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If he went the extra step, and made it similar to a ghost template he technically could add it to other classes
How do you expect this to work when the weapons are for the hero classes added by WotC?
I really loved the original mod when I was playing LW2!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1130896923
The Resistance grows stronger!
You're comparing two completely different mods. You could probably use Iridar's Weapon Replacer to use those attachments with this autopistol.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1513282047
I'm not bashing Claus's mod. It's a great mod and I'm enjoying it for my Skirmisher and Reaper. Just felt that the Templar got left behind with having a nice new Driller Pistol but no attachments to go with it.
Gauntlets: Answered in the FAQ
Autopistol: There's a whole new model right there, how's that "no love"?
Wanna ask someone who made theses.
Also, any plans for backward compatibility to vanila xcom 2 ? /s
all of your screenshots show the merc plasma weapons doing the correct damage for having +2 breakthroughs, but vanilla weapons doing an extra +2 for reasons? are you using some sort of mod that boosts weapon damage?
*See's tag about Skirmishers* "Hell YES"
Will be running these in a new campaign. Hoping to find a way to make them differentiate from standard beam. I dunno - More crit less mag or -1 Mobility if possible. Can't wait =)
Quick gallery comparing hero weapon numbers w/ base versions, t3 rifle/sword [others not shown] having the same issue.
https://imgur.com/a/MOONlk6
Also mission gallery of HUD numbers for the SL+BL.
https://imgur.com/a/Jiz7kAP
Only seems to happen for non aesthetic only mods that set their own numbers, which I am aware is part of the design for some weapons here. Same issue with the Rorsch Mk-1 Railgun & Halo Weapons Medley mods.
Aesthetic only mods like the EU Plasma Weapon Pack, Three Tier Cosmetic Weapons - TLP Version, & Total Advent Weaponry - WOTC don't do this, with weapons sharing stats with the base game, including the raised values for what I assume are breakthroughs.
It's an odd yet consistent issue which I've been trying to figure out for a while now as the depreciated value of items from these mods can make the game harder as a result of hitting pods for lower numbers.
The damage difference is likely the plasma tier and vektor rifle breakthroughs taken together as the same variance exists with bullpups and autopistols, although only vektor rifles have additional crit damage but it doesn't appear to be related to the actual item given the WOTC XComGameData_WeaponData.ini reads "VEKTORRIFLE_BEAM_CRITCHANCE=0".
Is there anything missing that is preventing the breakthroughs affecting these? Likewise with the non hero merc plasma weapons?