XCOM 2
[WOTC] Set Item Weight
60 Comments
Daddyfatflab 13 Jul @ 4:53pm 
any resource that has weapon categories somewhere?
Scrivener 25 Apr @ 9:30pm 
This is one of the greatest mods I've ever found on the workshop. Finally, at long last, I really CAN have it all. The ability to adjust weight and detection radius by category or even by INDIVIDUAL ITEM has finally given me the ability to realize several dreams when it comes to item customization. Thank you so much for this, @LilAdamantos

This will be a permanent addition to my mod list.
MalteseFalchion 4 Jan, 2024 @ 11:06pm 
@LeyShade - Thank you for the feedback. Still not sure why secondaries intended to be secondaries are the ones not accepting weight changes (instead of the new templates put into primary slot that wouldn't carry mods like this), but you seem to have a better understanding of this. Been wary of True Primary Secondaries because I've heard it has its own interaction issues.

Been having general mod issues on XCOM2 for a while, so I'll probably just consider building my list again from the ground up.
LeyShade 4 Jan, 2024 @ 3:23pm 
@ MalteseFalchion - What you're describing as a feature of Primary Secondaries making additional weapon templates that don't carry modifications from other mods to them, as opposed to True Primary Secondaries which just literally equips the weapon in the primary slot.

@LilAdamantos - Feature Request: Additional set weight option: tech level. Allows for better smoothing for multi-tier structures such as Mod Jam , AML O+E and Stukov's War , where different tech-tier setups are made and organised on Vorthosian assumption of how they'd work within the metafiction. Such a function would be very useful!
MalteseFalchion 29 May, 2023 @ 3:08pm 
Hi, love the mod, but having issues with effects not showing up properly. In your last comment, this mod does not differentiate primary/secondary. That's what I want, but I'm having certain weapons only change their weight as primary

If it was "doesn't work when is a primary", I'd blame Primary Secondaries. But weights not showing on intended secondaries is confusing

Example: set pistols and sidearm, by category, to light
Result: works properly, both as secondaries and as primaries

Intended: manually set swords and TLE swords, by individual, to light
Log: Says that this was successfully done
Result: both swords are light when primaries, but only the TLE sword shows as light as a secondary

Intended: change weights of sawed-off and combat knife from Long War Secondaries, by category, with sawed being light and knife being ultralight
Log: All three models of both categories were properly changed
Result: both work as intended when primaries, but no change to weight when secondaries
LilAdamantos  [author] 18 Apr, 2023 @ 3:18am 
@Zigg Price No, that sort of functionality isn't something I built in, and while I see no reason it can't be done in principle, I'm not likely to dedicate time to figuring out how to code that into the mod myself. Sorry.
Zigg Price 4 Apr, 2023 @ 10:49am 
Is this mod able to determine difference between primary and secondary weapon? For instance, it would make sense to give similar bonuses for Gauntlets to Swords, but only if they are in the primary slot. Otherwise, it should key off the gun they are carrying.
An Essential Hiro 23 Dec, 2022 @ 6:33pm 
Lastly, I had to revert "Stealth" and "Cannon" back to "Absurd" and "Crazy" respectively, otherwise the changes won't work. In case anyone else was going to try something similar.
Thanks again!
An Essential Hiro 23 Dec, 2022 @ 6:08pm 
And as I was about to post my follow-up comment I looked again and realized that I put "WEAPON_TEMPLATE" as opposed to "TEMPLATE". Welp, I guess I'm just dumb. Thanks agian, this mod saved me a bunch of time, even though I make it way harder on myself than I need to lol.
An Essential Hiro 23 Dec, 2022 @ 6:05pm 
Second part 'cause comment is too long to post
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=Cannon_CV, SET_CANNON=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_LMG_CV, SET_HEAVY=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=CannonB_SA_CV, SET_MASSIVE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=SMG_CV, SET_ULTRALIGHT=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=DefenseCarbine_SA_CV, SET_ULTRALIGHT=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=BULLPUP_CONVENTIONAL, SET_LIGHT=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=SniperRifleB_SA_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ServiceCarbine_SA_CV, SET_MEDIUM=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=VektorRifle_CV, SET_STEALTH=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=CrossbowVektor_CV, SET_STEALTH=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=Sidearm_CV, SET_MEDIUM=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=WhippitShotgun, SET_HEAVY=1)
An Essential Hiro 23 Dec, 2022 @ 6:04pm 
So, none of the adjustments are showing up in the UI.
This is what my set up looks like:
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=AssaultRifle_CV, SET_MEDIUM=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=AssaultRifleB_SA_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_ASSAULTRIFLE_CV, SET_LIGHT=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=BRSR_BATTLERIFLE_Conventional, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=Shotgun_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=AutoShotgun_SA_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_SHOTGUN_CV, SET_HEAVY=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=Pistol_CV, SET_DENSE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_PISTOL_CV, SET_WEIGHTLESS=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=HunterRifle_Conventional, SET_MEDIUM=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=SniperRifle_CV, SET_HEAVY=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=ABBA_SNIPERRIFLE_CV, SET_MASSIVE=1)
+SET_WEIGHT_CLASS=(WEAPON_TEMPLATE=BRSR_STRIKERIFLE_Conventional, SET_HEAVY=1)
Noname 31 Oct, 2022 @ 8:07pm 
Honestly, a bit sad to hear that(, especially when using such a nice little (crazy\absurd weight category XD) thing as - [WotC] CX UA 571-C Automated Sentry Gun ..
LilAdamantos  [author] 31 Oct, 2022 @ 7:09pm 
@RambelZambel No, the penalty should remain for those types of items, I think, I never actually checked. I'm fairly certain there would be complications with abilities that grant extra items (e.g. grenades) as to when it should remove the penalty.
MaCC165 30 Oct, 2022 @ 3:39am 
does it remove the penalty in combat after using a grenade for example?
Noname 22 Oct, 2022 @ 9:40am 
4 stars for such a treasure... Man, u're the best.
Azerbaijan_Technology 14 Sep, 2022 @ 5:27am 
U r such a funni man, have a medal
Catts 21 Jun, 2022 @ 12:02am 
Just had to diagnose a bug that was infinitely removing mobility from SPARKs, figured I would post it here if anyone in the future has the same issue. Turns out it was an interaction between this mod and Iridar's Spark Arsenal.

IRI_Spark_Xpad is an ability given to SPARKs from Iridar's mod that seems to be used as the evac flare during missions. This ability is hidden, and is categorized as "utility" under the hood. When setting the "utility" category with Set Item Weight, IRI_Spark_Xpad gets changed as well. This causes the mobility bonus (-1, in my case) to be added, but not removed, when cycling into and out of the squad select screen. This was causing my SPARKs to continuously stack -1 mobility to an unlimited amount, but without any visible in game reason as to why. Non-SPARK soldiers were not affected.

No longer editing the "utility" category in Set Item Weight, and only editing each utility item template individually, corrected the problem.

Thanks for the great mod!
minecraft with gadget 21 Mar, 2022 @ 1:49am 
Underrated!
2Battlestations 12 Mar, 2021 @ 8:28am 
Rick Astley? really?!?
LilAdamantos  [author] 8 Jul, 2020 @ 6:46pm 
@Gas I might need some more info to work out why. Does the UI stat change happen? Does the mobility bonus apply to the weapon while in tactical combat?

You may need to also apply the bonus to "AlienHunterAxeThrown_CV" as well.
Gas 4 Jul, 2020 @ 6:33am 

+SET_WEIGHT_CLASS=(TEMPLATE=AlienHunterAxe_CV, SET_DENSE=1)
This doesn't seem to work as the mobility stat isn't being changed.
Flashstriker 10 Jun, 2020 @ 4:37am 
This is a mod I didn't know I needed
Loboramdk 27 May, 2020 @ 7:39am 
Thanks a lot for this...I too miss the old-school Xcom games, with lots of micro-management, really I actually do :)
Hoogley 27 May, 2020 @ 5:32am 
Awesome mod, man. I added weights to the Limited Ammo mod, and now I have a whole lot of hard choices to make.
LilAdamantos  [author] 26 May, 2020 @ 5:44pm 
Gotta keep Commander morale up somehow!

And yeah you can absolutely do that. I added some extra weight classes with blank mobility/detection radius stats so you can make your own combinations. So set up one class (e.g. absurd class) to have mobility = 0 and detection modifier to be > 0.0f. SMGs use 0.2f. Negative values make it easier for ADVENT to spot you.

Then you just have to do this:
+SET_WEIGHT_CLASS=(Template="templatename", SET_ABSURD=1)

I don't know the template name of the C4/X4 items off the top of my head. If you need help finding the template names I can point you in the right direction too.
Slender-Groove 26 May, 2020 @ 5:36pm 
Love that Youtube link in the .ini mate.
But really, personally I just want to jury rig your mod so I can make c4/x4 carry items not give me any detection penalties. Trying to make a stealth operative that specializes in opening walls for extracts or ambushes is a lot harder when they have the detection radius of a SPARK. Any advice? Thanks m8
(listening to that link as a I type, btw)
ophanbmw 25 May, 2020 @ 3:58am 
Honest Trailer
Jestimac 24 May, 2020 @ 2:11am 
@ Emerging_chaos : Great. Thank you very much for the detailed answer. I'm sure your mod will find its way in the list of "mods to have". Rgds
R.I.P*DEATH 23 May, 2020 @ 8:46pm 
OK I WANT KNOW WHAT THIS MOD ?
LilAdamantos  [author] 23 May, 2020 @ 6:55pm 
@yes_commander Thanks for the reference. I've added it to the mod description.

I'm glad you're all enjoying it.
Hidabat 23 May, 2020 @ 5:32pm 
Meanwhile in Playable Advent mods....

Andromedon : Finally an opponent, our battle shall be legendary! or
"No you can't just reveal my whole squad if you sneeze / Haha, stealth goes woosh"
veneficus 23 May, 2020 @ 5:20pm 
You should get an award for the intro.
Slayer0fKings 23 May, 2020 @ 3:22pm 
The Description alone was enough, 10/10
CptnHappyTimePie 23 May, 2020 @ 9:15am 
Can not say how much I am enjoying this mod! Based on what I said below, this is perfect. Makes total sense, slows you down and yeah the guy with the huge frickin cannon would be easier to spot.

Went and added fluff to weapon Localization's because ocd and why not :/

"This weapon incurs a mobility penalty and increases soldier detection radius when equipped"
"This weapon increases mobility and reduces soldier detection radius when equipped"
CptnHappyTimePie 23 May, 2020 @ 9:03am 
@Jestimac, I'm using both this mod and the two Deploy ability mods problem free..All you'd have to do is disable the mobility penalty in the deploy mods. Find the following and change to do so:

Sniper Mobility:
- Mod Install Location -> Config -> XComCannonDeploy2.ini
- Find this line: "CANNON2_MOBILITY_PENALTY = -1"
- Change the '-1' to '0'

Cannon Mobility:
- Mod Install Location -> Config -> XComCannonDeploy.ini
- Find this line: "CANNON_MOBILITY_PENALTY = -2"
- Change the '-2 to '0'

If either Deploy mods get updated, you'll need to go back in and repeat these steps after each update.
yes_commander 23 May, 2020 @ 8:50am 
For people who might not know the names the game uses for weapons behind the scenes, or may not know how to go about locating them, this thread for Musashi's Configure Upgrade Slots has had a bunch of people write up full lists of vanilla and modded weapons. It was intended for a different mod, but the weapon template names are obviously still the same. Cut&paste! Quite a few of the weapon packs here on the workshop have been listed out. Good resource for many different purposes:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1171964288/1621724915778621260/
Viper 23 May, 2020 @ 7:37am 
I have been looking for this for so long. LEGEND
LilAdamantos  [author] 23 May, 2020 @ 12:33am 
@Jestimac The mobility penalty will stack (-4 total) if you do not delete (or comment out) the line relating to cannons in my config.

If you remove it, there would be no overlap, and the mods would function just fine together. You can likewise remove any other default option I set up. They're there as more of a guide to illustrate what you can do with this mod.
Jestimac 23 May, 2020 @ 12:22am 
Hello
I like the idea very much. I however use "Cannon Deploy Ability I and II", two mods that modify mobility and accuracy of canons and sniper rifles. I wonder how your mod will interact with the two other mods on mobility ?
I have to say that I liked very much the mod description and the mod itself. But I'll waitbefore installing it as I don't wish to generate compatibility problems. I use RPGO but I don't think that is an issue at all.
Assuming your mod is mainly INI editing, it might be compatible with the two "Cannon Deploy Ability" (they operate in the same way) but I'd like to be sure.
armbarchris 22 May, 2020 @ 8:24pm 
No interest in actually using it, but up-voting for that A+ mod page. Excellent work.
yes_commander 22 May, 2020 @ 8:02pm 
@Emerging_Chaos I spent a little time in the SDK myself trying to figure it out but it was beyond me. My modding skills top out at changing ini files and cut&pasting. The only thing I've done that goes beyond changing basic values is a homebrewed spark class but that's not much more than a mashup of Mechatronic Warfare with some other modded perks, nothing fancy. Glad I found someone else who goes the ablative HP route though. I play with RPGO so I have control over stat gains, so the less forgiving ablative health helps balance that out a bit.

Anyway, thanks for the quick reply. Good luck, commander, and happy hunting.
LilAdamantos  [author] 22 May, 2020 @ 7:36pm 
@yes_commander I've got my HP/Shields set up the exact same way and that sounds like a really good idea. In principle I don't see why that feature shouldn't be possible, however, I've no idea how to do something like that.

Take this with a grain of salt because I'm absolutely in no way an experienced modder, unless you count countless ini edits. I would wager that that feature specifically would need to be added via the Community Highlander. The reason I suspect this is because it already does something similar with poison damage. And that's another level of modding I'm not at. I might try to find out some information about it though.

And yes of course I'm glad the tutorial video was helpful ;)
LilAdamantos  [author] 22 May, 2020 @ 7:27pm 
@VoidLight All those items should work. If they don't, please let me know! As for having them behave the same way as the rocket launcher mods do, unfortunately I am not quite that skilled at modding (yet at least) to do that. So no, that feature is not currently available with this mod.

I might consider attempting it with a separate mod in the future though. But there's several factors that one would need to consider, like how that mobility bonus behaves with abilities that duplicate the item. It's a great idea though!
yes_commander 22 May, 2020 @ 5:56pm 
PS: The tutorial video was perfect. Much appreciated.
yes_commander 22 May, 2020 @ 2:33pm 
Just throwing this out there because I feel this mod shows the same sort of small-detail concern:

Have you considered altering (or would you consider) the way fall damage is handled? I set my game up so that all armor and vests add ablative shield points rather than adding to the general HP pool, and I've asked a few modders if they'd be willing or able to tweak fall damage to come out of ablative points before HP, but because it's pretty insignificant in the grand scheme, it never goes anywhere. I realize it's not significant to most players, but I'm keep hoping I'll find someone who might be willing to attempt it.

Excited to add this mod to my game, been wanting item weight forever, thank you!
CptnHappyTimePie 22 May, 2020 @ 10:35am 
Thanks for the help and heads up, fantastic mod and 100/10 for the description and everything in the read me
hellcry 22 May, 2020 @ 9:21am 
Yeah I've enjoyed reading mod description :)
VoidLight 22 May, 2020 @ 8:35am 
hmm.... is it possible to add bonuses or penalties to Psi amps or similar psi equipment, also what about grenades ad med kits? Like the Rocket Launcher mode has weighted rockets that returns the users weight/speed once they are fired. I wonder if something is similar here.
LilAdamantos  [author] 22 May, 2020 @ 6:47am 
Using a "template" like "Cannon_CV" will only apply the effect to that individual weapon (i.e. the conventional tier 1 XCOM cannon). However, if you did "WEAPON_CAT=cannon" it will apply to all your cannons, and all of ADVENT/Alien/whoever cannons. If you enable the log you can also see exactly what weapons it applies to.

I believe sparks use a different weapon category (not 100% sure off the top of my head). But I know that their weapon template is SparkRifle_CV (MG/BM).
CptnHappyTimePie 22 May, 2020 @ 6:02am 
This will effect ADVENT & Enemy units too because of the use of templates right? So TEMPLATE=Cannon_CV, SET_MASSIVE=1 would effect ADVENT and Sparks right? Because awesome if so!