XCOM 2
[WOTC] Mass Effect Weapon Overhaul
92 Comments
Songbird 28 Nov, 2024 @ 4:09pm 
I could be misremembering things, but I know for certain the Talon had poofed. Thank you, though!
XpanD  [author] 27 Nov, 2024 @ 3:26am 
Which Cerberus pistol, the Talon? If so, that is changed to the sawed-off category by default, for class mods that support that. You can undo that change in the mod's WeaponSkinReplacer config.

A few SMG-type weapons have similar remaps available, though I don't think the mod ships with any active by default. Any idea which one went missing there?
Songbird 26 Nov, 2024 @ 2:22pm 
I noticed a few weapons disappeared after installing, noticeably the Cerberus pistol, as well as an SMG. Any known issues that cause this?
Epic Dovahkiin 6 Sep, 2024 @ 1:32am 
that's fair
XpanD  [author] 6 Sep, 2024 @ 1:19am 
Nope, I don't have enough experience with animations and the like to tackle that. That would have to be fixed in the original weapon mod.
Epic Dovahkiin 5 Sep, 2024 @ 11:08pm 
also did you fix the tracer issue with the M-22 Eviscerator?
Epic Dovahkiin 5 Sep, 2024 @ 11:06pm 
i love that you upgraded the omni blade i just wish the animations were more reliable but i guess there's only so much you can do there
XpanD  [author] 2 Aug, 2024 @ 11:43am 
Happy to help! Not sure if that'd work (not too familiar with the animation side of things), but that's definitely a cool idea. Will put it on the list to look at eventually.
captadvance 2 Aug, 2024 @ 11:28am 
Out of curiosity, have you considered adding a remapping option to turn the reegar carbine into a chemthrower? Due to its unique firing animation in mass effect, id think itd be perfect for chemthrower represantation
captadvance 2 Aug, 2024 @ 11:25am 
Agh I gotcha. Thank you so much! I have learned so much while messing with this overhaul mod. Its such a cool idea. You guys do great work!
XpanD  [author] 2 Aug, 2024 @ 12:11am 
You can uncomment something by removing the semicolon (;) in front of it. The game ignores any lines that have one of those in front. Make sure you don't uncomment any of the lines that explain stuff (the actual comments), as that would probably break it.

As an example, consider these lines:
; If you're using a stealth overhaul, make sure you uncomment these!
;+GIVE_ABILITIES=(TEMPLATE=WP_M11Pistol, ABILITY=XAaA_QuietOperation_LoreOnly)

The second line is safe to uncomment, but the first line should keep its semicolon as the game won't know what to do with it otherwise.
captadvance 1 Aug, 2024 @ 11:07am 
So after commenting, i literally realized and found that the mods have their own config folders seperate from the main game one. But now my next dumb question. When it says to 'uncomment', does that mean to just delete the line?
XpanD  [author] 1 Aug, 2024 @ 1:03am 
Which folder are you looking in? If you have the Alternative Mod Launcher (which is highly recommended!), you can right-click the mod and click "Show in Explorer". From there you can head into "Config", and you should see the "XComWeaponSkinReplacer" file there.
captadvance 31 Jul, 2024 @ 4:54pm 
How do I find the config file? Whenever I go to the folder its not in there. Same with some other mod files
shiny9230 26 Jul, 2024 @ 8:36am 
I see. Thanks for the information and the workaround! Keep up the good work!
XpanD  [author] 26 Jul, 2024 @ 7:28am 
...yup, the Spitfire was a bit of a special case due to its "discard when depleted" gimmick. I changed it into a SPARK weapon, with a resized and repositioned model and a bit of custom lore to make it all work.

You can undo these changes by doing a search for any lines that contain "WP_GethSpitfire" in MEWO's XComWeaponSkinReplacer config, and removing all of them. That should revert it to its original, unmodified form.
shiny9230 26 Jul, 2024 @ 6:52am 
So, mostly enjoying this mod so far, however, unsure if bug or feature...

I don't see the Geth Spitfire in my cannons. Slightly bummed out because I just built a Geth Prime with Allies Unknown and was ready to see that glory ensue.
TannerA 24 Jul, 2024 @ 9:53am 
Ok
XpanD  [author] 24 Jul, 2024 @ 4:42am 
I'm not a modeler/animator myself, but if someone uploads them I'd be happy to get custom stats and abilities up for them!
TannerA 23 Jul, 2024 @ 5:17pm 
I am a little curious; are you going to do the heavy weapons from mass effect
fastello 25 Mar, 2024 @ 6:06am 
Cool I will give it a shot, and see if anything explodes. Thanks for answering.
XpanD  [author] 25 Mar, 2024 @ 4:57am 
The original weapons? I'm not that familiar with how ghost templates are usually set up, but hiding weapons with a custom WSR config (see below) might work?

You probably wouldn't want this overhaul running for such a setup, but there is a huge block of "+WEAPONS_TO_HIDE_KEEP_SCHEMATIC" lines in its WSR config that might be worth uncommenting and moving to a config of your own somewhere. That should prevent the actual weapons from appearing in-game, while hopefully still keeping the base models available to something like XSkin.
fastello 25 Mar, 2024 @ 4:00am 
Is there a way to make them just ghost templates instead?
XpanD  [author] 5 Feb, 2024 @ 2:57am 
Depends on what your config does -- if it affects the same weapons, whichever changes loaded last will get applied. If it affects different weapons, there should be no issues.
Grimjaw 4 Feb, 2024 @ 3:45pm 
will this still work if i use my own WSR config?
Slackboy101 19 Dec, 2023 @ 2:11am 
hope someone does this for Star Wars and 40k weapons
HKR31 17 Jun, 2023 @ 8:33am 
Ok thanks
XpanD  [author] 17 Jun, 2023 @ 8:19am 
It's a lore "ability" for showing that a weapon makes less noise than others in its category. I don't think anything important is tied to it in the base game (didn't notice a difference with Lost either), so the message is hidden by default now.

You can enable it in the config if you're using a mod that does make use of it, and you want a reminder in-game. (the stat change is always applied regardless)
HKR31 17 Jun, 2023 @ 8:14am 
What is Quiet Operation?
XpanD  [author] 17 Jun, 2023 @ 7:41am 
Aaaaand it's live!
XpanD  [author] 6 Jun, 2023 @ 8:49am 
Heads up: Got another big balance pass update incoming, following from notes I've taken while playing and watching people play. No date for it yet, but I'm not expecting it to take too long.

To anybody following along, make sure you back up any changes you've made!
jat11241976 23 Jan, 2023 @ 12:30pm 
Yeah, I figured as much. I'll probably just roll with your mod just to be safe. Appreciate the quick response!
XpanD  [author] 23 Jan, 2023 @ 3:12am 
Unsure. It'll depend on whether the mod changes all weapons for a given category, or just those it has support for. I think it's the latter going by the mod description, but you'd probably want to test it out to be sure.

(note that it will cause issues if it does override everything -- we already include unique tables, and the weapon stats are balanced around those)
jat11241976 22 Jan, 2023 @ 3:19pm 
Ok just to be clear, does this conflict or make https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1129694779 ,
Dragonlord 7 Jan, 2023 @ 5:22pm 
If anyone is playing with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2814111896

This is the bridge for Tesla's Rage Loot Mod. So now you get shinny mass effect weapons with custom attachments. What more do you want?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2914554063
Shaggoth (Ищезаяц) 7 Dec, 2022 @ 1:51pm 
:steamhappy:
XpanD  [author] 7 Dec, 2022 @ 12:41pm 
Update is live! Should be save-compatible, make sure your XpanD's Abilities and Assets install is up-to-date as well. (a ton of changes on that end)

Will put up changelogs in a bit.
XpanD  [author] 6 Dec, 2022 @ 3:44pm 
Think I actually found the issue with the Omniblade -- its model never shows up if you have a primary weapon equipped that does something fancy, like Primary Secondaries' primary animations. Seems to be fine on normal rifles and the like.

(still on track for a Wednesday-evening release for the big update, for anyone curious)
Shaggoth (Ищезаяц) 4 Dec, 2022 @ 1:09pm 
yeah i just did too, it's visible when you hit, just like in original games :)
XpanD  [author] 4 Dec, 2022 @ 11:50am 
Tested it here as well, same thing. I remember it being completely busted when I last checked at the end of 2021, but I think this was back on a full mod list. Will add support for it!
Shaggoth (Ищезаяц) 4 Dec, 2022 @ 11:47am 
@XpanD works yes. it's visible only when you hit someone.. now you had me worried, maybe i just don't see it and think it's ok :D but it was working for sure. i'll do some tests
HaziTru 4 Dec, 2022 @ 7:25am 
I fixed it lol I went into the Prototype Armory mod and then added my 10 mass effect weapons to Items buildable list the strategytuning.ini . After that i added the cost of each buildable item in the Weaponstuning.ini because it was free to build lol I just copied the vanilla cost. I'm good to go all weapons work perfectly like it should with CI. Ill add more detail in a post in the discussion for others trying play these weapons with CI.
XpanD  [author] 4 Dec, 2022 @ 1:19am 
Does yours actually work? I checked it out on a clean setup before, but it was just invisible with comments complaining about the same issue. If it's actually working now I can look into that, should be easy to add.
Shaggoth (Ищезаяц) 4 Dec, 2022 @ 1:14am 
don't remember :) by the way there's also omni blade mod (and it was suffering from same sympoms, and it also became upgradable suddenly) maybe you wanna cover it to with your overhaul?
XpanD  [author] 4 Dec, 2022 @ 1:04am 
Any idea which ones? There's been this persistent issue that I haven't been able to pin down where a few specific weapons upgrade too early, wonder if this is related.

(plan on doing some more testing before the upcoming release to see if I can isolate that)
Shaggoth (Ищезаяц) 3 Dec, 2022 @ 4:20pm 
when i researched plasma rifle, suddenly some upgraded versions of me weapons become buildable :|
now i don't get it
XpanD  [author] 3 Dec, 2022 @ 3:51pm 
Let us know how that goes! Would be useful to have as a stopgap solution.
HaziTru 3 Dec, 2022 @ 12:58pm 
I think i figured out a temp fix but it takes some experience. There's a custom bridge mod for prototype armory. I think all i got to do is add the 10 weapons I'm using to the list. Hopefully it'll work until your update. I'm definitely looking forward to it.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2259748363&searchtext=custom+bridge
XpanD  [author] 3 Dec, 2022 @ 11:33am 
From what I understand, CI/Prototype Armory would need a dedicated bridge mod to work properly. I'd love to get that implemented eventually, but for now they're likely incompatible -- sorry! (updated the compatibility section to make this a bit clearer)

As a somewhat hacky workaround, you could manually copy the magnetic (and later beam) values into the conventional tier lines in this mod's WSR config. That won't give you individually-built items (the mod isn't set up for that), but would at least allow you to continue the campaign.

Please note that I plan on pushing out a big balancing update before next Thursday, so it may be worth waiting for that one before diving into the files. (updates overwrite local changes)
HaziTru 3 Dec, 2022 @ 10:50am 
I just researched Mag weapons and I don't see the next tier weapons. Please tell me if works with CI.