XCOM 2
[WOTC] Spart's Standalone Carbines
48 Comments
Grunt 4 Apr @ 6:53pm 
is there a LWOTC version planned? (meaning laser and coilgun variants, with individual unit pricing)
KZFKreation 10 Jan @ 6:09am 
Any way to port this to the XSkin Manager, so that instead of any gameplay benefits we can just use the skins? I've always been a fan of the "Vanilla+" content over porting assets from other games.
Kinsect 4 Nov, 2023 @ 6:36pm 
Moisesjns 6 Apr, 2022 @ 8:21pm 
just want to say thanks for these awesome carbines. take my points
JurassicIan 29 Mar, 2022 @ 10:43pm 
Does this include the mag carbines? Also, I do have some interest in possibly making a more up to date version, as I know you removed the files of these mods so you cant update them. If I ever become decent enough at programming to mod, who should I talk to first? My idea for a mod is to give the weapons their own unique niches and such, the salvaged cannon for example would deal much lower damage(T1 and T2 deal the same damage as the ADVENT turrets do), but have extremely good accuracy(and in this theoretical mod concept, possibly grant the grenadier the Marauder passive).
Veehementia  [author] 11 Sep, 2021 @ 3:54am 
@Malignant I don't use LWOTC, so I wouldn't even know what I am supposed to do to make a LWOTC version. So no, sorry.
Malignant 10 Sep, 2021 @ 9:05pm 
Can you update a version for LWOTC?
Knight of NSFW 28 Apr, 2021 @ 3:55am 
Can this mod be used as a replacement for the requirements in the Magnetic Carbines addon of the original Spart Carbine mod?
Veehementia  [author] 22 Feb, 2021 @ 5:00pm 
@Black Goat you can find a link here: https://www.reddit.com/r/xcom2mods/ alongiside the wiki, which contains a lot of helpful guides, tips and explanations for modding newcomers.
Veehementia  [author] 29 Apr, 2020 @ 11:16am 
@MakingGood You are very welcome! It's also worth mentioning that the XCOM 2 Modding discord is also a great place to ask for help and useful tips.
MakingGood 29 Apr, 2020 @ 9:59am 
Thank you so much!
Veehementia  [author] 29 Apr, 2020 @ 3:56am 
@MakingGood I'm glad my work inspired you! You can use any one of my weapons mod to get started, although I do recommend the later ones since they're better coded. The xcom 2 modding subreddit also has many useful informations to help you get started, especially about fixing the SDK. If you need any help, feel free to send me a friend request and I'll try to help any way I can.
MakingGood 29 Apr, 2020 @ 2:12am 
I'm looking into getting into the modding game here, a bit late I know, and I'm inspired by you work and was looking to do a weapon package similar to this and "Additional Weapons". Is there any resources you could point me in the direction or a project you could send me to start me off on? I'm currently looking to the great Weapon Skin Replacer mod & provided info.
reinhartalvaro 13 Jun, 2019 @ 11:36pm 
Yeah Thanks man
Veehementia  [author] 11 Jun, 2019 @ 9:48am 
@reinhartalvaro swap "710399554" for "1534715593"
reinhartalvaro 11 Jun, 2019 @ 7:12am 
Where's the location of the file? The original was in
Steam\SteamApps\workshop\content\268500\710399554\Config\XComSpartsCombatSA.ini

I can't find this file
Veehementia  [author] 12 May, 2019 @ 2:54am 
@NektannNeightyFour check the engineering. If not, you'll have to start a new game. @I Brake 4 Science same model for all tiers.
Beltalowda 11 May, 2019 @ 11:40pm 
Did this mod have unique models for Conventional, Mag, and Beam, or does it use the same model for all three?
Nektock 7 Apr, 2019 @ 10:41pm 
how do I get these items to appear?
JurisDocta 21 Mar, 2019 @ 2:56pm 
Any way to make this Lootmod compatible?
Californiadreaming 20 Mar, 2019 @ 1:00pm 
@veehementia, thanks for your reply. I send much postivity-ness your way, that your will might well up from your depths to become a renewed wellspring of Awesome!
Veehementia  [author] 20 Mar, 2019 @ 12:09pm 
@Californiadreaming I had plans to port Magnetic Carabines and rework from the ground up the XCOM1 weapon mod port, but time, motivation and IRL have and are kind of sapping my will to sit down and mod stuff. So there's a chance- it's just not a very big chance.
Californiadreaming 19 Mar, 2019 @ 9:43pm 
I feel like you answered this question somewhere, but I can't locate it, so I'll ask and apologize - is there any chance of the mag carbine mod being ported? I don't care if I have to buy separate schematics or whatever - I love the looks of those guns!
LoverBoy 14 Jan, 2019 @ 6:46am 
New save works, thank you very much, very cool.
Veehementia  [author] 14 Jan, 2019 @ 5:06am 
@UZ Try starting a new game, see if that helps.
LoverBoy 14 Jan, 2019 @ 1:10am 
Hi i have a problem, your weapon doesn't show up. I have installed your other weapons like the sniper rifle and it works fine. Is there anyway to fix this?
Azure 26 Dec, 2018 @ 6:56pm 
I missed these so much
Veehementia  [author] 5 Dec, 2018 @ 10:25am 
@alexstrogan What do you mean? Only conventional level? Don't upgrade them in engineering, easy.
alexstrogan 5 Dec, 2018 @ 10:01am 
Is there any way to keep only the initial level of weapons?
BigRowdy 3 Dec, 2018 @ 2:39pm 
ok i got it. sent friend request anyway, cause I love ur stuff.
Veehementia  [author] 3 Dec, 2018 @ 11:35am 
@BigRowdy No, Plusone indicates the probability of that weapon doing +1 dmg. For example, PlusOne=50 shows that there is a 50% probability the shot will deal +1 dmg. To widen a weapon's damage range you need to set the spread: for example a weapon with 4 damage and 1 spread does between 3 and 5 dmg (minus 1 spread and plus 1 spread). If you need any help feel free to send a friend request and I can explain better.
BigRowdy 3 Dec, 2018 @ 10:46am 
in other words if I lower the base damage of a weapon from say 4 to 3 and then add plus one I would get a wider damage range?
BigRowdy 3 Dec, 2018 @ 10:44am 
? the plusone adds 1pt dmg range..correct?
BigRowdy 3 Dec, 2018 @ 10:44am 
@Veehementia..lol am doing that at this very moment
Veehementia  [author] 3 Dec, 2018 @ 10:42am 
@BigRowdy yes, but you can customize the stats however you like to create a completely different type of weapon if you so choose.
BigRowdy 3 Dec, 2018 @ 9:56am 
so looking at the config data, this is primarily a cosmetic mod as almost all stats are identical.
Veehementia  [author] 23 Oct, 2018 @ 2:36pm 
@Phlean Hood, no can do, sorry.
Phelan Hood 23 Oct, 2018 @ 2:28pm 
Is it possible to remove the foregrip?
хомяк 15 Oct, 2018 @ 5:19am 
Благодарю за обьяснение. )
Iridar 13 Oct, 2018 @ 12:02pm 
@хомяк
1. Так и задумано, при таких установках это оружие становится штурмовой винтовкой.
2. Автор сказал что не будет этого делать.
3. Просто не используй это оружие, полностью отключить нельзя.
хомяк 13 Oct, 2018 @ 11:10am 
Sorry my english language ))
1. If MACHINECARBINE_AS_AR=true enabled disappear weapon for gunner class. Only classic mitrailleuse available.
2. We have three type weapon: battle rifle, sturmgewehr und maschinenpistole. Plus shotgun and maschinengewehr. Possibly not only agility but dexterity have options for penalty or bonuses for different type weapon? This option present as dodge in stats. More realistic during configuration IMHO.
3. How to disable automatic fire shotgun? )) unrealistic. Recoil knocks you down ))
Arkhangel 11 Oct, 2018 @ 8:37am 
@Vee: You tried Validating and Cache clearing? worked for me. plus they finally fixed that issue where DMO and XMO keep duplicating the mod list.
Veehementia  [author] 11 Oct, 2018 @ 2:13am 
@Arkangel I know, but it also kinda messed up the mod buddy itself and it's either a redownload or a lot of error messages/errors, which is hella annoying. Also the game is glitchy even without mods installed now and I'm having issues playing it even vanilla.
Arkhangel 10 Oct, 2018 @ 11:09pm 
@Vee: actually just mainly messed up mods that required the Highlander. Rest is just coding issues due to stuff not knowing about the new content (I.E. AU Aliens not having access to the new personalities because they're not coded to have them.. yet.)
Veehementia  [author] 9 Oct, 2018 @ 7:02pm 
@Sunn brO))) last I checked, armorbashes worked fine. Haven't tested SPARKbashes, but the bottom line is that I don't know how to port cosmetic mods, so I couldn't do it even if I wanted. Sides, TLP kinda screwed up a lot of stuff.
Sunn Bro 9 Oct, 2018 @ 6:57pm 
Great work! Are you planning on doing the armour and SPARK bashes?
Arkhangel 9 Oct, 2018 @ 11:35am 
You gonna do the Mag Carbines and Mag auto-shotgun?
Democritus 9 Oct, 2018 @ 9:44am 
good lad