XCOM 2
Strategy Overhaul Bridge: WOTC_TLP_3_Weapons
28 Comments
Crazy_eyed1  [author] 16 Mar @ 2:39pm 
@mirdini the sniper update should be live please let me know if it worked
Mirdini 15 Mar @ 5:23am 
Edit: I was off by one in my earlier comment, the other wrong-tech sniper entry is actually on line (72-)73, not (71-)72.
Mirdini 15 Mar @ 5:02am 
And to be clear, thanks for responding/still updating the mod! Really appreciate it.
Mirdini 15 Mar @ 5:01am 
@Crazy_eyed1 as a follow-up, I got to mag tech in my campaign and noticed that T2 sniper rifles are unlocking at Magnetized Weapons, rather than Gauss which is supposed to be their unlocking tech.

You need to adapt lines (31-)32 and (71-)72:
[TLP_V_Sniper_MG X2WeaponTemplate]
Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=10, bVisibleIfPersonnelGatesNotMet=true)

[TLP_V_2_SniperRifle_MG X2WeaponTemplate]
Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=10, bVisibleIfPersonnelGatesNotMet=true)

to read "GaussWeapons" instead if you weren't intending that.
Crazy_eyed1  [author] 6 Mar @ 2:50pm 
@mirdini The below fixes were made but the update failed to publish hoping to resolve soon.
Mirdini 23 Feb @ 8:01pm 
@Crazy_eyed1 it's on Line 60 of XcomWeaponTuning.ini (below what it looks like before correction, which is what Gguy posted):

[TLP_V_2_Shotgun_BM X2WeaponTemplate
Requirements=(

You are also still missing an "R" from Line 53, which I think was last reported in the comment on 1. December 2021:
[TLP_V_2_AssaultRifle_BM X2WeaponTemplate]
equirements=(

Just ran into this myself, the missing closed bracket means the magnetic T2 shotgun is always buildable from the start of the campaign, or the Assault Rifle is if only that one is corrected.
Crazy_eyed1  [author] 10 Aug, 2024 @ 9:57am 
@Gguy are you able to tell me what line that is on in the config cause I am not seeing anything missing in my files.
Gguy 7 Aug, 2024 @ 2:51am 
Right after "WeaponTemplate"
Gguy 7 Aug, 2024 @ 2:51am 
I'd just like to let you know you forgot to write a " ] " in the following o the XcomWeaponTuning:

[TLP_V_2_Shotgun_MG X2WeaponTemplate]
Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=10, bVisibleIfPersonnelGatesNotMet=true)
Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=13), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=2))
Gguy 6 Aug, 2024 @ 6:30pm 
If you're gonna use these, I suggest opening up the localization files for the original 3 mods and fixing up some grammar in there. Personally (since I edited the original mod to disable non-tier appropriate versions) I also removed the (T#) in each gun's name.
RustyDios 5 Jun, 2023 @ 5:56pm 
Yes.
bigwormfire 5 Jun, 2023 @ 5:08pm 
do we need covert infiltration for this?
Who 22 Jun, 2022 @ 11:38pm 
Thank you for the response! Uninstalled the weapon overhaul due to an incompatibility (still not sure what with yet), but when I reinstall it I'll try this with the submod
RustyDios 22 Jun, 2022 @ 10:57pm 
Possibly if the template names for the All-in-One are kept the same between versions
Who 22 Jun, 2022 @ 9:05pm 
Will this work if instead of the separate mods listed in the required items we use the all in one TLP submod for the weapons and items overhaul?
Crazy_eyed1  [author] 30 Nov, 2021 @ 7:19pm 
Thanks, update with the fix is now live
PSY 30 Nov, 2021 @ 5:00pm 
Heads up to author or anyone using this.

XComWeaponTuning.ini has some mistakes in the code.
Line 53, missing R
Line 56, missing ]

I'm not sure if there's anything else, those were just the two I saw when my T2 shotguns were buildable from the start and with no resource cost
=[NK]= Col. Jack O'Neil 6 Nov, 2021 @ 9:32am 
Ok, thanks :)
Crazy_eyed1  [author] 6 Nov, 2021 @ 8:15am 
@=[NK]= Col. Jack O’Neil I do not know if this mod will work for that one seeing as this mod does not use WSR.
=[NK]= Col. Jack O'Neil 6 Nov, 2021 @ 2:10am 
Do we need the requirements, if we use this mod that pretty much combines them?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1755459004
Rekkless_Gecko 23 Sep, 2021 @ 7:18pm 
@Crazy_eyed1
Oh ok, thanks.
Crazy_eyed1  [author] 23 Sep, 2021 @ 6:56pm 
@ISIS_Gecko if you only use one of the Redux mods it should still function as intended although that has not yet been tested.
Rekkless_Gecko 23 Sep, 2021 @ 5:31pm 
Nice, are all 3 REDUX mods (Conventional, Magnetic, Plasma) required? Or could I just use, let's say, Conventional REDUX, since that's the only I really use?
Crazy_eyed1  [author] 15 Sep, 2021 @ 9:03am 
Peyez 14 Sep, 2021 @ 9:04pm 
@crazy_eyed1
I think so, yes.

My understanding is that the TLP weapons are irreplaceable, much like the Alien Hunter weapons. So if a soldier dies while carrying one, that's it, the weapon's gone for the rest of the campaign.

Buildable Hunter Weapons is a mod that allows you to build new Alien Hunter Weapons, and I've been looking for a mod that does something similar with TLP weapons. Yours is the closest I've found, but I'd prefer not to have to have to adopt the whole Strategy Overhaul framework that comes with it.

In any case, just thought I'd make the request. Hope this makes sense!
Crazy_eyed1  [author] 13 Sep, 2021 @ 7:03pm 
@Peyez just to make sure I understand what you want, you are asking if i would be willing to make TLP Weapons single build for a non Strategy Overhaul campaign?
Peyez 12 Sep, 2021 @ 9:44pm 
Any chance you'd be interested in making a standalone mod that just makes the TLP weapons buildable? I'm looking for something like Buildable Hunter Weapons, but for the TLP guns. This is the only mod I've found that does that, but I'm not interested in using the mods that it is patching.
RustyDios 26 Aug, 2021 @ 9:07pm 
Nice.. if only there was a version that covered Iridars 5 tier weapon overhaul ...

oh wait....
This mod with costs balanced for 5 tiers
Very sweet !!