XCOM 2
[WOTC] CBR Redux
132 Comments
Johau 7 Jul @ 6:43am 
I've added support for underbarrel weapons on the Ares. Does anyone know what I have to do to actually get it to show up on the model?
Kinsect 5 Jul, 2024 @ 5:19pm 
also Renamed SMGs (the ones for ABB and ABA) doesn't work or read with this mod
Kinsect 5 Jul, 2024 @ 5:08pm 
Say does this contain the Automatic shotguns from the Carbine and Magnetic Carbine mods?
I can't find them in game
Harry Peters 19 Jul, 2023 @ 8:37pm 
Several tedious issues with this mod. No preset config for several weapons, no indication in the description that this mod compilation enables shotguns for Grenadiers/Specialist, Snipers for Rangers, some other changes as well I believe. I could go on. Really neat, well made pieces, that could definitely be compiled better.
Tonet 1 Mar, 2021 @ 5:48am 
@Mjolnir1785 - Sorry to ask, but I wanted to add mobility to the Mjolnir rifle, could you tell me how? I've tried, but it just won't.
Crashdown76 2 Sep, 2020 @ 10:00am 
This mod is great, since it offers visually different alternatives to the standard Bullpups and Vektor Rifles. I wish there were more mods such as this.

:steamhappy:
Dummkopf 7 Sep, 2019 @ 5:24am 
i wish theres a custom sounds
Deesthetics 4 Sep, 2019 @ 1:01am 
I love this mod so much, I recently just finished my playthrough and these weapons are amazing xD
p6kocka 22 Jun, 2019 @ 12:23pm 
Every template name for everything in every mod is located in Localization folder of this mod.
bonner.johnt 20 May, 2019 @ 6:18pm 
What are the template names for these weapons??? I'm trying to add Iridar's Underbarrel Attachments to them.

EX.
WEAPONS_TO_ADD_ATTACHMENTS=(TEMPLATE=WOTC_HK416_CV, OFFSET_X=-3, OFFSET_Y=0, OFFSET_Z=3)
José 17 Jan, 2019 @ 10:45am 
@Mjolnir1785: Could you mod in RealityMachina's 'Unofficial Battle Rifle Expansion' to this mod? Just doesn't feel complete without it.
neIVIesis 3 Jan, 2019 @ 12:51pm 
@Mjolnir1785 I've been helping moders recently make better 2D image assets. I noticed your ARES SMG uses the same inventory image as the assault rifle. Accept my friend request if you would like to update that with an image that matches the weapon model and looks as good as vanilla weapons.

neIVIesis 27 Dec, 2018 @ 1:10pm 
Do the "magnetic" versions for each of these weapons have new models? Or do they look the same as conventional versions?
The LDs 28 Nov, 2018 @ 6:26am 
Hello, are there Automatic Shotguns in this mod like the original?
Lithe 9 Nov, 2018 @ 3:05pm 
Setting the config option to give these weapons vanilla stats doesn't seem to work.
lichen93 18 Sep, 2018 @ 11:25pm 
And may I asked are you using destroyer's face mod in Wotc?
How did you do that?
lichen93 18 Sep, 2018 @ 11:22pm 
I used the old version during my gaming now.
Could I remove the old and just replace with the new one?
Or I need a new game without the old one?
Seti 14 Sep, 2018 @ 12:25am 
And still can't disable the Titan or Spartan, i tried to start fresh, tried to clear the config folder, but still get the error message about "friendly name". Is there a way i can fix this?
Veehementia 9 Sep, 2018 @ 11:45pm 
Would it be possible to assign the ARES SMG as a Bullpup for the skirmishers? It's the best looking gun of the bunch imo (after the shotgun) and I'd really like to put it on my Skirmisher.
Seti 3 Sep, 2018 @ 2:38am 
I would like to split the AR_MJ and the BR_MJ as they use the same stats but looks different, i tried to myself but ended up crashing the game :D

It's just a small thing i'd like to change, the AR to have increased clipsize and crit. Is this possible to do without affecting the BR?
Flamingcheesepie 19 Aug, 2018 @ 8:02pm 
3: Remove some of the upgrades in the upgrade screen? 2 things stand out here. The first is that there is apparently another AR upgrade thing that has weird text, and when upgraded still costs 70 supplies and 10 alien alloys, but does nothing. The second is that, if all of a certain type of weapon were disabled, could the upgrades not show up also? For me, I have disabled the carbines, but the upgrade still shows up. It's not exactly a big deal, just a side thing.

Anyways, like I said, the mod is great! If nothing comes of my suggestions it's fine anyways, just hoping.
Flamingcheesepie 19 Aug, 2018 @ 8:02pm 
This is an amazing mod, thanks for creating it! Just a few things I wondered if you could do if you were still working on it.

1: Split the shotgun upgrades? That is, where your sniper, assault rifle, etc, need an upgrade separate from the base weapon to be upgraded, your shotguns are upgraded along the base upgrade.

2: Split the AR and cannons? Because, for example, the Thunderer and the ARs use the same stats, but I would like if they would be split up. Not really a big deal, I have most of the ARs deactivated anyways, but if you did split them I'd try some ARs out. Same deal with upgrades; as far as I can tell, gauss weapons doesn't have anything to do with the cannon, so its only purpose becomes snipers (and base cannon, but I'd rather your cannon upgrade also be gated behind that).
Lars of the Mohicans 13 Aug, 2018 @ 5:47pm 
So I'm late to the party here, but I just wanted to say thanks so much for uploading this mod, it really adds some nice flavor for my playthroughs. But what made me want to leave a comment is that I just wanted to say thanks for including the option to pick and choose which weapons to include in the .INI file. That was a really nice touch and I just wanted to say thanks for going the extra mile there. Really appreciated :)
Reiyn  [author] 27 Jul, 2018 @ 4:32pm 
Hey guys thanks for trying out the mod :D, all the weapons are fully customisable in the ini files so if they are too powerful you can edit them and make them how you would like or instead there is an option to make them just use the standard weapon stats so they are just skins
Tadpoleon 24 Jul, 2018 @ 1:16pm 
It just kinda seems like these are broken. You get them for free, they're better than stock in every way, and there are literally no downsides. Needs balancing.
Swords 12 Jul, 2018 @ 4:52pm 
Porkins approves of this mod!
GrimAtrament 2 Jul, 2018 @ 7:24pm 
all these weapons scale better then the vanillias making things like sniper rifles kind of in a bad spot. and a lot of them don't have down side to contrast them with each other.
ProXz 1 Jul, 2018 @ 12:11pm 
@Aerres just realized you're using Saito scarf without the rest of the outfit, and I'd assume the facemask is a modified version from one of the MGSV packs maybe? Could you please share?
ProXz 30 Jun, 2018 @ 2:10pm 
@Aerres mods used in that pic please?
Arden 30 Jun, 2018 @ 7:08am 
hi short question could you upload the batman death metal backgrounds that you are using or kindly give a link where i could download them thank you in advance
José 12 Jun, 2018 @ 3:05pm 
Are you gonna add from RealityMachina's Unoffical Combat Rifle expansion? If so, are you gonna include updated kitbashes of the vanilla weapons with these, or are you gonna keep them 'as is?'
Reiyn  [author] 5 Jun, 2018 @ 4:40am 
@AzureTerra - Sorry mate I'm yet to encouter this so far but I am running my own modified version of CBR though, sorry I don't know really how to fix the code side.

@Seti - Sometimes it does require a new campaign for the changes to take effect, hope this helps.
Azure 17 May, 2018 @ 6:40am 
The weapon swap happens with Modded Weapons aswell ~ had a Halo Reach DMR turn into a Ares SMG
Seti 15 May, 2018 @ 6:46am 
Disabling the titan-rifles doesn't work, it still shows up and gives me an error message in the Build item/Weapons menu.
Reiyn  [author] 30 Apr, 2018 @ 2:54pm 
@来啊,造作啊
Go to your steam install directory and into the workshop folder then content and the downloaded mods from steam are kept in the 268500 folder, CBR is mod 1349983893.
Example:
C:\Program Files (x86)\Steam\SteamApps\workshop\content\268500\1349983893
Once you have found the correct mod folder go into the Config folder and open the XComValhallaRifles.ini file, I'd reccommend Notepad++ for this if you don't use it already.
In this file you can edit the weapons to your liking
Avalon 30 Apr, 2018 @ 4:16am 
This is a very good mod, but these weapons are stronger than the original weapons. I want to modify these weapons to personal weapons instead squad.Can you tell me how to do it?Thanks
Mjolnir1785  [author] 25 Apr, 2018 @ 7:17pm 
Because they're more Metal than the standard weapons. If you're not Metal enough there's instructions in the description on how to change them to whatever you want them to be.

@Vaeringjar both mods are compatible but you'll have to build the new mods schematics. I suggest going into the old mods config and disable those weapons. Then go into this mods config and adjusting the numbers for the schematic costs so you don't have to use all your resources switching to the new mod. If you have Magnetized weapons the Magnetic schematics should show if you have plasma rifles the beam schematics should show up.
ultimentra 25 Apr, 2018 @ 6:00pm 
Anyone want to chance an answer to my question about why these guns are so superior to the stock weapons? Specifically ARs.
Vaeringjar 25 Apr, 2018 @ 5:15am 
How unsafe is it to switch the old mod by this one mi-game?
Azure 24 Apr, 2018 @ 11:03am 
Didnt seem to do anything however but thankyou for the assist. Started a new game and all (for other reasons not just that mod)
Azure 24 Apr, 2018 @ 1:36am 
Thankyou. when its pointed out where to do it its easy :)
Mjolnir1785  [author] 23 Apr, 2018 @ 6:59pm 
workshop > content > 268500 > 1126071432 > SRC > LW_SMGPack_Wotc > Classes > X2Item_SMGWeapon
Right above "player weapons" you should see:
--
static function array<X2DataTemplate> CreateTemplates()
{
local array<X2DataTemplate> Weapons;

//create all three tech tiers of weapons
Weapons.AddItem(CreateTemplate_SMG_Conventional());
Weapons.AddItem(CreateTemplate_SMG_Magnetic());
Weapons.AddItem(CreateTemplate_SMG_Beam());

return Weapons;
}
--
Change to:
static function array<X2DataTemplate> CreateTemplates()
{
local array<X2DataTemplate> Weapons;

//create all three tech tiers of weapons
// Weapons.AddItem(CreateTemplate_SMG_Conventional());
// Weapons.AddItem(CreateTemplate_SMG_Magnetic());
// Weapons.AddItem(CreateTemplate_SMG_Beam());


return Weapons;
}
Azure 23 Apr, 2018 @ 1:11pm 
I had a look. I got confuddled by the code and have decided to just do my best to ignore them. I also just spent a really long time editing the inis of another weapons pack to remove the chaff and it didnt work so im back again where i at least know if i set it to false its off...
{OG}Vash 22 Apr, 2018 @ 1:19pm 
Ahhh ok see now I learn more =) Thanks so when you use that is for what type? Like class mods they put it in front of the original class if u dont want to use it. In the shortest form or if you want to message me its fine, I want to learn more. Whats the difference.? Im still learning a lot sorry about that.
Azure 22 Apr, 2018 @ 1:14pm 
Ok i'll have a look at that thankyou
Mjolnir1785  [author] 22 Apr, 2018 @ 1:01pm 
@Oz That is incorrect putting a ; will crash the game unless it's in a config.
@AzureTerra unfortunately this mod needs part of that mod for several weapons to function. There is no way to disable it via my mod. The only way I can think of to disable the other mods weapons would be to go into that mods SRC file I'm unsure of the name without being able to look. It should be X2Item_SMG or something similar... you'll see several var configs for damage and whatnot below those will be a weapon or modweapon section. Place // in front of the lines for the SMGs you don't want (CV or BM). That will tell the game to skip over those lines and disable those weapons. Note the schematics for those weapons will lose their description but should still be there. That is the only way that I know of to disable those weapons. At some point I might make changes removing that mod as a requirement but I have no planned changes to this mod currently.
{OG}Vash 22 Apr, 2018 @ 11:56am 
use Notepad ++ https://notepad-plus-plus.org/ It should switch to a green color once u do it.
{OG}Vash 22 Apr, 2018 @ 11:54am 
O I see add ; this in front of the line.
Azure 22 Apr, 2018 @ 8:29am 
I have it on cosmetic ~ i was asking if there is a way to remove the LW2SMG from being there at all.