XCOM: Chimera Squad

XCOM: Chimera Squad

[CS] Resistance Firearms - Main Module
68 Comments
Dandyslayer! 1 Aug, 2023 @ 5:24am 
So I installed all the modules but the weapons don't appear in game or is there some condition I have to meet to acquire them?
vIIBreezyy 2 Jan, 2022 @ 12:28pm 
I don't know if ive done something wrong but even though the weapons are all installed and i seem to have everything running well, whenever i choose a weapon from the list the model in game doesn't change it just takes the stats. Is there some way to fix this? i've tried flat uninstalling it and no success
Fawx 5 Jul, 2021 @ 1:28pm 
For whatever reason, all of these weapons are invisible when equip on Torque. But only Torque. Any ideas?
RoboCobra 27 Mar, 2021 @ 7:19pm 
Some of the guns in this mod just aren't making any sounds? Like the SPAS works but the Jackhammer wasn't making sound. Some mag weapons from the Xcom 2 armory mod are doing it too. Any idea what could be causing this?
Xygnal 7 Mar, 2021 @ 12:42pm 
I've started two new games with this mod, and the weapons never upgraded. They remain at their original low-damage descriptions through the entire campaign.
Zyhgar The Phoenix 28 Feb, 2021 @ 11:01pm 
for some reason all my spas-12s have been removed? also if I have two people with the spas 12 the other character will not have a weapon model in hand?
Revan 17 Aug, 2020 @ 11:15pm 
Where do you get the weapons?
P34nk 16 Jun, 2020 @ 10:56am 
Any ETA for sniper rifles?
Eagle Flying High 29 May, 2020 @ 9:36pm 
Too much assault rifles variety (and plus MG also). Can you make some of them become submachine gun? Or at least how to make it by myself (the ini file to be edited, I mean).
∑3245  [author] 24 May, 2020 @ 8:03am 
Google and Amazon hates this mod, that's why
BlueFénix 24 May, 2020 @ 7:55am 
Why is this marked as not apropiate for all audiences?

I was expecting a dildo sword a la Saint's Row
∑3245  [author] 23 May, 2020 @ 2:11am 
I've fixed the bug where weapons wouldn't appear on soldiers.

Additionally, I removed this mod from beta since the inventory bug is gone for the most part.
∑3245  [author] 21 May, 2020 @ 11:08am 
Update: So the latest update fixed most of the major bugs with inventory, but now I can't even equip weapons from this mod. I need to investigate this more and see what's happening with that.
PapaBlitz™®© 18 May, 2020 @ 3:18am 
@ChaoZ thanks!
Whacko² 9 May, 2020 @ 12:44pm 
im surprised this mod made the jump to Chimera Squad so early.
∑3245  [author] 30 Apr, 2020 @ 10:44pm 
@Sweetoe Joe
I'm gonna wait until FXS releases a patch to address the disappearing inventory first before doing more fixing on my end.
Sweetoe Joe 30 Apr, 2020 @ 10:34pm 
I just subbed to the mod (and the others required) and it removed my gun after a deployment. I thought that was it, but then I realized the two attachments on it were gone as well. I backed up my save so it's not a big deal, just a heads up.

Still love the mod though, hopefully the kinks get worked out soon
ChaoZ 30 Apr, 2020 @ 3:45am 
this happens when more than one soldier have the same weapon BlitzFromBehind. it is a vanilla bug, and not a bug from this mod. when you equip the same epicweapon to two of your agents this happens also too.
PapaBlitz™®© 29 Apr, 2020 @ 11:17am 
Some of the weapons dissapear after a deploynent. Dissapear as in can't see them on the list anymore.
slubby 29 Apr, 2020 @ 10:07am 
Gonna have to speedrun the rest of my vanilla game so I can get on this

Do you even sleep? How did you get this out so fast?
Man out of time 29 Apr, 2020 @ 12:44am 
I was legitimately surprised that this was already implemented. Even for Beta. I'll have to wait until some aspects are a little more stable (maybe wait for Highlander) but I really enjoyed the XCOM 2 version so i'm pretty excited to eventually try this one too.
Marredone 28 Apr, 2020 @ 5:49pm 
@ Sigma3245, lol that's such a weird design. Good work with the mod and good luck with the code!
Mool 28 Apr, 2020 @ 4:33pm 
Oh god...here we go again...
∑3245  [author] 26 Apr, 2020 @ 8:27pm 
@Marredone
Maybe next time. If I remove it now, the tags will stay on the workshop but now it would be unused.
Marredone 26 Apr, 2020 @ 8:25pm 
Can you fix the tag list? You've got a ton of random tags for this (like, the COD ones and so on)... seems un-needed for a clever mod idea....
∑3245  [author] 26 Apr, 2020 @ 2:14pm 
@Komissar Gebet
I think most of these are a problem with the game's code. I cannot fix these unless FXS does or the Highlander dev group does
jaredjeya 26 Apr, 2020 @ 1:29pm 
Lol for some reason Steam has automatically flagged this as containing sexual content. You might want to change the photos you use! It's probably just seen flesh-tone sectoids and vipers or something stupid like that and assumed it's nudity.
ChaoZ 26 Apr, 2020 @ 7:31am 
Komissar Gebet pls can you use the Bug Report in the discussion section?
Komissar Gebet 26 Apr, 2020 @ 5:09am 
6. AK-74M muzzle break is missing
Komissar Gebet 26 Apr, 2020 @ 5:01am 
upd to 5. Those operatives lost ALL of their equipment - armour, armour modifications, breaching and utility items.
Komissar Gebet 26 Apr, 2020 @ 4:54am 
5. When the mission when 2 operatives had the same weapon is over, the weapon (AKSU converted to "bullpup") disappeared from the inventory as well as the default SMG.
ChaoZ 26 Apr, 2020 @ 4:53am 
wow.. chimera squad seems a lot buggier than xcom2.. can it be?
i hacked a tower and reinforcements stop spawning up.. is odd when you need to kill the waves for winning a mission... ^^
Komissar Gebet 26 Apr, 2020 @ 4:20am 
4. When 2 operatives have the same weapon one of them appear as if it has no weapons equipped. Strangely enough the ammo (utility slot) is shared between the two.
Komissar Gebet 26 Apr, 2020 @ 4:05am 
3. When you unequip a weapon it number multiplies.

P.S. I changed the category of the AKSU by replacing category in .ini from "rifle" to "bullpup" - am I doing it right?
Komissar Gebet 26 Apr, 2020 @ 4:01am 
Some bugs revealed:
1. When you equip the same smg for two of your operatives they get the same attachments.
2. When you unequip (chose another) the same smg (whem 2 operatives have it) the second operative becomes disarmed.
Madao 25 Apr, 2020 @ 10:03pm 
@∑3245
i suppose thats because i used this mod on mid-game save or something.
∑3245  [author] 25 Apr, 2020 @ 9:49pm 
@Madao
Strange, I was able to fire the UMP on my game. I even showed it off in the screenshots.
Madao 25 Apr, 2020 @ 9:39pm 
@∑3245
BTW there is a strange bug, Termianl can equip UMP, yet cant shoot with it, the fire button is just went missing.
Madao 25 Apr, 2020 @ 9:12pm 
@∑3245
Aw, please, nwm, im just being dumb and somehow forgot to sub a main module.Thank u and sorry for taking ur time.
∑3245  [author] 25 Apr, 2020 @ 8:56pm 
@Madao
And can you upload your log too?
∑3245  [author] 25 Apr, 2020 @ 8:55pm 
@Madao
Did you enable this mod as well? Can't really tell from the screenshot
Madao 25 Apr, 2020 @ 8:05pm 
@∑3245
Didnt help, sadly:
https://ibb.co/smkLTXk
∑3245  [author] 25 Apr, 2020 @ 7:10pm 
@Madao
Can you delete your profile.bin at "My Games\XCOM Chimera Squad\XComGame\SaveData", then launch the game and load a save?
Madao 25 Apr, 2020 @ 7:02pm 
Somehow none of this added tp loadout, only default weapons avaliable
EvilChaosKnight 25 Apr, 2020 @ 6:58pm 
Did a small test just about now. The good part - all weapons are listed. A few ones I picked randomly, seemed to work.
The bad part. I'm having a strange... issue(?) I guess which causes modded weapons double their stored amount after equipping and unequipping the item on an agent.
Like I had 4x G36C
Put one on an agent. My agent is now apparently armed with a total of 3 G36Cs at the same time. Cool.
Put any other weapon on my agent.
I now have 6x G36C stored
Put one on an agent. My agent is now armed with 5x G36C
Put a different weapon on my agent
I now have 10x 36C stored
Etc.

I'm also running "Weapon Loadout Mod" (2072315492) which may or may not have a weird interaction here.
∑3245  [author] 25 Apr, 2020 @ 6:48pm 
Oh it was because Google and Amazon couldn't handle the purple
∑3245  [author] 25 Apr, 2020 @ 6:42pm 
This mod is censored on the workshop for some reason. Probably means the end of this mod, and possibly other mods that port assets from other games.
Mkemayr 25 Apr, 2020 @ 5:04pm 
Thanks, your mod does indeed work with the correct tech level and I can use the new guns to replace the missing AR

The bad news: Turns out I'm not just missing the AR, but all equipped items went missing, including the armor. GiveAllItems adds seemingly everything EXCEPT standard weapons and armor. It does add the legendary guns, but no armors whatsoever.

I cant seem to deploy the agent this way (Patchwork in this case).
So in short your mod worked fine, but the issue wasnt fixable - thanks for responding so quickly though!
∑3245  [author] 25 Apr, 2020 @ 4:43pm 
@Mkemayr
The assembly bug was fixed in another mod.

For Console commands, try GiveAllItems 5
Mkemayr 25 Apr, 2020 @ 4:41pm 
Hey there, big fan since vanilla XCOM 2, thanks for adding this mod. I ran into a (seemingly common) bug midway through my campaign (3rd investigation) where my standard assault rifles disappeared, leaving one operator with no weapon. Downloading this now to see if this is a workaround, though i saw you say the assembly upgrades wont carry over.

I tried to add back the standard Assault Rifles via the console command using the GIveItem or GIveWeapon commands, but had no luck guessing the item codes based on their names in the config. By any chance would you know how to add weapons via the ingame console?