XCOM 2
[WOTC] WSR Weapon Skin Replacer - Configuration
217 Comments
CzechBall 13 Jun @ 2:26pm 
er, config code to make this work
CzechBall 13 Jun @ 2:23pm 
i'm looking at trying to alter the mag SMG so that it fires like the mag bullpup in its anims, if someone already has a mod for that, send me a link to it, if no mod exists rn, send me the code to make this work
Iridar  [author] 27 May @ 7:14am 
Sorry, but I'm not gonna be holding your hand here. If you can't figure it on your own, you can try asking for help on the modmaking discord.
Lebowskichild 27 May @ 3:25am 
Good morning @Iridar, thank you for your help so far.

I have added +WeaponCategories="C4" to the XComGameData.ini in OCWR

I have added these 3 lines in XComWeaponSkinReplacer.ini
+CHANGE_TEMPLATE=(TEMPLATE="TacticalC4", SET_WEAPON_CAT="C4", SET_INVENTORY_SLOT=eInvSlot_SecondaryWeapon)
+CHANGE_TEMPLATE=(TEMPLATE="TacticalX4", SET_WEAPON_CAT="C4", SET_INVENTORY_SLOT=eInvSlot_SecondaryWeapon)
+CHANGE_TEMPLATE=(TEMPLATE="TacticalE4", SET_WEAPON_CAT="C4", SET_INVENTORY_SLOT=eInvSlot_SecondaryWeapon)

And I have added this line to one of my custom classes in the XComClassData.ini

Would you happen to know if there is anything I have done wrong or missed?
Iridar  [author] 27 May @ 1:57am 
You need to give the X4 a new weapon category and set the secondary weapon inventory slot for it. Then in the soldier class config in XComClassData.ini, allow that weapon category in the secondary weapon slot.
Lebowskichild 26 May @ 11:23am 
Hi again @Iridar.

Could you explain what line I would need to add to this mods ini file to achieve turning the Tactical X4 item into a secondary weapon.

I have looked through the documentation for WSR but am unsure about which variables need to be added.
Iridar  [author] 26 May @ 7:17am 
Should be
Lebowskichild 26 May @ 7:10am 
Hi @Iridar. I was wondering if you could tell me, is it possible to use this mod to alter the availability of the WotC Tactical X4 mods item, so that it becomes a secondary weapon that can only be used by a specific class?
Grompaa 13 Nov, 2024 @ 4:43pm 
That did it! Thank you so much! I'm really not proficient with coding so would have never found out that was the issue even if it was that simple. You're a life saver thank you really!
Dragon32 13 Nov, 2024 @ 4:35pm 
@Grompaa
By starting a line with ; you're commenting it out so the game never reads it.
Grompaa 13 Nov, 2024 @ 4:22pm 
Thanks for the quick reply! This is the command I've been using: ;+PROJECTILE_REPLACEMENT=(ACCEPTOR_TEMPLATE=BF4Railgun_MG, DONOR_TEMPLATE=ChosenSniperRifle_XCOM)
I also tried the same but using only base game weapons to test: ;+PROJECTILE_REPLACEMENT=(ACCEPTOR_TEMPLATE=VektorRifle_BM, DONOR_TEMPLATE=Bullpup_CV) also didn't seem to work... Im putting the commands under the "enter your commands bellow" on the ini file. is there something I'm missing maybe? Thanks again for the reply!
Iridar  [author] 13 Nov, 2024 @ 4:16pm 
Hi. Something about the command is incorrect, that's the most I can say.
Grompaa 13 Nov, 2024 @ 1:29pm 
Hi @Iridar, been enjoying quite a few of your mods and this one has been an interesting one to learn but I've been having an issue with a projectile replacement... I'm trying to give a modded weapon (bf4 railgun) the chosen sniper rifle projectile effect. I've managed to get all the information to make the command work but for some reason it doesn't seem to affect it at all. I'm not super experienced with modding so I hope you could offer some light on what the issue could be. Thanks for the great mod!
Aeterna25 4 Oct, 2024 @ 10:58am 
hey, sorry if this question has already been asked but how do i make weapons invisible? mainly for the spark
Pete 17 May, 2024 @ 12:51pm 
Ahh that makes a lot of sense, so the path is already in game then. Thanks a lot!
Iridar  [author] 17 May, 2024 @ 8:18am 
If a mod doesn't have a content folder it means it's using assets from another mod (which would be typically marked as required) or from the game itself, which I assume is the case for cut content ammo, cuz it's literally game's cut content.
Pete 17 May, 2024 @ 7:52am 
Hi @Iridar, thanks for the great mod! You mention in the documentation If you want to use assets from a certain mod that aren't active, you copy the Content folder into another active mod. But I've noticed some mods like Cut Content Ammo by GrimyBunyip don't have a content folder, what do you do then?

I ask because I want the ammo from [WOTC] Cut Content Ammo to look like Cut Content Ammo by GrimyBunyip. The two are duplicates and can't run together, but I really like how the latter looks, but the former has better rounds overall. Any advice? Thanks!
Rost Kurt 24 Apr, 2024 @ 3:26pm 
@Iridar, как заменить улучшение Буллпаппа, чтобі он улучшался вместе со Штурмовой винтовкой?
wilnemo35795 21 Dec, 2023 @ 1:55pm 
From reading the Documentation for Template master, this is what I wrote for the Plasma Warhead:
+Edit_X2WeaponTemplate = (T = "PLASMAGRENADEMK3", P = "Cost",\\
Cost = (ResourceCosts[0] = (ItemTemplateName = "Supplies", Quantity = 20),\\
ResourceCosts[1] = (ItemTemplateName = "AlienAlloy", Quantity = 1),\\
ResourceCosts[2] = (ItemTemplateName = "EleriumDust", Quantity = 1),\\
ArtifactCosts[0] = (ItemTemplateName = "EleriumCore", Quantity = 1)))
Stukov81-T.TV 20 Dec, 2023 @ 3:19pm 
that would be done more easily with template master.

Similar to this:
+Edit_X2WeaponTemplate = (T = "Medikit", P = "HideIfResearched", OP = "Remove")
+Edit_X2WeaponTemplate = (T = "NanoMedikit", P = "HideIfResearched", OP = "Remove")
+Edit_X2WeaponTemplate = (T = "NanoMedikit", P = "BaseItem", OP = "Remove")
+Edit_X2WeaponTemplate = (T = "BioMedikit", P = "BaseItem", OP = "Remove")

making them buildable can be done in WSR or Template Master by setting CanBeBuilt to true and adding a cost
wilnemo35795 20 Dec, 2023 @ 1:28pm 
I want to change the grenades from Superior explosives from being upgraded automatically by the Superior explosives weapons project, to built individually after research, what command would i use to edit to remove the grenades from being upgraded?
Iridar  [author] 2 Dec, 2023 @ 2:43am 
@Forny
Read the documentation, the "WEAPONS_TO_HIDE_KEEP_SCHEMATIC" command does just that.

Alternatively, you can do that with the Item Hider mod using in-game UI.
Giggles 2 Dec, 2023 @ 1:55am 
Yeah, in the exact same boat as you Forny, annoying that the cod weapon classes don't apply to LWOTC.
Forny 18 Sep, 2023 @ 4:08pm 
wow, this mod is awesome. But I'm a little useless with these things. I replace the weapons in the game with more realistic weapon skins like those in the CoD mods using the xSkin mod but it is very tedious to do it on each soldier one by one when you play Long War of the Chosen with dozens of soldiers. Also I don't want all those weapons to appear in the game's armory and so on. I want them to remain as ghost templates. I think all that could be changed with this mod but I can't figure out how to do it.
Gwynbleiid 12 Sep, 2023 @ 10:37pm 
@Iridar Ok thx
Iridar  [author] 12 Sep, 2023 @ 10:30pm 
@Gwynbleiid
Yes, add it as a default attachment.
Gwynbleiid 12 Sep, 2023 @ 10:01pm 
Question, can I make a weapon have a weapon attachment visual even if it doesn't have the attachment? Like adding the visuals of the repeater for all Vektor tiers as default visuals
Iridar  [author] 25 Jun, 2023 @ 12:47am 
That's not unexpected.
Earendil_ 25 Jun, 2023 @ 12:40am 
I succesfully changed weapon projectiles, however, If I change weapon appearence using Xskin, the projectile does not apply.
OVER JUSTICE 25 Feb, 2023 @ 10:40am 
Is it possible to add the -10 aim and -1 mobility of the base ballistic shields mod to other mods that add new shields but don't include the negative stat effects? Some shield mods have it and some don't, and I can't find the exact way in which they have included the stat debuff
Iridar  [author] 5 Feb, 2023 @ 10:03pm 
Currently not.
Hel's Angel 5 Feb, 2023 @ 8:59pm 
Is it possible using this mod to remove the light from flashlight ? i just want the attachment, but the flash light gone.
cyrneco 1 Oct, 2022 @ 3:29am 
I can't manage to make sniper rifles (from mods or vanilla) to change rate of fire. What is the proper INI code for it? I tried the 'change rate of fire' and 'change animation commands but no luck...
Iridar  [author] 4 Sep, 2022 @ 6:45am 
хз посмотри как в Mod Jam прописано.
STRIKER 11 Aug, 2022 @ 1:01am 
@iridar,
Thanks, Will do.
Iridar  [author] 10 Aug, 2022 @ 6:54pm 
@STRIKER
Use XSkin instead.
STRIKER 10 Aug, 2022 @ 4:55pm 
is there any way to streamline this somewhat? i'm kinda fearful at the idea to read a full doc and enter several command lines just to cosmetically change a rifle's appearence
Bastion 30 Jul, 2022 @ 11:03am 
Its not the animation that bothers me really, i just want to have a kenetic glaive for thier psi weapon so i can make a 40k grey knight.
Iridar  [author] 30 Jul, 2022 @ 10:47am 
You can reskin shard gauntlets all you want, but shard blades are a part of the templar Rend animations and cannot be changed.
Bastion 30 Jul, 2022 @ 10:38am 
Could i use this to make templar shard blade look and act like a sword but still be shards??
Jess 27 Jun, 2022 @ 5:35am 
Hi im trying to change the icon of an ability and i just want to make sure the command im using is correct because it doesn't seem to work.

+CHANGE_ABILITY_TEMPLATE = (TEMPLATE = "WOTC_APA_AmbushToggle", ICON_IMAGE = "img:///UILibrary_WOTC_APA_Class_Pack.perk_Ambush")

I cant seem to get this work.
Haywire 12 Apr, 2022 @ 5:50pm 
@Dragon32 & XpanD

Oh for Frith's sake... lol. Yes, that did it. Thanks all. :-D
Dragon32 12 Apr, 2022 @ 3:17pm 
@Haywire
Try "cannon" not "canon", unless you're changing some religious law.
XpanD 12 Apr, 2022 @ 3:16pm 
Those IDs aren't correct, you're missing one of the "N"s in "Cannon". Does it work with those added in?
Haywire 12 Apr, 2022 @ 3:09pm 
Hey all! So, I've used this setup to make all tier cannons look like tier 1 but lately it seems to have defaulted back to vanilla models for each tier. Has the syntax changed lately or am I missing something? I haven't made any changes for awhile now.

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Canon_CV, DONOR_TEMPLATE=Canon_CV)
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Canon_MG, DONOR_TEMPLATE=Canon_CV)
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Canon_BM, DONOR_TEMPLATE=Canon_CV)
Iridar  [author] 14 Dec, 2021 @ 3:27am 
@Metal Machine
По идее такая замена должна заменять анимации тоже, не знаю с чего бы звуку пропадать.
Металiчна машинка 14 Dec, 2021 @ 12:36am 
@Iridar, смотри, заменил себе оружейку, но на пулемете, замененным z6, пропал звук. Это значит что он завязан на анимацию и будет работать только на родном темплейте?

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_CV, DONOR_TEMPLATE=WP_Z6Rotary, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_MG, DONOR_TEMPLATE=WP_Z6Rotary, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_BM, DONOR_TEMPLATE=WP_Z6Rotary, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)

+WEAPONS_TO_HIDE=WP_Z6Rotary_MG
+WEAPONS_TO_HIDE=WP_Z6Rotary_BM
XpanD 11 Dec, 2021 @ 5:58am 
The goal is to have the lower-tier items disappear from the menu if mag/beam is already unlocked, but I just seem to get all three showing at the same time. I've tried passing in Cannon_MG_Schematic/Cannon_BM_Schematic as well, but same result.

Anything I'm missing here, or any other ways to approach this? Thanks. (again!)

(testing these on a fresh debug cheat campaign, in case that affects anything)
XpanD 11 Dec, 2021 @ 5:58am 
I'm currently trying to create an upgrade path for an item that's been converted to single production, but I'm hitting a bit of a roadblock -- I can't seem to get HIDE_IF_PURCHASED to work.

Here's what I'm doing:
+CHANGE_TEMPLATE=(TEMPLATE=WP_GethSpitfire, SET_CAN_BE_BUILT=1, SET_STARTING_ITEM=0, HIDE_IF_PURCHASED=Cannon_MG, CHANGE_REQUIREMENTS=true, RESOURCE_COSTS[0]=(costs here))
+CHANGE_TEMPLATE=(TEMPLATE=WP_GethSpitfire_MG, SET_CAN_BE_BUILT=1, SET_STARTING_ITEM=0, HIDE_IF_PURCHASED=Cannon_BM, CHANGE_REQUIREMENTS=true, REQUIREMENTS=(RequiredTechs[0]=GaussWeapons), RESOURCE_COSTS[0]=(costs here))
+CHANGE_TEMPLATE=(TEMPLATE=WP_GethSpitfire_BM, SET_CAN_BE_BUILT=1, SET_STARTING_ITEM=0, CHANGE_REQUIREMENTS=true, REQUIREMENTS=(RequiredTechs[0]=HeavyPlasma), RESOURCE_COSTS[0]=(costs here))
Iridar  [author] 4 Dec, 2021 @ 11:50am 
@DabHand
So that's where you got the syntax from. Very weird. The fact that it's in the documentation indicates that this functionality was present in the mod at some point. But I don't see it in the mod project for Weapon Skin Replacer. Very, very weird. Updated the doc, thanks.