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All pretty easy to adjust locally but I figured it was worth reporting here as well.
2) The damage spread is also a bit off. WIO gives regular xcom bullpups and vektor rifles the exact same damage spread but the mocx counterparts setup by wio for bullpups and this mod for vektors are actually different. Along the way I accidentally discovered that wio didn't apply its damage changes properly because of a mistake in code thx to smg->bullpup mess, but that's just a funny sidenote, besides the point.
I was initially thinking of setting up Weapon Skin Replacer to replace just the assets of the DarkVektorRifle_CG weapon template to be magnetic and leaving the rest as is, but seeing that there are also the weapon upgrades I'm assuming I'll need to swap those out as well. Luckily WSR seems to be capable of doing that as well.
Fixed errors in XcomDarkClassData.ini. Fixable by replacing files contents with copy from the below Pastebin =)
https://pastebin.com/0XFYqE9Q
Warning: Redscreen: ImportText (AbilitySlots): Missing opening parenthesis: aStatProgression=((StatType=eStat_Offense,StatAmount=2), (StatType=eStat_HP,StatAmount=0), (StatType=eStat_Strength,StatAmount=0), (StatType=eStat_Hacking,StatAmount=0), (StatType=eStat_CombatSims,StatAmount=0)))
Also I noticed the Phantom Vector Rifle doesn't have upgrade slots when equipped. Is this intentional or should I start looking for something wrong in my configs?