XCOM 2
[WOTC] Chosen Rifles
39 kommenttia
Semen Flakes 24.4.2023 klo 10.43 
I keep having an issue where the top tier shotgun and sniper keep getting removed from my soldier's inventory when I come to select them. They keep being unequipped and replaced by the storm gun and plasma lance. Anybody have any idea why this is happening and how I can fix it?

FYI the rifle and pistol are fine and don't seem to be affected by this
Qurila 12.8.2020 klo 3.35 
Got the effect on all weapons now, wrote it after a tip from Iridar about another mod on the weapons.
Qurila 11.8.2020 klo 13.09 
I have added this line to CV,MG and BM and saved it.

Template.Abilities.AddItem('DisruptorRifleCrit');.

When I started the game there was no effect.

A. Do I have to change anything in the files?
B: Do I have to tell the AML that data sets have been changed there?
C: Is the effect not applied to a running game and existing weapons?
Qurila 11.8.2020 klo 12.52 
We're stupid. The entry is also in your mod in the area to the templates of CHOSENPEWPEWPEW_XCOM

We probably only had to adopt this for the other levels.
Qurila 11.8.2020 klo 12.48 
I found something in X2Item_XpackWeapons.uc

ChosenRifle_XCOM:

Template.Abilities.AddItem('DisruptorRifleCrit');



Qurila 11.8.2020 klo 11.45 
I opened X2Item with the var confings from your mod. Only I can't find the original one from the game.
Qurila 11.8.2020 klo 11.38 
HA.
I think I got it. Got the SDK.Now I found a file that has these "var configs". Just finding the right entries.
Qurila 10.8.2020 klo 8.17 
Thank you.
I think I basically understand what I have to do. However, I can't find the mentioned files in the x2Item of the base game( should this be the "DefaultGameData_WeaponData"?)
Is it also possible that I need more than Notepad+ to find the right files?
Mjolnir1785  [tekijä] 9.8.2020 klo 11.38 
in the mod X2ItemChosenPewPew.ini

var config int CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE;
var config int CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE;
var config int CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE;

Template.PsiCritChance = default.CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE;
Template.PsiCritChance = default.CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE;

something like that then in the config

CHOSENPEWPEWPEW_CONVENTIONAL_PSICRITCHANCE = 100
CHOSENPEWPEWPEW_MAGNETIC_PSICRITCHANCE = 100
CHOSENPEWPEWPEW_BEAM_PSICRITCHANCE = 100

I'm not sure if that would work as I'm not quite sure when they added that I would search to see what the template is called it might not be called Template.PsiCritChance it might be something else not sure but whatever the default is it needs to be written the same way in the config file for the mod. hope this helps
Mjolnir1785  [tekijä] 9.8.2020 klo 11.26 
I think I know the answer. So back when I created this mod I don't remember PSI Crit chance being a thing. So all these files talk to one another. The X2Item.ini tells the game what to look for in the config. So in there you will notice all the "var configs" this is what tells the game to look in the config file for the crit chance. If you add "var config int [whatever_weapon]_psi_critchance;" then you have to scroll down and find the weapon. Under the weapon you will see templates should see like "template.critchance = default" I would check the actual base games X2Item file to see what the template for psicritchance is I assume template.psicritchance = ... Then after the equals you will want to enter default.[whatever_weapon]_psi_crit; or whatever you name it then in the config file you add the line of weapon_psi_crit = 100.
Qurila 8.8.2020 klo 1.07 
@Mjolnir1785. Thanks for checking.

That would increase the crit against all opponents, not only against Psionics.
With this I tried to have the small versions to crit. This is in the GameCore INI.

DISRUPTOR_RIFLE_PSI_CRIT=100 (The Original)
DISRUPTOR_CV_RIFLE_PSI_CRIT=100
DISRUPTOR_CV_PSI_CRIT=100
DISRUPTORCV_PSI_CRIT=100
CHOSENPEWPEWPEW_PSI_CRIT=100
CHOSENPEWPEWPEW_CV_PSI_CRIT=100
CHOSENPEWPEWPEWCV_PSI_CRIT=100

Unfortunately, this did not bring the hoped-for result.
Mjolnir1785  [tekijä] 7.8.2020 klo 19.01 
@Qurila Did you modify the config file? it's been a while since I've worked on this stuff and I lost all my original files but I downloaded it and if you go into the mod folder then config there is a file that you can modify with notepad it has crit chance, clip size, etc. Hope that helps
Qurila 7.8.2020 klo 4.41 
If you could just tell me what the problem is, that would be enough for me, you don't have to fix it directly.
Qurila 7.8.2020 klo 2.18 
Hi Mjolnir1785

I know you don't like modding anymore. But would it be possible that you could look up why the 100% Psi Crit doesn't work on the smaller versions of the Disruptor? I have tried to fix it by adding more entries for the smaller versions in different spellings to the entry that controls the Psi Crit on the normal Disruptor. Unfortunately I could not reproduce the effect.
=[NK]= Col. Jack O'Neil 24.3.2020 klo 4.29 
Hey!!

When selecting that they're cosmetic, it still gives the weapons their extra abilities right???

Is there a way to remove them as well??
ctrudeseal 22.12.2019 klo 18.01 
can i use this mod on an existing campaign to give a second sniper the darklance?
CigO_SmokeO_DoggO 4.9.2019 klo 22.37 
is there a way to make chosen weapons have no tier execpt beam so when i research chosen weapon tech i get unlimited of the weapons but have to build each one before i can use it? i want to create a 4th tier but make it costly and not too op so slightly better than beam.
Joe Marotta 9.12.2018 klo 0.01 
Is there a reason why the disruptor variant doesn't have DisruptorRifleCrit ability so that psionic enemies are crit? Would be great to add (maybe with config)!
DERPKING1991 11.9.2018 klo 9.42 
does this mod work with this so I can have camo on them?
ADVENT Armoury - War of the Chosen - ADVENT Flamethrower
DERPKING1991 15.8.2018 klo 13.44 
The pistol traq or what ever doesnt really work lol needs to be taken out or something.
Zeronidus 26.7.2018 klo 14.04 
I think my favourite part of this mod was going through the configs, loving the naming convention PEW PEW.
Joe Marotta 22.6.2018 klo 16.05 
Great mod! Works great until beam tier upgrade. Weapon attachments that were replaceable for magnetic and conventional are no longer replaceable. This is when the research breakthrough of interchangeable attachments is in effect. The message (for beam tier only) is that continent bonus is required. Any chance of this being updated? Thanks!
Player 18.3.2018 klo 23.32 
Thanks, more cosmetic options are always nice
balaque 16.3.2018 klo 6.35 
that make sense...thanks
Mjolnir1785  [tekijä] 16.3.2018 klo 6.16 
XCOM is the final tier. The game technically has a T4 version for the chosen but I disabled it because I felt we didn't need the extra tier and it would require additional tech I could have added it as a coil tier but decided to leave it out. I left the code in the config for if I ever decided to make changes. But XCOM is the final version.
balaque 16.3.2018 klo 4.09 
hi Mjolnir1785. Love the mod. I have a question tho. Whats the difference between Tier T4 & XCOM? Which is the final tier?
Mjolnir1785  [tekijä] 10.3.2018 klo 16.42 
@DjJunkie I created another mod because I really liked the sword this mod was a request but that's the great thing about games that support mods you can play them they way you want. if you want cool weapons go crazy... if you want a challenging game play the way you want. Th:steamhappy:at's what makes XCOM great.
Cretaceous 10.3.2018 klo 14.07 
xcom is an odd game to choose to cheat in but each to their own I guess
twinsenvr4 7.3.2018 klo 10.44 
Will give this mod a shot, literally, thanks!
Mjolnir1785  [tekijä] 4.3.2018 klo 18.26 
Oh and as far as modding things ChosenPewPewPew is the Assault rifle, ChosenPewGun is the shotgun, ChosenPewPerRifle is the sniper rifle. and ChosenLittlePEw is the pistol... Yea I was bored and not feeling very creative in the naming process.
Mjolnir1785  [tekijä] 4.3.2018 klo 18.22 
@ProfessorSpankIt I was testing something with the ChosenPEWpewPEW config and must have forgotten to remove it. I just did an update and removed it. Use the "XComChosenPewPews" file to modify any stats for each of the weapons.
PotatoAim2k1 4.3.2018 klo 15.33 
There are 2 configuration files:

XComChosenPewPews
XComChosenPEWpewPEW

The look the same. Is this a bug?
kojak 4.3.2018 klo 1.05 
thanks m8
Mjolnir1785  [tekijä] 3.3.2018 klo 22.00 
Rolled Face on KEYBOARD. Banged head on Wall. Rolled Face on keyboard more. MOD FIXED Weapons should now have ammo do damage be capable of reloading all the good things.
Mjolnir1785  [tekijä] 3.3.2018 klo 8.42 
So I found the issue now I'm just trying to solve it. The Template.GameArchetype is not finding the correct animations I sent it to the same place as the actual weapon in game but for some reason it is not adding these animations.
nathanx2000 3.3.2018 klo 8.00 
Once again you impress me:steammocking::steammocking::steamhappy:
Mjolnir1785  [tekijä] 3.3.2018 klo 7.51 
@Raynis Thank you for bringing this up to me. I'm currently working on it. I do work today so I might not have it fixed until tonight.
Raynis 3.3.2018 klo 5.18 
I cannot see stats either. Also, there is no ammunition during missions. I am using them as starting weapons, so I wonder if tech improvements will fix that.
Mjolnir1785  [tekijä] 3.3.2018 klo 1.06 
I currently am having trouble getting this mod to show stats of weapons but everything else seems to be functioning properly.