XCOM 2
[WOTC] {Old} Central's Battle Rifles
90 Comments
Mjolnir1785  [author] 14 Apr, 2018 @ 9:45pm 
I'll look at the code and make the upgrade slots customizable in my next update. When I change the number it works but some other people are having problems with changing the base upgrade and it not increasing so I'll make a change.
BHunterSEAL 14 Apr, 2018 @ 9:47am 
Yeah I use the updated one, it's really quite good. However I am finding that with cosmetic = true and the template.upgradeslots=1 replaced with =2 in all cases, I still only have one slot on tier 1 guns.
Mjolnir1785  [author] 14 Apr, 2018 @ 8:20am 
Please note Updated version has also has a command to make weapons Vanilla Stats please read the description and use that command
Mjolnir1785  [author] 14 Apr, 2018 @ 8:16am 
When it says cosmetic only it's referring to the customizablity (these weapons are Static no upgrades). As stated in the description there is a command in the config bBFGIsCosmetic set that to true and this will have base weapon Stats. This is an old unsupported mod I recommend using the updated mod link at the top of the description
BHunterSEAL 14 Apr, 2018 @ 7:52am 
Yeah, the base AR and sniper rifles don't have the same damage range, as implied by the description. The rifles are high by 1/1 in the conventional tier.
Hopalongtom 14 Apr, 2018 @ 7:49am 
While it says cosmetic only, each weapon is about 3-4 points more powerful than all the default weapons!
Joe, the Eternity Warden 1 Apr, 2018 @ 7:35pm 
@Mjolnir1785 I'm pumped for its release! Keep up the hard work!
Mjolnir1785  [author] 1 Apr, 2018 @ 6:44pm 
@MrJoeUniverse I've been talking to Spart he gave me full permission to port his mod. He hasn't been able to work on modding as much and doens't get a lot of playtime but if it wasn't for him this wouldn't be possible. He gave me some advice that will hopefully improve the mod as well.
Joe, the Eternity Warden 1 Apr, 2018 @ 3:59pm 
@Mjolnir1785 That’s great to hear. I’m really looking forward to seeing that mod on the Workshop. I’m thankful you had the initiative to do it. Spart117MC seems more focused on new armors despite the popular demand for his weapons.
Mjolnir1785  [author] 1 Apr, 2018 @ 6:54am 
Deadput 30 Mar, 2018 @ 5:32pm 
Alright thanks for the update.
Mjolnir1785  [author] 30 Mar, 2018 @ 1:27pm 
ANNOUNCEMENT: I've been looking into and testing some things. I may have just figured out the weapon attatchments. If I can get them to fully work I may end up creating an entirely new mod with upgradeable weapons. The reason I don't know if I'll just update this mod is because it would be a lot easier starting fresh then modifying what I have as well as I will be able to add in some of the new things that I've learned to improve the weapons. Please note: Because of the changes it will be at least a week or two before I am able to either update this mod or upload an entirely new mod. Here's hoping everything goes well:steamhappy:
Joe, the Eternity Warden 26 Mar, 2018 @ 5:38am 
@Mjolnir1785 Tht's completely understandable and I applaud your continued efforts to make it work.
Mjolnir1785  [author] 25 Mar, 2018 @ 11:54am 
@MrJoeUniverse I've been having trouble with the accessories crashing the game so eventually once I figure out what's causing the problem I may add them but for now we're stuck with static looks.
Joe, the Eternity Warden 25 Mar, 2018 @ 9:19am 
@Mjolnir1785 These are great. Are you planning on implementing visible upgrades on the weapons at some point?
RikkaCherri 24 Mar, 2018 @ 7:02pm 
@Mjolnir1785 Thanks that worked ^_^
Haha thanks, pretty awesome looking, if we are talking about gods your pretty up there for this one, ive been wanting something like this since WOTC came out XD
Mjolnir1785  [author] 24 Mar, 2018 @ 6:32pm 
@IzzyMerrigold Please install WOTC LW2 SMG Pack link is on the sidebar under required items. This should fix you texture issue. The armor is Section 9 Motoko Pack. I'm a huge Ghost in the Shell fan and the guy that created that mod now he is a god:steamhappy:
RikkaCherri 24 Mar, 2018 @ 2:28pm 
This is the mod ive been waiting for WOTC your a god XD
Just a little issue that could be on my end so just wondering if anyone knows a fix but the stocks on the carbines dont appear to have a texture for me and just appear white and purple?
Thanks in advance and again love this mod <3

Also whats the armor mod your using for the characters in the pics? They look awesome :)
Maldracai 24 Mar, 2018 @ 11:06am 
Really hope you're able to get the accessory cosmetics fixed, I love this rifle so much!
Thanks for putting the work in to bring it to WotC.
Tsunami 21 Mar, 2018 @ 7:02am 
Your doing a GREAT job
Mjolnir1785  [author] 21 Mar, 2018 @ 4:56am 
@PartTimeCanadian I have a feature request section for people to discuss things they'd like to see added and the SCAR version meshes are only available with forgrip so I cannot change it sorry.
PartTimeCanadian 21 Mar, 2018 @ 4:20am 
@mjolnir1785 Thanks Mjolnir, it looks fantastic. Would you be able to make a version of that for the SCAR and the SCAR Bull versions? Also, just sent you a friend request so we can maybe discuss other things without flooding the comments.
g0jira 20 Mar, 2018 @ 5:30pm 
@Mjolnir
could you change way you update description here on workshop? could you put update section? it would be easier to identify new things :)
BogosBinted? 20 Mar, 2018 @ 5:21pm 
@mjolnir1785 the scar one, idk why though
Mjolnir1785  [author] 20 Mar, 2018 @ 5:17pm 
@SoxNCrocs Which one? the Spart Bullpup does not have a stock which is why I chose that for a bullpup. The Scar and the other Carbine should be working correctly I checked them before I left for work but if you are having an issue with one of them let me know and I'll look further into it.
BogosBinted? 20 Mar, 2018 @ 3:46pm 
@Mjolnir1785 not quite sure why, but i have missing texture(s) on the stock of the carbine :/
Swords 20 Mar, 2018 @ 9:51am 
Really digging how you've set this up with different ini edit options, thank you!
Mjolnir1785  [author] 20 Mar, 2018 @ 7:52am 
@Tsunami - I added the ActionCost for snipers to the config if you have additional issues with RPGO let me know and I will give you more info on how to adjust action cost.

@PartTimeCanadian - I have added an optional carbine varient to the config default is set to disabled hope it's what you are looking for. I can alter the extra cosmetics (scope, mag, etc) if needed.
Tsunami 20 Mar, 2018 @ 6:30am 
Nice !
Mjolnir1785  [author] 19 Mar, 2018 @ 5:13pm 
@g0jira - I tested adding in a version with the same scope as the Sniper/Reaper rifles. The problem I ran into though is it has the look and all the same stats as the BFG but it animates like the Sniper Rifle when fired. This is because in Sparts mod that model is only available as a sniper rifle. So for right now the only way you can get that look for A NaCL Rifle is to use bSpartsIsCosmetic=false

@PartTimeCanadian - I can do that

@Tsunami - I'm working on some improvements to fix these issues as well as looking to add mobility bonus to Carbines since they are not technically SMG's but are intended to be a lighter weight rifle for more covert actions.:steamhappy:
Tsunami 19 Mar, 2018 @ 2:54pm 
A little question.
If I DON'T use the vanilla stats, with musashi's RPGO, the sniper BFG use 2 action to shoot, instead of one.
Where can I modify this behaviour?
PartTimeCanadian 19 Mar, 2018 @ 2:23pm 
Would it be possible to have a version of the BR, or CQB without the foregrip or bipod? Just a standard looking rifle?
g0jira 19 Mar, 2018 @ 12:17pm 
i would have scope and normal mag instead
Mjolnir1785  [author] 19 Mar, 2018 @ 12:14pm 
I could add a version with that scope for the AR but it won't have a drum mag. Unfortunately the way Sparts meshes are set up it has a version with drum mag but no scope and a version with scope but no drum mag. The only way to have both is to change bSpartsIsCosmetic to false then you get the version with both but lose the ability to change its color or add camo. bSpartsIsCosmetic only affects the BFG if you set it to false all other weapons will remain the same so up to you if you want to do that or not. Otherwise I can look into a version of the AR with the cool scope with a different mag.
g0jira 19 Mar, 2018 @ 11:58am 
one more suggestion if you dont mind, i would leave scope that you have on sniper and vector version, also for AR. it simply looks awesome, who needs standard scope look
Tsunami 19 Mar, 2018 @ 11:55am 
@Mjolnir1785

Thx.
Post a little bug in the thread.

You did an AWESOME job.
Kudos.

Now, give us the automatic shotgun and is totally awesome 3 shots sequence :D :D :D
Mjolnir1785  [author] 19 Mar, 2018 @ 11:49am 
If you change them to true the weapons will have the suppressor cosmetic. The CQB one changes the Carbine to have a different grip and more of a holographic style sight.
Tsunami 19 Mar, 2018 @ 9:59am 
@Mjolnir1785

Read the new release note. Awesome.
But reading on the config file, I had some trouble to understand the this statement:

AssaultSuppressor = false ; // if AssaultSuppressor = True adds Suppressor to BFG
CarbineSuppressor = false ; // if CarbineSuppressor = true adds suppressor to SCAR Carbines
CarbineCQB = false ; // If CarbineCQB = true the SCAR will have different accessories


If I understand, if I want the possibility to add this attachement in game, they need to be set as true?
Player 18 Mar, 2018 @ 11:03pm 
Nice, I like to see hidden assets get used
Tsunami 18 Mar, 2018 @ 4:19pm 
@Mjolnir1785

Yes, I noticed the modular weaps tech is the start condition.
I agree with you, it fits well.
I need to read with more attention the description :P

My mistake.

Thx for the reply :)

Ah, by the way... I'm playing WITHOUT the Alien Hunters DLC and the rifle work well, so far.
Mjolnir1785  [author] 18 Mar, 2018 @ 1:45pm 
@Tsunami if you are starting a new game the base conventional version requires modular weapons tech. I did this because it is meant to be a modular rifle and I felt modular weapons was usually one of the first things you research in the game. I usually have it before I even get my first mission. I could change it so you get the weapon at launch without any requirements but I feel it fits.
Kenneth 18 Mar, 2018 @ 12:30pm 
noice
:steamhappy:
Tsunami 18 Mar, 2018 @ 12:14pm 
@Mjolnir1785

Little problem.
At first try, rifle appear in the selectable list of rifle.

New game, i can't see it.
Maybe I need to refresh something via the console command?
g0jira 18 Mar, 2018 @ 11:55am 
got it, it would be nice to be able to attach it, keep up the good work mate!
Mjolnir1785  [author] 18 Mar, 2018 @ 11:34am 
@dropskiler I attempted to add the connection for the stock but it doesn't work Sparts has a separate piece for it and I can't get the game to recognize it was working on it this morning. Still unable to get accessories to work I was up late trying different things.

As far as the beam shooting plasma and whatnot I don't think that is going to happen it's just the way the weapon is built can't please everyone unfortunately sorry.

I'm currently looking into an option that will allow people to either add the suppressor or not since some people like the look without a suppressor.:steamhappy:
g0jira 18 Mar, 2018 @ 10:44am 
nice, but could you do a AR with silencer? not only sniper and vector version?
Swords 18 Mar, 2018 @ 7:51am 
Well Shepard, I'm sure you'll get over it one day.
CommanderShepard153 18 Mar, 2018 @ 7:29am 
I'm sorry. I know I've brought this up before. But it seems very weird to me that a weapon that's supposed to be magnetic or plasma tier shoots conventional rounds.
CommanderShepard153 18 Mar, 2018 @ 7:23am 
@Mjolnir1785 I have an idea for what we could do for the plasma tier. Ever heard of Mercebary Plasma Weapons? Maybe adding a skin that looks similar to that mod's AR, But with a permenantly attached Scope and Extended Mag attachment but with similar stats? It looks similar enough to this BR and a suitably badass version of plasma gear