this mod could work with other weapon mods?
Or does this mod cause any clashes with other weapon mods too?
Thanks.
Colva_Moon123 29 Aug, 2021 @ 6:43pm 
Will this mod mess with More Upgrade Slots?
DarthMaul 24 Apr, 2021 @ 3:38pm 
Hi Scuba Steve. Awesome mod. Just quick question: is it possible to have a version of the laser and coil weapons included in your mod? If it is too much of work I guess I'll have to modify all of them manually since every weapon gets overhauled by laser and coil mods.
t3hSn0wm4n 16 Apr, 2021 @ 5:09pm 
Mod seems to not be loading in my game. is this mod not compatible with LWOTC?
G. R. Gvullap 28 Oct, 2020 @ 8:04am 
Just to be sure, this is the normal better arsenal right? 'cause the description's title says lite.
MC Rachello 24 Jul, 2020 @ 12:01pm 
A very useful series of mods for second and further runs. However can you please add the 'war of the chosen' category tag when you update all 6 of those that work with WotC? And ghank U 4 your work by the way.
Scuba Steve  [author] 9 Jul, 2020 @ 8:48pm 
They are, I just dropped off the grid for a bit. I'm working on the fix now.
drgnlegend3 29 Jun, 2020 @ 8:19am 
Are these no longer being maintained?
Scuba Steve  [author] 13 Jun, 2020 @ 9:01am 
Yeah, I've got that being reported across all versions of my [WOTC] mods. I should soon have an update out to fix it if it can be fixed.
ShieldBreaker 10 Jun, 2020 @ 5:03pm 
Not sure what's going on, but it seems as if none of the "A Better..." mods are working after the most recent update to the XCOM 2 launcher
Scuba Steve  [author] 30 Apr, 2020 @ 11:42am 
Hahaha, yes A Better mods definitely lend themselves well to speed runs.
Thanks for the feedback.
Video Games Exist 30 Apr, 2020 @ 10:13am 
Rookie Difficulty + Your Better series of mods = Advent defeated in ten minutes

I love it
Scuba Steve  [author] 21 Apr, 2020 @ 4:08pm 
It won't break anything running with other gun mods but you may see that they overwrite my mods on any of the game weapons. You can tweak their modded weapons in the same way I tweak the game weapons. Follow the file path above and look at the WeaponsData.ini and you will see how I modify damage and characteristics.
AkatamaButa 16 Apr, 2020 @ 12:12pm 
Is this compatible and configurable with other mods such as Resistance Firearms or Galactic Armory?
Scuba Steve  [author] 2 Apr, 2020 @ 10:18pm 
Hey Error_404 since you asked in your comment I have started work on an LWOTC version of all of my A Better X mods. It appears the LW2 devs left no weapon, attribute, or skill untouched. I have been working on just A Better Arsenal for two nights and am only 60% done. Although it is the most tedious weapons are the easiest things to test as you know from the start of the first mission if the mod loaded correctly. My other two, Better Rookie and Better Start take playing through the first mission to see if everything worked. The Mod dev tool does give the ability to test however due to the nature of the load order with the testing sandbox my mods get ignored. Likely more detail than you care to know.. Just letting folks know I'm working on an LWOTC upgrade.
Scuba Steve  [author] 28 Mar, 2020 @ 4:27pm 
It will depend on the load order. If the other mod is newer it will likely load after mine and replace any of the values I have changed with the armor and vest config mod.
Yes, you can tweak the dlc weapons here too.
Kiyohime 22 Mar, 2020 @ 11:20pm 
quick question, will this conflict with the Armor and Vest Config mod? Since you mentioned you it tweaks the armors as well. I can tweak the damage values of the dlc alien hunter weapons here as well right?

Error_404 14 Sep, 2019 @ 7:29am 
Are you going to check out LWOTC and maybe make new 'A Better X' for that considering LWOTC is just out in Beta
Scuba Steve  [author] 20 Aug, 2019 @ 6:39pm 
This version updates the chosen weapons as well adding more damage, penetrate, shatter, aim, etc. I haven't cracked this open for a long long while but that was the intent behind making the WOTC specific update.
Snowfang749 11 Aug, 2019 @ 8:05pm 
Hi does this work on chosen weapons?
Malikyte 9 Jul, 2019 @ 6:30am 
Can anyone tell me the required mod order for this? I get the extra grenades, but with Resistance Firearms installed all of my weapons still do very little damage and their magazine sizes are still default.
DictatorAnon 21 Apr, 2019 @ 9:58am 
Hi Steve, after installing and trying your WotC(Lite) version of the weapons buff, the Sniper damage stats remain unchanged. I'll take a look and see if I have a conflicting mod that overrides the damage values. Thanks for your input.

Keep up the great work!
DictatorAnon 7 Apr, 2019 @ 1:12pm 
I don't think I have anything else in my mod list that overrides the damage model for the snipers, but I'll double-check just to be sure. I'll try the lite version to see if that fixes it.
Scuba Steve  [author] 5 Apr, 2019 @ 4:53pm 
Hi DictatorAnon, if you have made changes directly to the mod then it is likely another mod or DLC is overriding my buffs on the sniper. I haven't played in a long while but I know this happens when mods overlay mods. Or they changed how the sniper is configured. Have you tried my WOTC(LITE) version just to see if that has the same problem.

Sorry for the troubles.
DictatorAnon 25 Mar, 2019 @ 4:01pm 
For some reason, every weapon class except the sniper class gets a damage buff with this mod. Even after I manually change the damage values for snipers, it still reads the same as the base damage.

Has anyone figured a way around this? Do I just have to change the values on the actual game to get what I want?
Halpfrog 2 Feb, 2019 @ 5:49am 
when i manually changed the values, only the faction classes seemed to benefit with the standard rookies still getting the base weapon damage stats. Any fix for this
Red 31 Jan, 2019 @ 10:33pm 
well this does make Legend easier now lol
DTyler42 23 Oct, 2018 @ 1:38pm 
@wesley How did you do it, please.
wesley 18 Oct, 2018 @ 2:49pm 
thanks to the Infinite TLP Weaponry by notsolonewolf allowed me to update the TLE weapons to use the stats from this mod
wesley 16 Oct, 2018 @ 4:17pm 
@Scuba Steve i have the same question as @davd42 has are you gonna be able to update this to include the TLP weapons?
DTyler42 15 Oct, 2018 @ 10:14am 
@Scuba Steve, Question.. Will the new TLP DLC have any affect on your MODs and if so are you going update to include the new weapons?
Sunder 7 Sep, 2018 @ 6:44pm 
I may have a slight problem/addiction... I don't know what it is, but I'm sure adding MORE mods is the solution
Sunder 7 Sep, 2018 @ 6:42pm 
Does this effect swords, and if so what does it set their damage to? Sorry I've been a mod junky for too long, I don't actually remember what the default damage looks like, but they seem a bit week on my current campaign compared to the majority of the weapons being buffed by this mod... I'm asking because I'm trying to figure out what mod their damage is based on, also because I love this mod, so want to avoid any sort of mod conflict... Also swords are the last thing I need to buff before modding Advent to be OP so I can have battles become absolutely rediculous...
20 Aug, 2018 @ 9:52am 
I have a problem with my frag grenades after I changed their explosion radius they no longer deal any damage. In fact they don't even have an indicator, almost as if the radius is 0. I reloaded this mod just to see if it works but there is the same error. Do you know how to fix this?
Scuba Steve  [author] 1 Jul, 2018 @ 1:56pm 
Hmmm, it's been a while since I looked at the configs but I believe it should cover the coilgun. My mods are cumulative so that you can use the WOTC on an LW2 game and still get the buffs. Just curious, are you finding the LW2 version does up the coil gun but the WOTC doesn't?
Wee Mad Dafty Dangle 29 Jun, 2018 @ 9:37am 
Hey Scuba Steve, any chance you can update/fix this so it works wit the weapons from, for example, LW2 smg and LW2 coilgun? This mod doesn't affect their ammo, damage, etc...
The Glitched Dwarf 10 Feb, 2018 @ 5:43pm 
Scuba Steve : It's ok, I needed to launch via the alternative launcher and all's right
Scuba Steve  [author] 9 Feb, 2018 @ 3:07pm 
Thor-Gnole, no idea why that is happening with the extra spawning. None of my mods mess with the difficulty of the game and the enemy mobs. I figured it was brutal enough to the greenies without handicapping them as well. I know your problem is that the enemy is coming on stronger so I'm just pointing out my "mods" (a very generous term for ini file hacks I've done) don't mess with any settings that would cause more spawning.
If your weapons are normal then my mod is not getting activated or its getting trumped by another mod.
Scuba Steve  [author] 9 Feb, 2018 @ 3:01pm 
RQ StuballZ, thanks for the catch and your DIY bug repair. I'll see if I can tweak it and put out a patch. all the credit to you! Thanks!
The Glitched Dwarf 6 Feb, 2018 @ 8:45am 
HEy, I have some kind of issue ?

So the aliens does spawns like rabbits, yet my weapons are like, normal, so missions are becoming a bit difficult. Actually, they are impossible. Any way to fix this ?
[RQ] StuballZ 4 Feb, 2018 @ 8:08am 
If the Bolt Caster is called HunterRifle in the ini, then yes, you'd raised the clip size to 5 for the base model, but the magnetic and beam versions were reduced to 3. I've tweaked it to my liking on this end.
[RQ] StuballZ 4 Feb, 2018 @ 4:35am 
Actually, it might happen when you upgrade it to the next tier.
[RQ] StuballZ 3 Feb, 2018 @ 7:54pm 
I've noticed the Bolt Caster clip size drops from 6 to 3 after a few missions. Or maybe it's giving it to different soldiers that does it. Any idea why this would be? I'm not complaining -- 3 is still an improvement on 1. Just curious.
Scuba Steve  [author] 26 Jan, 2018 @ 9:21pm 
Yea, that has always been the problem with these mods of mine they make psionics nothing more than eye candy and a little weak in comparison. I once tried juicing the psionic abilities more but then it just became silly. Ultimately I decided that it will be players choice and just left them underpowered compared to the other classes.