XCOM 2
[WOTC] TLP Tier Replacer with Visual Upgrades
155 Comments
Lux Manifestus 20 Sep, 2024 @ 10:40am 
If we'd like your clean versions of the guns, how do you go about configuring the mods?
Oddball_E8 26 Jul, 2024 @ 11:46am 
So... we're still getting the original "TLP weapons", right?

Because when I started my game I had 1x Old World Rifle and also infinite Old World Rifles. The single one had a permanent attachment.
noric83 20 Mar, 2024 @ 10:32am 
Note that I am also using Shiremct's [WOTC] Weapon and Item Overhaul :P
noric83 20 Mar, 2024 @ 10:30am 
Hello good sir, I am using this mod alongside WSR weapons skin replacer (config and core) plus all the other TLP Conventional/Magnetic/Plasma weapons with visual attachment REDUX. Installed via AML and it doesn't show any conflicts or errors. BUT! In the armory when I go for the loadout of a soldier I got 2 option for the Assault Rifle: old-world and conventional (with old world reskin), both in infinite stock. Is this by design or there is some kind of mistake on my part?
Kinsect 11 Nov, 2023 @ 8:36am 
would it be ok if you can make a similar mod like this but replaces the vanilla TLP guns with the one's with the Visual Upgrades?
LockeEdwards 25 Aug, 2023 @ 8:37am 
Not a problem. Thanks for hearing me out and letting me know.
Veehementia  [author] 19 Aug, 2023 @ 8:57am 
@LockeEdwards To make it behave like that (with autoequip and attachment transfer) I'd have to make a dedicated mod which I am not going to do as I am retired from X2 modding. Sorry about that.
LockeEdwards 18 Aug, 2023 @ 7:41pm 
I tried that. The problem is, the soldiers aren’t autoequipping the next tier of the weapons automatically, and attachments dont transfer either.
Veehementia  [author] 17 Aug, 2023 @ 7:01pm 
@LockeEdwards Yes, but it will require some configuration from your part. Instead of using this mod, use the three required mods only (the three TLP weapon packs) and hide, for each mod, the tiers you don't care about using the included WSR config file (which is preconfigured exactly for that purpose so all you need to do is uncomment the lines that hide the weapons of the tiers you don't want to see).
LockeEdwards 17 Aug, 2023 @ 4:12pm 
I love the idea of having TLP weapons options that align with the game's tech progression. This mod is great. That said, I'm kind of hoping for a middle ground mod at some point.

I don't want to replace the vanilla weapons because, for some of my soldiers, they fit their themes and aesthetics very well. For others, the TLP weapons are suitable.

I want to have both vanilla and TLP options available, with the TLP weapons aligning with the usual tech progression, including weapons with attachments upgrading to the latest tier and retaining their attachments. Is there a way to make this happen?
Kevin from HP Customer Service 11 Jan, 2023 @ 9:36pm 
By a combination of swapping acceptor templates, unhiding templates and using Unlimited TLP Weaponry, I managed to have these weapons replace the OG TLP weapons instead of the vanilla ones.

There's probably a way to bypass the localization changes but I manually edited those too.
DozenthTurmoil 25 Oct, 2022 @ 9:57am 
is it okay to use this with Xskin?
Roughers 26 Apr, 2022 @ 6:52am 
@Veehementia oh.. yeah I'm dumb lol. I've been looking through 3 different XComWeaponSkinReplacer.ini files and thought it was just an example as in the WSR core mod and the config file mod.. thank you for clarifying, really appreciate it!
Veehementia  [author] 26 Apr, 2022 @ 6:48am 
@FMJay Open the XComWeaponSkinReplacer.ini file inside the mod's folder, the instructions are there.
Roughers 26 Apr, 2022 @ 5:38am 
Heya, really loving this mod. TLP weapons look so much better imo especially with the added visual modifications. But I'm having a bit of an clutter issue.
I installed ypur 4 TLP Weapon Redux mods along with this one.
Now I get all weapon tiers twice.

I've read the section mentioning the ability to hide the original TLP weapons, but I am not really sure how I would do this. Could you provide me a hint or tell me how to do it?

I'm really sorry if this has been asked a couple times, but searching through the comments is such a pain ><
Kevin from HP Customer Service 20 Nov, 2021 @ 6:03pm 
Actually hadn't seen Iridar's MEC weapons, which are going straight into the mod launcher.
Regardless, I'll keep wishing on a TLP extension mod (which if it hasn't happened, probably won't ever happen at this point lmao)
Veehementia  [author] 20 Nov, 2021 @ 4:41pm 
@Kevin from HP Customer Service Iridar has made a mod bringing back MEC weapons from EW as SPARK alternatives, if you're interested. They do not share the TLP aesthetic however.
Kevin from HP Customer Service 20 Nov, 2021 @ 2:18pm 
That sucks, as I much prefer the TLP/EU style of weapons, but since there's no actual spark/hero weapons from previous games or DLC to reuse, and modeling and animating is probably a b*tch to do, there's nothing like that out there for them :(

Love your mods, thx for the answer
Veehementia  [author] 20 Nov, 2021 @ 12:40pm 
@Kevin from HP Customer Service Unfortunately there's no mod out there for that, nor do I personally know anyone who intends to/is working towards such a project. I believe the only "proper" tiers which encompass SPARK and Hero weapons are Mercenary, Laser and Coil (the latter two are covered by Iridar). There are no other tier-wide weapon mods AFAIK.
Kevin from HP Customer Service 20 Nov, 2021 @ 10:34am 
Nice set of mods right here Vee.
Now, do you know of anyone out there who has made Hero and Spark weapons that match the TLP stuff? They kind of stand out as it is...
All of this because I can't stand Tier 3 beams
Veehementia  [author] 11 Nov, 2021 @ 12:45pm 
@Dellar There's nothing to update. It will work on LWOTC just fine, but it won't touch anything but the standard guns, so no hero weapons, no SMGs, and no swapping Laser/Coil. There aren't any other TLP models to use anyways.
Dellar 9 Nov, 2021 @ 10:52am 
I guess this mod wont be updated for LWOTC ever like the others?
Violet Aeon Snow 7 Nov, 2021 @ 5:17pm 
Does this mod work properly with A Better Weaponry?

As far as I can tell, it should work since this seems to just be a cosmetic adjustment, but I figured it's better to be sure.
Lucato_ 14 Oct, 2021 @ 9:30am 
@Veehementia I see... It's a shame really, them standing still while chunks of plasma come barrelling out of the gun kinda breaks the disbelief a bit. Still thank you!
Veehementia  [author] 14 Oct, 2021 @ 8:43am 
@Command Knight Unaffected, yes. The animation mod modifies the "vanilla" TLP Plasma cannon - while this one uses a custom model taken from its respective mod to swap out normal weapons. You can try to make them work together, but honestly, that animation mod is a mess and you'd be better off not using it at all.
Lucato_ 14 Oct, 2021 @ 5:57am 
Hello, if I may ask. Is the third tier Plasma Cannon's animations unaffected by your Vanilla cannon animations for TLP weapons? I have that mod and this installed together so the LMG and Magnetic cannon are held correctly when fired but the Plasma cannon will still be fired like the LMG, I need to make sure this isn't a mod order priority issue first
becc 10 Oct, 2021 @ 9:46pm 
Missed that, sorry. I just made it myself.
Veehementia  [author] 10 Oct, 2021 @ 7:16pm 
@beccthewreck Why don't you read the description and find out yourself?
becc 10 Oct, 2021 @ 6:42pm 
Does the mod also change the flavor text for building mag weapons in Engineering?
Rayna 6 Oct, 2021 @ 10:03am 
Thanks Vee. I made it work:steamthumbsup:
Veehementia  [author] 6 Oct, 2021 @ 1:35am 
@Rayna Change the template names in the ini file from the vanilla ones to the TLP ones you wish to swap. For more info, check out WSR's guide.
Rayna 5 Oct, 2021 @ 6:54pm 
In clearer terms, how do i change the mod to replace the default TLE weapons? im kinda a noob in WSR and my changes in the ini revert the changes i made on your 3 tier mods. Or maybe I skip on subbing this one altogether?
Rayna 5 Oct, 2021 @ 6:53am 
Hi I made changes to the requirement REDUX mod ini for each tier in order to hide each tier upgrade. Do I need to comment out the last few "+WEAPONS_TO_HIDE_KEEP_SCHEMATIC" lines in order to keep my changes in the 3 requirement mods for each tier?
Rokem 18 May, 2021 @ 9:25pm 
Ahh it makes perfect sense now. Thank you so much!
Veehementia  [author] 18 May, 2021 @ 4:35am 
@Rokem
1. Yes, although you can comment out only the first line ("WEAPON_REPLACEMENT"). The other two are there to hide unwanted weapons (the ones in excess from my mods)
2. There's so many lines because each of the required mods introduces 3 tiers with the same cosmetics. So for each gun there's 3 variants to hide (TLP_V, TLP_V_2 and TLP_V_3) and each with its own tiers (CV, MG, BM). Look at the required mods' description pages to find out more.
Rokem 18 May, 2021 @ 4:15am 
I'm getting ready to do another XCOM run, so I did a fresh install of all my mods including this one. However, I would like to disable some of the weapon replacements, for example I'd like to keep the vanilla beam assault rifle.

Do I comment out the following lines to make that happen?
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=AssaultRifle_BM, DONOR_TEMPLATE=TLP_V_3_Rifle_CV, HIDE_ACCEPTOR_ATTACHMENTS=true, HIDE_DONOR_TEMPLATE=True, COPY_DONOR_ATTACHMENTS=True)
;+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLP_V_Rifle_BM
;+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLP_V_2_AssaultRifle_BM
;+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TLP_V_3_Rifle_BM

Additionally, and I know this isn't your mod that made this up, but do you know why there so many versions of each gun schematic (TLP_V, TLP_V_2, TLP_V_3 each with a CV, MG, and BM variant)? This is the part that's mainly confusing me.
Veehementia  [author] 6 May, 2021 @ 4:09am 
@echidnainacan14 Thank you very much for your kind words!
echidnainacan14 5 May, 2021 @ 11:54pm 
awesome mod dude, thanks for your hard work
Veehementia  [author] 21 Feb, 2021 @ 10:37pm 
@Feezec Not my mod's fault. PS automatically creates infinite primary templates of all pistols in the game, including mod added ones. You'll have to manually hide the ones you don't want using WSR.
Feezec 21 Feb, 2021 @ 10:55am 
Minor bug report: incorrect cosmetic interaction with 'Primary Secondaries'

the "Select Primary Weapon" menu has infinite Traditional Handguns, XCOM Pistols, XCOM Plasma Pistols, and Magnetic Pistols. They all have conventional weapon stats.
Jep™ 8 Jan, 2021 @ 12:15am 
are the pistols added not included in the replacements?
Sweet6Shooter 5 Jan, 2021 @ 5:54pm 
I do also think it would be pretty cool if this were compatible with the bayonets mod. Not a big deal though.
binkyberkowitz 27 Oct, 2020 @ 2:29pm 
Can you make this mod (and also its submods like [WOTC] TLP Plasma Weapons With Visual Attachments REDUX) compatible with Iridar's Underbarrel attachments? I love the work you've done on this, but I also wanted to mount a grenade launcher attachment on these weapons.
SuperJesse64 4 Aug, 2020 @ 10:57am 
Changed my mind. I'll send you those screenshots you wanted.
Veehementia  [author] 4 Aug, 2020 @ 4:30am 
@SuperJesse64 Alright, suit yourself.
SuperJesse64 3 Aug, 2020 @ 3:59pm 
I just gave up. I was originally going to use this so I could get TLE weapons out of Grimy's Loot Mod, but adding the code for the TLP fudge weapons hasn't really given any results.
Veehementia  [author] 3 Aug, 2020 @ 3:44pm 
@SuperJesse64 Send me a friend request so you can send me some screenshots.
SuperJesse64 3 Aug, 2020 @ 1:46pm 
This mod just gives my soldiers a weird jumble of floating gun parts, but I installed all the mods required and have community highlander. Could there be a conflict with any other popular mods?
B0atsMcG0ats 29 Jul, 2020 @ 9:17pm 
For the record, I do read descriptions. It's possible I just don't understand this stuff; I do try to follow directions. I am very likely confusing this mod, with another one. I made my comments, and in each one, I try to be clear what I'm communicating. I apologize that it wasn't clear enough.
Veehementia  [author] 29 Jul, 2020 @ 3:07pm 
@Boats McGoats All of this is info you could've gathered in less than 5 minutes by reading the weapon names in-game and the description of the mods you sub to. The first line in all the descriptions I put isn't there for shit and giggles. You would've also read that this specific mod allows you to hide the og TLP weapons should you want to (read the 6th bullet under the "Features" section).

Hope I've helped.