XCOM 2
[WoTC]Legacy of Chosen(Chosen Hero Weapon mod)Ver 1.5
106 Comments
Slackboy101 25 Jun @ 9:21pm 
This got compatibility with Assorted Chosen Rewards?
Necirays 9 Jun @ 9:30am 
Nevermind, the proving grounds project doesn't show up even with the right research and colonel hero.
The only thing available is the crafting in engineering that consumes the original chosen weapons...
Necirays 5 Jun @ 8:55pm 
Great that you can now craft the weapons in the proving ground, but you should really remove the option to craft them in engineering by consuming the original weapons. I just lost the Warlock rifle because after the research was done, it told me to go craft them in engineering
Драгниру 14 Jan @ 10:21am 
А есть мост для мода, чтобы вместо уничтожения основных орудий Избранных, для сотворения фракционных. Как сказано в описании к Производству в Зоне испытаний. Чтобы совместными усилиями Заступников, Жнецов и Храмовников. Были их оружия как часть линейки этих самых оружий Избранных?
mimiji2121 1 Dec, 2024 @ 7:01am 
is this safe to add mid-campaign, before the stronghold assault?
Alterd-Rushnano  [author] 3 Oct, 2024 @ 11:38pm 
[Notice]
Sorry to keep you waiting. It took me too long to get over the horrible nightmare of losing my data due to ransomware.


There will be bug fixes and balance adjustments for Chosen Hero Weapon. Don't worry, I don't intend to spoil your enjoyment.
- Minor bug fixes: Errors due to typos

1. Dark Testament: Additional 1 passive skill. "First Hunter's Ammo"
ㄴWhen concealed, gain +100 bonus critical hit chance when attacking enemies.

2. THAT Browning
- Shamash's fate and Zudjari's end are replaced with gain +100 bonus critical hit chance instead of instant kill.
- Additional 1 passive skill. "Reverse Causal Weapon" - Deal +1 extra damage per focus level
Snake 966 22 Sep, 2024 @ 6:04pm 
OK, Tsunami paired with a rifleman class and the devastator/ammo conservation/multi-shot abilities...you no longer have enemies.
RozeBomb 30 Oct, 2023 @ 1:08am 
@lichen93 There's a mod out there that has that, though I don't remember which.
Azalea Flowers 19 Aug, 2023 @ 2:49am 
So where can i edit how much damage the weapons do?
cause the dark testament does less dps than shadow lance and its depressing.
any of the super soldiers auto reload so the ability is...meh...looks cool tho

a N7 Spartan Ghost operative Jedi was suppose to use the weapon with Ghost watch...
lichen93 20 Jun, 2023 @ 10:36pm 
well the only thing missing now is Chosen tech cannon and grenade launcher
Kei 16 Jun, 2023 @ 6:21am 
Here are some console command for spawn this mod's weapons.

Dark Testament: additem ChosenVektorRifle_XCOM
Kal-00 Tsunami: additem CHOSENSMG_XCOM
THAT Browning: additem CHOSENSIDEARM_XCOM
Whisper's Colour Gauntlet: additem CASTERGAUNTLET_CHOSEN
Kakusi: additem WRISTBLADE_CHOSEN
Sinriosa 16 May, 2023 @ 8:10am 
I don't have an option just to use mod as a skin ?
wolfboyrota79 28 Mar, 2023 @ 12:39am 
Is this mod compatible with Chosen Reward Variety and if not will it ever be given compatibility? If not I'll uninstall that mod.
Kinsect 3 Mar, 2023 @ 7:45pm 
Does this work with the Weapon and Items overhaul mod?
Mustang0524 15 Feb, 2023 @ 8:04am 
I second the console commands. I'm running Chosen Reward Variety and would like to run this as well but they conflict. Would like to just spawn them in.
Dekker (dragon warrior) 2 Feb, 2023 @ 9:26am 
am I the only one or does anyone else have only 3 ammo with darktestament and even in the description it only shows +4dmg on critical hit? While according to the config it should have 6 ammo and +7dmg.
Ttiney 12 Dec, 2022 @ 5:49pm 
could you put some console commands for spawning in these weapons in the description please? I have mod that conflicts with building them so it'd be nice ngl
tastiger841 23 Jul, 2022 @ 9:17pm 
I have great news!

Asthye is going to start my commission of The Bureau: XCOM Declassified mod very soon.

I intend to have all the Aliens from the bureau available, as there are many playable aliens mods out there. Imagine a civil war with the ones from the bureau leading them, it will bring so much more to our xcom2.

Just wondering if you are able to help with animation and weapon sfx for certain Aliens such as baby sectoid and Sectopod (the true version)?
Veter 22 Jul, 2022 @ 9:58am 
Craft on providing ground not working properly. I craft all 2 research for reapers, skirmisher and get only "Dark Testament".
Aries 5 Jul, 2022 @ 6:38pm 
in the 2020 video featuring just the skirmisher in that VIP mission, that puella magi had the suit from expelled from paradise, yeah? Is there a mod out for that?
tastiger841 12 Jun, 2022 @ 2:54am 
No worries :steamhappy:

I play most of your mods, which greatly enhanced the game. Even if a gun from The Bureau to start with would be good, I also understood you have other priorities.

With modders like you, even when Xcom 3 is released in 5 years time, I believe 2 will always be the King.
Alterd-Rushnano  [author] 12 Jun, 2022 @ 1:20am 
@AlphaShadow897
It seems that the problem is that I borrowed the code from Between the eye (Lost Execution Skill). So far I've tried putting as many constraints as possible so that the problem doesn't happen.

Of course, the error is fun. However, affecting anything other than the sidearm is too much of a balance break, so I'm going to adjust this.

@tastiger841
thank you The problem, though, is that Zudjari are far too 'normal' aliens compared to the rest of the Elder's soldiers. I'd love to see them back in the game, but there's a lot more urgent work to do than that.

But I'll try to figure out how to put the data you've provided to good use.
AlphaShadow897 11 Jun, 2022 @ 2:02pm 
So, quick question regarding That Browning/the Chosen Autopistol: a streamer I know mentioned that for him, units equipped with That Browning were able to use its execution perk with any weapon so long as they had the Autopistol equipped. Is that intended behavior, and if not, do you have any idea what could cause it?
tastiger841 25 May, 2022 @ 8:29pm 
Thank you for the update :steamthumbsup:

I have noticed you have few references regarding The Bureau: XCOM Declassified with your mods.

If you are interested, this guy has the assets:

https://www.youtube.com/watch?v=HnSKugcBP1Y

The links to the files are in the description, I also have the backup if the files are no longer there.
Alterd-Rushnano  [author] 17 May, 2022 @ 8:14am 
[Update Notes]
All chosen hero weapons can be crafted in the providing ground.

Joint Manufacturing: Chosen's Reaper Weapons
Requirements: Chosen Hunter Weapon Research, Colonel Reaper
ㄴDark Testament

Joint Manufacturing: Chosen's Skirmisher Weapons
Requirements: Chosen Assassin Weapon Research, Colonel Skirmisher
ㄴKal-00 Tsunami
ㄴKakusi

Joint Manufacturing: Chosen's Templar Weapons
Requirements: Chosen Warlock Weapon Research, Colonel Templar
ㄴWhisper's Colour Gauntlet
ㄴTHAT Browning


And it does not consume the existing chosen weapon.
+@ Sorry to keep you waiting.
Alterd-Rushnano  [author] 16 May, 2022 @ 8:11pm 
[To be updated]
My computer has finally recovered from ransomware, and the time has come to respond to your advice.

1. Chosen Hero Weapons will not 'consume' existing Chosen weapons.
-can craft it in the providing ground instead.

Actually. This work was going to take a long time as it involves graphics work. So far, my hiatus has been too long. It will be over soon enough.
philmakerguy 16 Apr, 2022 @ 12:36pm 
Really need to change the resources you need to build these having to choose between these and the original weapons is not fun.
GargakOfTheEast 15 Apr, 2022 @ 12:13am 
I don't recommend the mod. I don't understand why the "sacrifice at the proving grounds" is needed, which is a totally needless complication that has never worked in the game any time I have played it. The only way I have been able to use the weapons, is by cheating them in.

The mod is pointless when the console is the only way to get the guns. I don't understand how such a simple idea could be so badly implemented.

The author clearly put a lot of work into the guns, but the effort is for naught. I don't understand why having them as a random Chosen reward was not done, as it makes obvious sense, and avoids the totally unnecessary coupling to the Proving Grounds. But well, it's outside of my power to fix, so whatever.
Alterd-Rushnano  [author] 11 Apr, 2022 @ 7:21am 
First of all, I apologize for the delay in work due to the Highlander issue, and I have sad news for those who have been waiting for the mod. Sadly my computer was attacked by ransomware a few days ago. Because of this, many of the mod materials I was working on were lost.

Currently, my main work computer has been serviced by a mechanic. I'm just hoping they can recover as much material as possible, and I'm looking for a backup copy of my XCOM mod. Sorry to keep you guys waiting.

PS: Coincidentally, I first found the CIV 6 mod file that had been neglected for about 3 years. I will serve in another Firaxis game for a while until the data is restored or I get a call from the mechanic.
MoMo 17 Mar, 2022 @ 6:12pm 
thanks mate nice mod but i have issues with the Gauntlet its not doing melee action when i use the melee option the templer runs to the target and from somewhere on the map 3 pistole shots are relased on the target the templer not preforme any melee damage with it just rise his hands as he would hold a Rifle do i miss a brige or something couse i think the melee attak is a basic game and no need for extra mod for that.
the stun grenade have some explosen missing texter too
plz let me know if i need a mod to help this one work well or its a bug you fixing for us
thanks for the hard work i realy like ur ideas!
walt.bustamante 28 Feb, 2022 @ 2:07pm 
lol didnt realize that you need to consume the original Chosen weapons cause the requisite wasnt listed on the shop. well more power for my skirmisher this campaign i guess.
Yellowdragon 11 Oct, 2021 @ 2:31am 
I like the models but THAT Browning is overpowered. You literally can oneshot a gate keeper in beta strike.
Dęąth Viper 28 Sep, 2021 @ 4:32pm 
gauntlet has 3 abilities that are missing long description and help text.
Olof Plays 27 Sep, 2021 @ 8:33pm 
Compatible with Chosen Reward variety?
Mustang0524 15 Jul, 2021 @ 9:15pm 
So question, will this work with Chosen Reward Variety? Also does changing classes affect anything? I'm using LW2 Classes and Perks mod and CRV and am not getting the research options for the new weapons. If incompatible, could someone provide a console command list? I tried different variations I know work with other stuff to no avail.
Key Ring 9 Jul, 2021 @ 6:44pm 
Amazing mod, but the Tsunami is really damn loud. Anyway to turn down it's volume?
☠Мрачный Типϟ 9 May, 2021 @ 8:43pm 
Greaat mod! Need bridge for Chosen Reward Variety mod!:steamthis: And LWOTC version please)
GargakOfTheEast 16 Apr, 2021 @ 8:40pm 
I just have no idea what I am doing wrong. I did a fresh install/reinstall and a new playthrough, but the weapons don't appear to research in engineering.

Maybe mod incompatibility with PGOV2.
BroncoXeno2035 20 Mar, 2021 @ 1:21pm 
Solved it. The Dark Testament requires the word Rifle to be added after Vektor. In AML the Dark Testament just shows up as ChosenVektor_XCOM when coding.
BroncoXeno2035 19 Mar, 2021 @ 8:08pm 
The Console Commands for all the items except the Dark Testament seem to work.
󰀀Wilson 18 Mar, 2021 @ 4:43pm 
이거 아떻게 제작해요...? 성능시험장에서...??
Swiftie_13 18 Mar, 2021 @ 4:20pm 
@Inardesco can you give me the console commands please ?
Voldiego 13 Mar, 2021 @ 4:57am 
someone know what mod on workshop can give you more than one chosen wepon?
Gabriel Cooper 11 Mar, 2021 @ 6:16am 
heya! if you want some more ideas for weapons i can think of a few: a spark autocannon, a spark BIT and a SMG.
daegyn1 28 Feb, 2021 @ 9:03am 
?
daegyn1 28 Feb, 2021 @ 9:02am 
Yo dude why the gauntlet damage so low
Inardesco 21 Feb, 2021 @ 3:04pm 
Ok, so basically once I beat a chosen I can use console command to add them in or spawn in an extra chosen weapon to be repurposed
Alterd-Rushnano  [author] 21 Feb, 2021 @ 2:49pm 
@Inardesco
Yes. To craft each hero's chosen weapon, you must consume one of the specific existing chosen weapons.

However, in the near future, the issue will change to producing only one through the Proving Ground project. (Similar to the Alien Hunter DLC weapon)
Inardesco 21 Feb, 2021 @ 12:53pm 
Do I read this correctly, as in that the weapons added in this mod require the current Chosen weapons as a base?
Alterd-Rushnano  [author] 18 Feb, 2021 @ 7:18pm 
And... I'm sorry everyone. I have no plans to support RPGO Specilazation.
That mod doesn't work on my computer, so I can't test it. ㅠ_ㅠ