XCOM 2
[WOTC] A Better Arsenal (LITE)
78 Comments
老B 2 Nov, 2024 @ 7:44am 
it did not buffed mod guns like COD weapons pack,any solution about that?
lichen93 27 Oct, 2024 @ 4:26am 
So I can't find smg in the config, what's wrong ?
SgtSavage 4 Aug, 2022 @ 1:50am 
The strangest thing is that alternative launcher is not detecting any conflicts or dependencies.
SgtSavage 4 Aug, 2022 @ 1:48am 
Hey Scuba Steve i just noticed that this does not work at all. I'm just speculating here but ever since i installed all the mods required for Covert Operations you're mod is not working as intended.
And i can't do anything to fix that, everything is default by game and all other weapon mods i have that are not tied to your own work as intended.
Rtma Eros Paragon 3 Jul, 2022 @ 7:26am 
Any chance you can add modifying predator armour to include 1 armour mitigation? it would make sense considering the upgrade.

Since this doesn't work on it's own.
+MEDIUM_PLATED_MITIGATION_CHANCE=100
+MEDIUM_PLATED_MITIGATION_AMOUNT=1
Redgrape404 16 Jul, 2020 @ 3:25pm 
@scuba steve
I managed to do it and I ramped up the insta kill chances to more favorable odds
Scuba Steve  [author] 12 Jul, 2020 @ 3:20pm 
Hey redgrape404, check out the two files I listed above and look for the mod names. The mods that deal with killing either adjust an AIM bonus, Crit chance bonus, or Crit damage bonus. So the insta kill comes from increasing the chance to surge on one of those properties. Search for the mod name (no spaces) to locate what to change. It's been a while so my memory of these might be a bit off.
Redgrape404 11 Jul, 2020 @ 1:41pm 
Hey Scuba Steve, how do I configure weapon mods, I'd like to ramp up the RNG odds to be a little more in my favor.

Here's how I define favor (I'm gonna use repeaters as an example)

Basic Repeater: 50% to insta kill
Advanced Repeater 75% to insta kill
Superior Repeater 95% to insta kill
Scuba Steve  [author] 29 May, 2020 @ 4:36pm 
Hi Malware, when i put out A Better X mods I create two versions. A lite and a full version. The full version is XL OP and the lite is just OP. Does that help?
Malware 21 May, 2020 @ 4:24am 
Thank you so much for kindly answer, so it means i just edit only the first one; however, i am not quite sure what does the second you said mean (the value in the full A better).
Scuba Steve  [author] 20 May, 2020 @ 1:40pm 
In most of my modded files I explain that syntax at the top of the file. it basically is:

CritChance = <new value> ;<the value in the full A Better> ;<the original value from XCOM>

Sorry if I missed adding that to the top of these files.
Malware 20 May, 2020 @ 6:16am 
Hi Guys, what does value between semi-colon (;) in mod file mean?
For example, i want to change Talon round, it shew - CritChance=25 ;30 ;20 -
So, how can i edit it? Thank you in advance.
Scuba Steve  [author] 29 Apr, 2020 @ 12:14am 
For those who are interested I have put out "A Better Start" for Chimera Squad.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2077831303

If you have XCS then give this a try. I'll be coming out with a Lite version and then A Better Agent and A Better Arsenal all with Lite versions here soon.
EdofLegend 22 Apr, 2020 @ 10:15am 
Oh, awesome! Means that's now a must-buy game for me! Devs confirmed mods already for it.
Scuba Steve  [author] 21 Apr, 2020 @ 4:12pm 
oh perfect. Yes, I will definitely try and bring some A Better Luv to Chimera Squad. I have had the chance to look at if they said it would be modible. The game trailers show a lot of similar mechanics so it should translate well with what I have done with X2.
EdofLegend 17 Apr, 2020 @ 12:35pm 
So, crazy question. With Chimera Squad coming out, and confirmed to use the same modding tools, are you considering it as a game you might be interested in, and possibly working your magic for?
Scuba Steve  [author] 12 Apr, 2020 @ 12:53pm 
Hi Monk, check the details on the LWOTC version for extra tips. If you are using AML it may be causing conflicts with load order. Ironically I have not been able to get the Vektor rifle (Reaper rifle) to reflect my buffs, the fact that you are seeing a clip size increase almost suggests that my LWOTC mod is not loading in the right order. Also other mods can reset my values back if they override the same values I override. Some special weapons mods can do this.
Felonious Monk 12 Apr, 2020 @ 7:37am 
LWOTC versions do not work. WOTC do. However, I am seeing an increase to clip size on rookie Reaper (up from default 4) but not on normal rookie during Gatecrasher. Still stuck at 3 ammo. Using Lite version, thought it would boost +1 ammo.
Scuba Steve  [author] 11 Apr, 2020 @ 10:30pm 
Thanks EdofLegend!
EdofLegend 11 Apr, 2020 @ 6:03pm 
Just want to say thanks for all that you do. Your lite mods have become a must-install for all my playthroughs.
Scuba Steve  [author] 2 Apr, 2020 @ 10:21pm 
Hey folks since its being asked for 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] 22 Mar, 2020 @ 6:48pm 
Sorry Shavy, have not got around to updating "A Better.." mods for LWOTC. I'm almost embarrsed to admit I have not yet played LWOTC. All my mods do is override the .ini files so you can always tweak the LWOTC ini files with their additional equipment until I can get something put together for an update.
Shavy 15 Mar, 2020 @ 1:20pm 
LWOTC?
Rtma Eros Paragon 20 Sep, 2019 @ 12:33am 
@Scuba Steve thanks for replying, nice of you to respond, as for LW2 weapons I made adjustments myself in their file so that's okay for me, could consider it for others but it's easily done by finding the file and make adjustments, as for the EMP/Proxy Mine, what's the point of these options if they don't work? would be nice if they did, right now not seeing much use for EMP/Proxy, how can you make the charges increase? 🙁
Scuba Steve  [author] 19 Sep, 2019 @ 3:13pm 
Sorry that I have missed a few questions here.
@JDawg6922, I don't believe I modified the loot chances but I know that I personally use another mod that does. Check the gamecore file (listed above) and search for it.
@Rtma Eros Paragon, I have not worked on a [WOTC] LW2 version yet or played it for that matter. I'll post here if I make updates. @Jessica is right though you can edit the same ini files and add the overrides.
@Rtma Eros Paragon, the iClipSize on utility items i found to be fickle. There were some items I could effect the charges/quantity of and others I could not. It's been a while but I think prox.mines were one of those that didn't take my adjustments. Also check to make sure another mod isn't setting back as that can happen.
Rtma Eros Paragon 19 Sep, 2019 @ 6:53am 
What about Emp Grenade/Bomb, proximity mine charges? I'm trying to change it to 2 like every other grenade type but adding a line
EmpGrenade_iClipSize = 2
EmpBomb_iClipSize = 2
ProximityMine_iClipSize = 2 isn't working, what am I doing wrong?
I've also tried giving Medium plate (Predator Armour) one armour but it doesn't apply in game, why is that?
Rtma Eros Paragon 5 Mar, 2019 @ 5:06am 
@Scrap
Sure, that works.
Jess 4 Jan, 2019 @ 5:47am 
Editing the .ini files yourself should be fairly easy.
Rtma Eros Paragon 4 Jan, 2019 @ 3:20am 
Could you add support for [WOTC] LW2 Secondary Weapons Mod weapons?
JDawg6922 17 Sep, 2018 @ 9:46am 
Not sure if you monitor this mod anymore , but could you help , I hav lite versions of arsenal and rookie , is there a setting somewhere in those mods that increases how much and what power enemies drop loot at ? .. they seem to be dropping A LOT more than before :)

and in the lite versions , do the soldiers heal stupidly quick or just slightly fast ?

Many thanks for a great set of mods !
20 Aug, 2018 @ 8:49am 
I increased all weapon damage but it only works for regular xcom soldiers but not on the 3 new factions, except for the sidearm of the templar, which is the only new weapon that seems to work
:(

the bullpup and the vektor rifle only has 3-5 damage while I set it to 10-12 for testing.
starwarsharry2000 12 Aug, 2018 @ 6:45am 
awsome thankyou :)
Scuba Steve  [author] 9 Aug, 2018 @ 5:46pm 
You actually don't have to have both versions of the mod. The latest WOTC version has the changes to support Long War and vanilla. You can safely disable one or both mods. Of course when loading the save game it will warn you that you don't have the mod loaded but it will work just fine. ...of course you may hear alot of clanking as all the bullets fall to the ground when you return to the normal magazine sizes. ;-) (this noise will be heard by the Advent and they will respond like sharks smelling blood in the water)
G.Byzzie 9 Aug, 2018 @ 4:43pm 
So a question, I both installed this and the other better arsenal one, if I were to disable to other arsenal mod and activate this one, will it crash my current save?
Scuba Steve  [author] 8 Aug, 2018 @ 9:14pm 
well in the RTS games thats called the "fog of war". The only way I know you can adjust it in XCOM 2 is to up the soldier class' sight range. If you use my A Betta' Rookie you will find that in most cases the fog of war is pushed back quite a bit.
starwarsharry2000 8 Aug, 2018 @ 12:56pm 
hi does anyone know what the darkness around the map is. the darkness that goes away when your units go near it and then when they move away it covers that area again. if so do you know if theres a mod that completely removes it. cause commander and conquer had it and there was a mod for it so you could see everything without having to go over to that spot to see what was there. i just cant remember what you would call it other than darkness. thanks.
Rewasder 2 Aug, 2018 @ 11:54pm 
Okay thanks! I'll see what I can do :D
Scuba Steve  [author] 2 Aug, 2018 @ 7:39pm 
Hi Raegom, let me lead with the fact that I have always thought calling what I have done "modding" is a very generous term. My "mods" are nothing more than config ini file overrides. There is no compiling of source code or introduction of skinned models. The folks that do that are the real modders and my hat is off to the Halo and Startwars mods you referenced. Where my mod and their mods blend to get the experience you mention is that they define their weapons using the same config file definitions. My mod take the vanilla weapon definitions in the ini file and changes values. Because the other mods you are using are trying to do good game balancing they don't buff their guns like I do the vanilla guns. If you want the buffs I have done but on their new weapons then simply crack open their config file and make the similar changes to damage, magazine size, etc.
(continued below)
Scuba Steve  [author] 2 Aug, 2018 @ 7:38pm 
(continued)

Look at my file (listed above in the details) to see the changes I made to improve the guns.
C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\1134716857\Config\XComGameData _WeaponData.ini

their config file is going to be roughly in the same location with a different mod id number.
Hope all this helps you get the best experience you are looking for.
Rewasder 2 Aug, 2018 @ 5:20pm 
Hey! Just a little question, mods like the halo/star wars weapons doesn't get affected by this, and it's a pity that you have to chose between the cool weapons and the good ones (actually not a hard choice when doing a thematic run)
anyway, cut to the chase, it's this a thing about your mod or theirs? I mean the fact that they work together but they are not really compatible

It's just that when I fanally got wotc i started to work on the mods... that was 4 days ago, now I've managed to open the game and start a campaign, everything seems to work ok but this is not totally ok.

Also, the better rookie gives the bonus to the allies unknown races?
Scuba Steve  [author] 8 Jul, 2018 @ 5:27pm 
Hey LionsHunter, sorry for the trouble. So when this kind of specific setting issue happens the likely candidate is that another mod is trumping my settings. Can you check if you have any mods that mess with weapons or sniper riffles specifically? If not sure then just turn off all other mods that you suspect and see what you get. I would be leary about testing this on a mission save as the loadout characteristics can be baked into the save (not sure about this).

Another thing to consider when mods go sideways is to dump your MyGames/Xcom... /config/ folder. This is a cache directory where all your mods get merged in. When you delete that folder and restart the game it will rebuild it.
LionsHunter 5 Jul, 2018 @ 9:05am 
i just installed the full version of this mod, and im truely lost. my sniper rifle damage is still the same. but they now have 33 bullets in their mag.

can some one please help me?
LionsHunter 5 Jul, 2018 @ 8:35am 
i hace encounterd a problem with the lite version of this mod.
the damges of all my wepons is improved, exept the sniper rifle. so i now got a pistol doing 5-6 damage and a sniper doing 4-6. Scuba steve any fix?
Scuba Steve  [author] 6 May, 2018 @ 8:59pm 
Thanks for the catch johann.berjot. I'll make note of that if I get around to patching the mod. To be honest I really did not give templar's powers the thorough attention they needed. It's bit of the same for the psionic soldier abilities.
johann.berjot 21 Apr, 2018 @ 8:38pm 
Hi. First, thx for your hard work & even more for making it so simple for people to configurate their own game. I have identified a small problem though, the templar's powers (volt & storm) are broken and doesn't do any damage at all. It can be fixed easily though, by deleting your entry in the weapondata. I guess you would like to know.
EvilSmile 7 Jan, 2018 @ 11:44am 
Just tried it quickly in some mid-game fights and in gatecrasher mission.
It's the best mod so far to play beta strike with!

It brings back some fun mechanics such as higher hit chance in close combat, higher crit chance, especially in flanked shots... 10% almost flat crit chance in early missions of beta strike is just pointless and insufferable.
I really like how easy it is to customize, and it's all well explained into the ini files. Quite useful and fun for commander and legend difficulties, op at veteran (just halve the points added and it's fine)
Jess 15 Dec, 2017 @ 11:33am 
I like this, I feel like the purpose of using a weapon is to kill things.
Deagroth 20 Sep, 2017 @ 11:10pm 
lol, awesome, thank you
Scuba Steve  [author] 20 Sep, 2017 @ 3:02pm 
Actually I put all the buffing just into the base weapon templates. I never touch the range tables for any weapon as it would have been overkill with the trumped up aim I give the weapons. (and yes the irony of me worrying about overkill with this mod is not lost on me)
Deagroth 20 Sep, 2017 @ 4:51am 
Would this or the regular versions be compatible with other mods that alter the range tables for weapons?

Say making the bullpup rifle of Skirmishers have the range table of a rifle rather than shotgun/pistols?