XCOM 2
Eldar Weapons [WOTC]
63 Comments
Wrath 1 Jun @ 4:18am 
Superb work!
But this mod i so big
I would appreciate a melee standalone!
All the best mate
MostlyHarmless  [author] 26 May @ 6:28pm 
It's on the list of things I would like to have done but I've been struggling with motivation to mod XCOM2 lately so I can't say if/when I might be able to get around to it.
Woladur Bloodworth 25 May @ 11:34pm 
will there be a texture update or quality update to make the armour look a little bit better then what it is now?
MostlyHarmless  [author] 19 Jul, 2023 @ 9:35am 
@Jokerke: should be able to copy the lines from the Primary Secondaries config file of this mod to the True Primary Secondaries config file.

At some point I'll probably take a tour of my weapons mods and update them to account for True Primary Secondaries as well but don't know when that might be.
Jokerke 4 Jul, 2023 @ 5:21am 
The animations of both versions of the Ghostswords on Sparks only work properly with regular Primary Secondaries and not with True Primary Secondaries.
drluv420 10 Aug, 2021 @ 3:04pm 
I seem to be having a problem where the weapons are showing up on my characters that aren't using them.... So like a character is using a gun and it will put one to the swords in their hands too so it looks wrong.... this only shows while on a mission, when on the ship and looking at character in barracks they look fine.any ideas or reason this could be happening? didnt use to do this...
Karl Gobert 1 Mar, 2021 @ 11:38am 
Warp Spiders would be cool.
Feniks 27 Feb, 2021 @ 1:44pm 
roland, any plans to revisit this and your other eldar mods?

Would love to see Warp Spiders added, and some of the missing weapons like Shuriken Cannon and Scorpion Claw.

In fact perhaps these could be model swaps for the alien hunters weapons?

Bolt Caster -> Shuriken Cannon
Hunters Axe -> Scorpion Claw
Shadowkeeper -> Twin-linked Shuriken Cannon (Wrist Mounted)

This would have the added benefit to allow all 6 phoenix lords to be portrayed.
The Shadow King 30 Jan, 2021 @ 10:38am 
How do you build more of these bad boys? I mean the limited weapons
MostlyHarmless  [author] 22 Jun, 2020 @ 4:39pm 
Iron even added weapon animations to the chainswords.
MostlyHarmless  [author] 22 Jun, 2020 @ 4:36pm 
Posting some updates today:
-Most melee weapons have had their meshes and materials reworked by Iron.
-The Animations and Sockets Supplement is now a requirement for this mod in order to cut down on redundant packages between my different mods.
Kamen Rider Nexus 21 Feb, 2020 @ 3:54pm 
idk what's going on but my game CRASHED and the error that popped up mentioned a file that sounds like it came from this mod (and the mod ID seems to be the same, from what I can remember)...did something like this happen to anyone else, or could it be a mod issue? Because I'm SURE none of my units had Eldar Weapons equipped, but the error it gave me said it had trouble loading a file from this mod...From what I recall of the Error, the File was 'EldarRangedWeapons.upk', or something else with 'EldarRangedWeapons' in it...
BOOGEYMANE 1 Feb, 2020 @ 5:52am 
the shurican pistols color always changes back to my main amror color.. its annoying and looks shit that way. is that a mod compatibility on my side or a known bug? any help?

thx already
[KWSN] fear the beard |_CM_| 2 Jan, 2020 @ 4:35am 
Right, so I found out that the reason behind the problem that I had, was the mod "Mechatronic Warfare:Total SPARK Overhaul" so if anyone else can't find the upgraded versions of SPARK weapons, it's because of that.
The Rangda will rise again 21 Dec, 2019 @ 7:19pm 
No worries, managed to fix it. I think the issue was my highlander launching too late, changing the order made it fine. Thanks again for this amazing mod.
The Rangda will rise again 21 Dec, 2019 @ 5:11am 
Heyyy. Where exactly should the weapons be? Just available in the armoury, or buildable in engineering immediately? Cause I started a new game with this mod and they aren't anywhere I can find. Awesome work though, aeldari brethren!
QAQ 23 Nov, 2019 @ 3:03am 
hmm I got the following error during launch:
Line 13019: [0139.09] Warning: X2WeaponTemplate ELDARPOWERSWORD_CV is invalid: references an invalid ability: AddSwordSliceAbility
Line 13021: [0139.09] Warning: X2WeaponTemplate ELDARPOWERSWORD_MG is invalid: references an invalid ability: AddSwordSliceAbility
Line 13023: [0139.09] Warning: X2WeaponTemplate ELDARPOWERSWORD_BM is invalid: references an invalid ability: AddSwordSliceAbility
Line 13025: [0139.09] Warning: X2WeaponTemplate ELDARPOWERSWORD_CV_RightHand is invalid: references an invalid ability: AddSwordSliceAbility
Line 13027: [0139.09] Warning: X2WeaponTemplate ELDARPOWERSWORD_MG_RightHand is invalid: references an invalid ability: AddSwordSliceAbility
Line 13029: [0139.09] Warning: X2WeaponTemplate ELDARPOWERSWORD_BM_RightHand is invalid: references an invalid ability: AddSwordSliceAbility

It seems these errors cause the weapons not to show up in game. I am not sure why this happen though...
Exilios 10 Nov, 2019 @ 10:10pm 
would be awesome if you added warp spider weapons i.e. the Death spinner
Icezera 9 Nov, 2019 @ 1:04am 
I was surprised that the lasblaster and cloudsweeper are sniper rifles. On the tabletop, they are assault weapons so I was expecting them to be bullpups. If it is possible, would you adjust them to be bullpups and introduce another weapon for sniper rifles? Or just introduce an eldar variant of the bullpup?
[KWSN] fear the beard |_CM_| 7 Nov, 2019 @ 12:08am 
I just realized that the way I formulated my previous reply could be misunderstood.
What I ment was that I have access to the upgraded spark weapons in my armory, so I have done the research and bought the engineering upgrade, but the wraith cannon and ghost swords of all kinds have not upgraded to any kind of superior or masterwork.
Also, is it normal for the "superior" weapons to appear higher on the weapon list than the masterwork weapons, despite them being the magnetic weapon upgrade?
[KWSN] fear the beard |_CM_| 4 Nov, 2019 @ 11:57pm 
I do have access to the vanilla spark cannon upgrade but no upgrade for the wraith cannon/ghost weapons.
Not really sure what it is that does that, cause the armor upgraded properly,
And I assume that the soulstone is tied to the armor, cause that one upgraded properly as well,
but not the weapons.
Every one elses weapons upgraded correctly though.
MostlyHarmless  [author] 4 Nov, 2019 @ 4:58pm 
@PainlessViking: The Tier 1 weapons should be added to pre-existing saves. But if you have already purchased, for instance, the mag tier assault rifle, you won’t be able to get the Tier 2 Shuriken Catapult because it is tied to the mag tier assault rifle schematic.

@Shottaman420: This mod doesn’t alter/affect ranks. Those sound like Tau ranks.

@PainlessViking: My next projects are probably going to involve making XCOM usable versions of some of the content that I’ve released that’s enemy-only at the moment.

@[KWSN] fear the beard |_CM_|: Wraith gear should level up with the Spark Armor and Spark Rifle schematics.

@chris milk: That’s can’t be done with config edits, no.
Is there a way to edit config files for this to disable certain weapons we don't want?
[KWSN] fear the beard |_CM_| 4 Nov, 2019 @ 5:51am 
I appear to have a slight problem with the Wraith weapons. They don't seem to level up with the cannon upgrades and are starting to get pretty far behind in terms of damage output compared to the rest now.
ChaosViking 31 Oct, 2019 @ 4:37pm 
Any chance T'au is next? :D
GUA 2 Oct, 2019 @ 6:57pm 
Fantastic work. Love me more Alien weapondry.
Rachel Wulf 2 Oct, 2019 @ 4:02am 
@rambel

Yeah, i realized that somehow, that mod didn't get turned on last time i was playing. so error was between keyboard and chair.
Shottaman420 1 Oct, 2019 @ 11:19pm 
Anyone find a way to turn off the "Rank name" changes its in eldar and its bugging the shit outve me i like the weapons but dont wanna play with character that are ranked "LA" OR SHAS 'LA
MaCC165 1 Oct, 2019 @ 3:08pm 
@ swiggity

for me its working with all guys and enemies who have reflex, even with this spark here
ChaosViking 1 Oct, 2019 @ 2:51am 
Do i need to start a new game for the weapons to show up?
MostlyHarmless  [author] 30 Sep, 2019 @ 3:16pm 
Probably not, Void Light. I have a lot of works in progress.
Rachel Wulf 29 Sep, 2019 @ 10:42am 
@RambelZambel Unrestricted Skirmisher Reflexes is the mod i was thinking of.
VoidLight 28 Sep, 2019 @ 12:22pm 
@roland3710

Any chance for a Bright Lance, Haywire grenades, or an Eldar Flag/nation pack?
MostlyHarmless  [author] 28 Sep, 2019 @ 11:50am 
Strange. They definitely should show up when purchasing Spark Rifle upgrades. Even on a pre-existing save.

I'm not sure what could be causing that issue unless if maybe you're using additional Spark class mods that do not have Swords available to them as primary weapon options.
MaCC165 28 Sep, 2019 @ 11:04am 
new game ghostswords show up, ongoing game not, even after purchasing the first spark rifle upgrade
MostlyHarmless  [author] 28 Sep, 2019 @ 7:32am 
If you use this mod without the armor just about everything should work except for the Spark weapons.
MaCC165 28 Sep, 2019 @ 2:59am 
there is a reflex mod, which let it trigger every turn once : Unrestricted Skirmisher Reflexes
ctzodiac 27 Sep, 2019 @ 9:12pm 
What happens if I use this without the armor mod?
MostlyHarmless  [author] 27 Sep, 2019 @ 8:19pm 
They are coded as pistols but with higher damage. Equipped to the secondary slot and meant to be used in tandem with the Chainsabres (https://wh40k.lexicanum.com/wiki/Chainsabre) .
VoidLight 27 Sep, 2019 @ 8:13pm 
SO how does the twin linked pistols work?

I assume they are a primary, do they work with dual pistol skills?
MostlyHarmless  [author] 27 Sep, 2019 @ 7:42pm 
They probably coded it in as a new ability rather than as a replacer.
Rachel Wulf 27 Sep, 2019 @ 7:34pm 
huh, that's really odd since i have a mod that makes the reflex ability trigger multiple times already, and that works on the skirmisher but not on the Spark.
MostlyHarmless  [author] 27 Sep, 2019 @ 7:22pm 
It's really just the Skirmisher's "Reflex" ability. It doesn't look like there are any config entries in the .ini files that control how many times it can be triggered.
Rachel Wulf 27 Sep, 2019 @ 7:09pm 
do you know what file the Spark spirit stones are under? i'm looking to see if i can find it and figure out how to let reflex trigger more than once.
MostlyHarmless  [author] 27 Sep, 2019 @ 6:05pm 
Update Changenotes
-Fixed looping sound effects persisting after throw for Triskele and Singing Spear.
-Added sword slice ability to various melee weapon templates. [Let me know if any melee weapon still doesn't have a slash ability]
-Ghostswords for SPARKs will now be starting items on new games.
MostlyHarmless  [author] 27 Sep, 2019 @ 2:22pm 
heh. I guess I let the cat out of the bag with those screenshots. Yes, there will be an Advent2Imperium mod.

If you're asking what mods I'm using, I'm subscribed to nearly 200.
No Mic Tweetus 27 Sep, 2019 @ 2:05pm 
Besides the required mods, what mods are you using?
Hammeros 27 Sep, 2019 @ 9:45am 
Will be Advent-Imperium mod?
MaCC165 27 Sep, 2019 @ 8:50am 
i tried to give spark melee weapon, but i see only the small ones for soldiers
MaCC165 27 Sep, 2019 @ 6:59am 
Triskele has soundloop too