XCOM 2
[WOTC] Yard's Improved HK416 Assault Rifle
31 Comments
PROPHYZ 11 Jun, 2024 @ 2:16pm 
Idk if it's on me, but I can't change the mobility, it's completely ignoring any value I put in.
That's the only thing I notice. Everything else works, just mobility is fkn trolling me.
Veehementia  [author] 6 Apr, 2021 @ 12:35pm 
@Kaeso Venator Don't worry. .ini files contain mod options, yes, but what they can modify is up to the mod's author. Not all .inis are the same. The majority of weapon mods don't offer ghost template options.
Venator 6 Apr, 2021 @ 10:27am 
I see, thanks for clarifying! I didn't understand that because I only started dabbling in weapon skin exchanges last year, I thought the ini could hide it from the available weapons.
Veehementia  [author] 6 Apr, 2021 @ 10:05am 
@Kaeso Venator There's no .ini options to make this weapon a ghost template; this mod was made much time before WSR or XSkin were a thing. The only way you can make it so is by using Weapon Skin Replacer to hide its template names. Then it will be just like a ghost template.
Venator 6 Apr, 2021 @ 9:05am 
Thank you for the mod, the gun looks amazing. However I can't set this up to only show as a "ghost" template. Even if I set everything to "false" in the configuration ini, actual HK416s still show up in the available weapons list. I only want to have a "ghost" template in order to use Iridar's XSkin to change the base assault rifles' appearance, without extra weapons appearing in the armory. Does anybody know how to achieve that?
A Bunny 30 Jun, 2019 @ 10:12pm 
@The LDs - Make sure you don't have Overwatch Weapons installed. Those break the reloading mechanic in game for some reason.
The LDs 2 Jun, 2019 @ 6:37pm 
I noticed for me this weapon is not able to reload for me. not sure if this is just me.
Veehementia  [author] 25 Apr, 2019 @ 3:54pm 
@Flamingcheesepie WOTC_HK416_CV, WOTC_HK416_MG and WOTC_HK416_BM for conventional, magnetic and beam respectively.
Flamingcheesepie 25 Apr, 2019 @ 3:45pm 
What's the actual template for the weapon? That is, where base assault rifle is AssaultRifle_CV, would this be HK16_CV, HK16_T1, etc?
Seti 11 Jan, 2019 @ 11:44pm 
Nice update ;)
neIVIesis 3 Jan, 2019 @ 11:46am 
@Veehementia I noticed this weapon, and its sister SMG are re-using inventory images from the Vanilla rifle.

I can make a new TGA images that match the actual weapons and send them to you to update the mod. Accept my friend request if you're interested in fixing them.
ComanderSoren 12 Dec, 2018 @ 6:43am 
could you do the m249 and/or the g36?
Requiem 4 Nov, 2018 @ 11:45am 
Like this so far, adjusted .ini for upgrade slots and fixed the BM damage. One thing I noticed which annoys me a lot though: The weapon keeps on polluting loadout of everyone. E.g. I equip magnetic AR or a Battle Rifle, do a mission with said rifle and then visit the armory afterwards - the HK is suddenly selected as loadout, instead of whatever I wanted.

Any ideas how to fix this? Drives me nuts to keep watching weapon loadout constantly.
GreatOldOne 18 Oct, 2018 @ 3:29am 
Nice. On a side note, I've been making the rounds asking (ok begging) weapons modders to make a mod that allows the player to swap out the default weapon and it's associated sound (which I'm getting a bit tired of looking at and hearing frankly) with a random or selectable one from a short list. The AK, M16/4, HK416, and perhaps G3 would be good short-list)
pekotus 16 Oct, 2018 @ 6:42am 
Thanks for the mod!
Tier 3 doesn't seem to have base damage. Renaming variable "HK416_BMBASEDAMAGE" to "HK416_BM_BASEDAMAGE" in the ini-file fixed it.
Veehementia  [author] 7 Oct, 2018 @ 1:20pm 
@CommanderSoren I sent you a friend request, accept it so we can chat.
ComanderSoren 7 Oct, 2018 @ 1:11pm 
i resubbed and it still does no damage
Yard1 7 Oct, 2018 @ 12:14pm 
Nice to see people still want to use my poor models, hehe. :)
Veehementia  [author] 7 Oct, 2018 @ 8:40am 
@CommanderSorenYou most certainly modified the .ini incorrectly. Resub and take a good look at how the .ini is structured. Modify only the numbers.
ComanderSoren 7 Oct, 2018 @ 8:24am 
My guns arent doing any damage. Do you know why?
bonner.johnt 7 Oct, 2018 @ 6:54am 
Thx for this. Now we need the port for this gun & we'll be good to go. Nice work buddy.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=624575112&searchtext=m249
Veehementia  [author] 6 Oct, 2018 @ 6:40am 
@Junglist_ You can configure additional weapon slots in the .ini. Modify thses three paramenters:
HK416_UPGRADESLOTS = (number of slots for T1 rifle)
HK416_MG_UPGRADESLOTS = (number of slots for T2 rifle)
HK416_BM_UPGRADESLOTS = (number of slots for T3 rifle)
Junglist_ 6 Oct, 2018 @ 6:30am 
Is there a way to get more upgrade slots for weapon mods? Why is there only 1 slot available?
Seti 6 Oct, 2018 @ 4:04am 
Really nice! Looking forward to more ports. Thumbs up!
Veehementia  [author] 6 Oct, 2018 @ 3:48am 
@solar68 It theoretically should. I don't have MAC/OS though, so I can only assume it will work.
solargus 6 Oct, 2018 @ 3:39am 
ini..ini..it work for MAC/OS?
Pvt. Mini 5 Oct, 2018 @ 5:42pm 
You're a treat <3
Veehementia  [author] 5 Oct, 2018 @ 5:27pm 
@*FPCG| Pvt. Mini the AK12 is in the works. I'll see from there.
Pvt. Mini 5 Oct, 2018 @ 5:22pm 
Ayyy nice man!

Any plans on porting his other guns? :D
Veehementia  [author] 5 Oct, 2018 @ 4:56pm 
@Nikolajgs Fixed! I unintentionally cut out a number during copypaste.
Nikolajgs 5 Oct, 2018 @ 4:23pm 
the link you placed leads to some picture not a mod.