XCOM 2
[WoTC] Mercenary Plasma Hero Weapons
46 Comments
Rhalius 4 Nov, 2023 @ 3:52pm 
Will there be Templar gauntlets too? I really wish we'd get some alternative to the standard templar gloves, I have been looking for that.
Aries 14 Aug, 2023 @ 3:24pm 
is it possible to make the sounds of the mercenary bullpup louder? the firing sound feels a bit quiet compared to everything else
Zorbakaq 15 Sep, 2021 @ 7:21pm 
@Dragon34
If he went the extra step, and made it similar to a ghost template he technically could add it to other classes
Fargus404 26 May, 2021 @ 1:10pm 
\Steam\steamapps\workshop\content\268500\1701830636 here is the path to the feature editor
Dragon32 25 Feb, 2020 @ 8:23am 
@Selevan:
How do you expect this to work when the weapons are for the hero classes added by WotC?
Selevan 24 Feb, 2020 @ 4:33pm 
Shame everyone decided to go for the wotc and stopped making mods for lw2. I loved the merc plasmas, wanted to add one more tier to my modded lw2 armory with an addtional research project that would give the mk2 mercs.. Considering this is for wotc i bet its not even going to work as just an addon to the plasma tech. Worth a try tho, ima check if it work for LW2
Vernichtikus 1 Feb, 2020 @ 3:49pm 
Hello, does this mod work with Long war of the chosen?
I really loved the original mod when I was playing LW2!
Star¤Dagger 31 Aug, 2019 @ 10:57am 
Tell us more about the "Skyrim's smart fridge port in 2030"
Lebowskichild 19 May, 2019 @ 1:21pm 
How would this mod work with Balanced Finite Items?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1130896923
TannerA 5 May, 2019 @ 5:59pm 
Can these weapons use the underbarrel mod
Cake_Knight 1 May, 2019 @ 2:02pm 
Ever consider taking a crack at the Long War 2 Secondaries? It'd be pretty interesting to see your take on 'em.
Dragon32 24 Apr, 2019 @ 9:42am 
Think my favourite is the Autopistol, it's great fun to fire now. Thanks, Claus!
LockeEdwards 23 Apr, 2019 @ 4:33pm 
This mod is definitely a beautiful addition to my team's arsenal. This gets my seal of approval.

The Resistance grows stronger!
InQuisition 17 Apr, 2019 @ 1:16pm 
oh shit, thank you for doing this. Dammit now i need to do another campaign of this XD
Dragon32 16 Apr, 2019 @ 8:57am 
@Mighty442 :
You're comparing two completely different mods. You could probably use Iridar's Weapon Replacer to use those attachments with this autopistol.
Mighty442 15 Apr, 2019 @ 10:35pm 
@Dragon32 Iridar has a whole mode that adds attachments to the 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.
Dragon32 15 Apr, 2019 @ 3:16am 
@Mighty442:
Gauntlets: Answered in the FAQ
Autopistol: There's a whole new model right there, how's that "no love"?
Mighty442 14 Apr, 2019 @ 10:46pm 
How come the templar gauntlet and autopistol get no love? Awesome design and attachments for the Skirmisher's bullpup and ripjack and the Reaper's vektor gets a sweet design and attachments but no loving for the templar, sure he gets a new autopistol but even with a weapon mode to add attachments it doesn't show up on the gun. Please please show some love for the Templar. Thanks in advance.
Briar_Black 12 Apr, 2019 @ 8:33am 
looking forward to this mods inclusion in the special ultra hd redux legendary remaster Arrow Knee collectors edition Skyrim for apple s smart lawnmower.
DERPKING1991 11 Apr, 2019 @ 11:51pm 
Is it even possible to make laser and coil weapons for the heroes?
Wanna ask someone who made theses.
Zenotek gaming 11 Apr, 2019 @ 11:01am 
would you mind making that autopistol more visible. its kinda hard to see
Silverghosts 6 Apr, 2019 @ 10:59am 
Claus, I fucking love you even more for this.
TannerA 5 Apr, 2019 @ 9:26pm 
sorry
Claus  [author] 5 Apr, 2019 @ 7:54pm 
@tannerreed97: There are no plans at the moment to make any other merc plasma weapons
Lumavah 5 Apr, 2019 @ 7:31pm 
@insightguy Literally the only other FAQ question on this page states that the author will not port it to Vanilla.
TannerA 5 Apr, 2019 @ 2:56pm 
i mean the sawoff shotgun
insightguy 5 Apr, 2019 @ 9:34am 
YES!

Also, any plans for backward compatibility to vanila xcom 2 ? /s
Arkhangel 4 Apr, 2019 @ 10:20pm 
@claus: essentially, that overhaul makes Autopistols usable as pistols, adds a few custom animations, and gives them the ability to use upgrades, as well as visuals for said upgrades.
Claus  [author] 4 Apr, 2019 @ 9:54pm 
@futuremadscientist: I have no idea, you'd have to ask iridar. Not sure what that mod is or what it does, but if its an autopistol overhaul i would assume that it changes any weapon that uses whatever category the autopistol is, in which case it should work automatically, alternatively, maybe you can add an autopistol's template into an .ini to get it to work. In which case the template name of the Mercplasma autopistol is "Sidearm_MercPlasma" without the quote marks. But like i said, i'm just assuming, you would have to check how that mod works.
Aries 4 Apr, 2019 @ 5:09pm 
@Claus can the autopistol work with iridar's autopistol overhaul?

Arkhangel 4 Apr, 2019 @ 4:56pm 
@Tanner: the SMG's already been done. look in the main pack.
TannerA 4 Apr, 2019 @ 11:09am 
how about the long war weapons
Devidose 3 Apr, 2019 @ 10:46pm 
@Mitzruti, Only mods I have which should be affecting weapons according to their info are 'More Breakthroughs' and 'DLC Breakthroughs Support' but neither of those claim to affect Reapers. Looked through the ini files and they only mention the classes in their page info. Might explain the Skirmisher bullpup difference however.
Cake_Knight 3 Apr, 2019 @ 6:44pm 
Ripjack looks wicked! I love it.
Blacktop15 3 Apr, 2019 @ 2:52pm 
YES! THIS WAS MUCH INDEED AWAITED!
Nazo 3 Apr, 2019 @ 1:01pm 
Thats one fucking wicked Grapple hook...i wonder how it stays stuck with out slipping out? alien tech i guess? idk.
Mitzruti 3 Apr, 2019 @ 11:39am 
@devidose
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?
Flashstriker 3 Apr, 2019 @ 9:34am 
*Sees this mod* "Hell yes"
*See's tag about Skirmishers* "Hell YES"
Cavily 3 Apr, 2019 @ 12:42am 
Can't wait for the Skyrim's smart fridge version
initium 3 Apr, 2019 @ 12:35am 
Top quality stuff again Claus.

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 =)
Redrumm 2 Apr, 2019 @ 11:20pm 
Whoa when did u have time to finish these?? I saw u were working on em and bam here they are lol!
Devidose 2 Apr, 2019 @ 11:02pm 
@Claus: Just tried that. Mod'd a BL, saved, reloaded, still only shows 7-8 damage w/ SL at 9-10.

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.
Claus  [author] 2 Apr, 2019 @ 8:57pm 
@Devidose: Ok i can confirm that weapon type and weapon tech breakthroughs both work(at least for the bullpup) on a new campaign, so i think the breakthroughs just aren't applying properly to new weapons if you activate the mod on an existing campaign. It's possible that it'll fix itself if you make a save with the weapons equipped and then load that save, maybe.
Claus  [author] 2 Apr, 2019 @ 8:41pm 
@Devidose: As far as i can tell, breakthroughs are applied to "weapon categories" and "weapon tech", so for example, the vektor rifle breakthrough applies to any weapon that has it's category set as "vektor_rifle" and the plasma tier breakthrough is applied to any weapon that has it's tech set as "beam". In this particular case all the mercenary weapons share the same categories and tech as the vanilla weapons, so they should be affected by breakthroughs, if they're not then i honestly don't know what could cause it, my first guess would be that something is not updating on an existing save, i'll take a look. Also you can see what the bonuses for breakthroughs are on XcomGameCore.ini, under [XComGame.X2Ability_XPackAbilitySet]
Devidose 2 Apr, 2019 @ 8:11pm 
I've had a question for a while now regarding custom weapons that don't just copy the ingame stats. Is there additional coding for the research breakthroughs required on these weapons as comparing an unmodified shadow lance with the blazing lance the SL has 2 extra damgae [9-10 vs 7-8], 2 extra crit damage [7 vs 5] as well as a 10% crit chance the BL doesn't have.

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?
Kexx 2 Apr, 2019 @ 7:08pm 
Awesome!! Congrats on the release, they look fantastic!