XCOM 2
Stukovs 9-Tier Weapon Overhaul
126 Comments
Aldaron 16 Jul @ 1:53am 
hey Stukov, after 3 campaigns with this mod I must say, this is the best weapon overhaul, hands down. Everything works and the variety is amazing, also gating tech behind story is great. SO thank you very much. Couple of minor issues a ran into:
- I have laser and coil strike and battle rifle available since begining
- I also have copy of laser and coil strike and battle rifle, that is unlocked after reasearching proper tech, but they are free and doesn´t have bonuses (no scope and russian roulette)
- I have 2 types of smg and something with category carbine, that looks like smg
- I also have crossbow available (T1, T2 and T3) that is free

Thank you again for your great work
Stukov81-T.TV  [author] 7 Jun @ 10:44am 
For several special abilities of Weapons. Like for example Sonic Boom on Sonic Weapons or Explosive Shot on the Zen
Messer 7 Jun @ 8:07am 
Mitzruti's Perk Pack for what here?
RambelZambel 29 Mar @ 12:53pm 
+PistolWeaponCategories= sawedoffshotgun is causing both abilities from saedshotgun doesnt loose ammo, so you have infnite charges, disable this works
Stukov81-T.TV  [author] 17 Feb @ 9:21pm 
It would but that's not how you are supposed to play the Game with this overhaul. And he would be quite weak for the Rest of the Mission. Also it might Even catch you into an unending circle if hitchance is 0
Nero 17 Feb @ 1:42pm 
I just realized this
Since laser weapons have infinite ammo, wouldn't a reaper equipped with a laser vektor rifle and superior repeater using banish and annihilate be super op? Since anything they shoot are guaranteed to die when the repeater finally procs, even possibly annihilating the entire map on their own
Stukov81-T.TV  [author] 21 Jan @ 8:17am 
thanks for your reports
RambelZambel 21 Jan @ 6:44am 
Souljourners has no ammo cause of ClipSize and Critchance mixed up: +Edit_X2WeaponTemplate = (RDLC = ("DestinyGhostTemplates"), T = "Soujourners", P = "CritiClipSizeChance", V = "6")
RambelZambel 20 Jan @ 11:20am 
+SimpleItemRewards should be +SimpleDeckRewards for (TemplateName=Reward_SkvCorpses, RewardName=SKV_Corpses)
CornishGH 6 Jan @ 9:19am 
Ah, that makes sense.
Stukov81-T.TV  [author] 6 Jan @ 9:18am 
that may be true for your campaign. i have balanced it around reload ends turn, where it's 1 bullet reload does NOT end the turn. also it has some range table differences
CornishGH 6 Jan @ 8:59am 
Are the stats for the ABBA hunting shotgun correct? It seems worse than the regular shotgun in every way, on top of having the slower reloads.
Stukov81-T.TV  [author] 6 Jan @ 3:32am 
yes they do
RambelZambel 6 Jan @ 3:08am 
yes i tested it, ghost variants are working fine
RambelZambel 6 Jan @ 2:27am 
for skin replacement? are the merc and eu plasma ghost mods working or do i need the normal one?
Aldaron 18 Oct, 2024 @ 11:00am 
my pleasure my friend, looking forward to your next creation
Stukov81-T.TV  [author] 18 Oct, 2024 @ 5:57am 
Oh man thank you. You don't know how much it means to me to read this. Thank you very much
Aldaron 18 Oct, 2024 @ 3:49am 
hey Stukov, I was looking for mod like this for a very long time and it´s absolutely amazing, as opposite to dull progression system (increase damage). Along with your other mods, my current CI campaign is highly enjoyable. Claiming to be not modder, your not-mods are pretty awesome. Keep up the good work
Stukov81-T.TV  [author] 3 Sep, 2024 @ 10:54am 
the basic five tiers are basically identical to th 5 tier setup ... the others can be found in the configs. you could also just do all the improved laser in the same tier as beam weapons. boltcaster is a base game weapon so you can find it in the localization there or alternatively look into this mods config ... you may find a folder that has literally boltcaster in it. And in there you will find the base game boltcaster template names ... for example AlienHunterRifle_CV. It's really not that difficult
solvius90 3 Sep, 2024 @ 10:47am 
But it would still be nice to write a config for Tesla loot and 9 tier. I still can't find template of Boltcaster. and what about technology? I can’t figure out which tier to put them in (such Improved Laser)
Stukov81-T.TV  [author] 17 Jun, 2024 @ 7:39am 
all the base game weapons allready are part of Tesla Loot Mod, you don't need to change anything there. So all that is left are the special-mod added weapons. Like the abba weapons. To find the template name just go through my configs here ... T="ABBA_AssaultRifle_CV" for example means ABBA_AssaultRifle_CV is the template name. Now you need to add that to TLM. Look in the config for TLM for a folder like BaseItems and a XCOMTLM.ini file that has something in it that starts with +BaseItems = (TemplateName =

now just add the weapons you want at the tier you want
dcgameandplay 16 Jun, 2024 @ 6:36pm 
So how would I do that? Like what do I look for? Where do I place the names? I'm sorry if I'm sounding rude but I'm just clueless on what to do.
Stukov81-T.TV  [author] 12 Jun, 2024 @ 2:31pm 
of course ... you would just need to add the template names to the tesla loot mod config (the base weapons are allready there)
dcgameandplay 12 Jun, 2024 @ 10:51am 
Hold on, I'm confused. Is there a way to use this with Tesla Rage's Loot Mod? I don't remember getting any of the weapons from the crates.
Stukov81-T.TV  [author] 18 May, 2024 @ 3:38am 
@kinsect you may but that would lead to some weird things if you use battlerifles and strike rifles as those use wolfs asset packs models
Stukov81-T.TV  [author] 18 May, 2024 @ 3:37am 
no it is not an LWOTC mod ... it does NOT use the LWOTC techs, damage is balanced for NON-LWOTC and i think it even conflicts with several parts of LWOTC

it may be inspired by LWOTC in a way but this mod is as far away from LWOTC as CI is
LeyShade 18 May, 2024 @ 12:24am 
"this is not for lwotc though "

You know we go round on circles with this: It's set up with LWOTC tech trees, using LWOTC techs, using LWOTC gimmicks, and LWOTC balancing.

It's functionally a LWOTC mod, perhaps outside of LWOTC, but essentially is an expansion to that that essentially takes the entire AML O+E redone TLM structure and changes the techs to be LWOTC instead of basic CI-based Five Tier.

Was trying to applaud your release, not take swipes, but can be just as snarky as others if necessary.
Kinsect 17 May, 2024 @ 5:09pm 
Say can I swap out the Laser and Coil weapons with Wolf's asset pack and work for this mod?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2245270253&searchtext=wolf
Stukov81-T.TV  [author] 17 May, 2024 @ 8:21am 
this is not for lwotc though
LeyShade 16 May, 2024 @ 7:15am 
Oh neat, a LWOTC style version of one of AML O+E 's defining features. Might have to see how you've got this all setup for LOWTC now =)
Stukov81-T.TV  [author] 1 May, 2024 @ 11:00am 
afaik you don't really need it, it just provides some extra abilities
Nero 28 Apr, 2024 @ 10:15am 
Wait a minute, added support for pimrary lw2 secondaries while using TPS? Does that mean you still need the lw2 primary secondaries mod or is that built in this mod?
Tacoaloto 26 Feb, 2024 @ 12:15pm 
Honestly Surprised to see that WIO was compatible, given that WIO is not compatible with Iridar's 5 tier overhaul. Neat
Stukov81-T.TV  [author] 22 Jan, 2024 @ 12:25pm 
yes laser weapons have considerable lower critchance, but higher aim. I did not add some weapons on some tiers as it would not really make sense with the special behaviors. Laser Pistols are one of those
solvius90 22 Jan, 2024 @ 12:07pm 
So far I've only gotten to laser weapons. And I can say - there are no crits. Only through abilities. Convectional better in close range and from the flang. Pistols didn't appear
Stukov81-T.TV  [author] 16 Jan, 2024 @ 9:51am 
For Armour i think Armour Overhaul by Iridar has covered you, i have some custom things in there, but nothing crazy as well as using the reverse engineered armour mods
solvius90 16 Jan, 2024 @ 9:14am 
Okay. First impression from this mod - i like this even more then Five tier by Iridar. Single build, fair costs, progression and unique weapon features. 10/10.
Will you do the same for armor?)
Stukov81-T.TV  [author] 5 Jan, 2024 @ 2:12pm 
Thanks :) Hope you continue toi enjoy it
RottenDub 4 Jan, 2024 @ 5:55am 
It's all fun and games until you realize you just upgraded to coil weps deep into a mission and you have no reloads.
You sick bastard!Love the mod so far!
Thanks!
Stukov81-T.TV  [author] 18 Dec, 2023 @ 8:46am 
it is somewhat compatible. it overrides a few of Weapon and Item Overhaul changes. But yes i use those together :)
grammarsalad  [author] 18 Dec, 2023 @ 1:22am 
Wait, this is compatible (and supports!) Weapon and Item Overhaul???? Oh, man, I'm so sold!
Stukov81-T.TV  [author] 13 Dec, 2023 @ 2:21pm 
no the mocx changes i have not built into 9 tier WO ... it doesn't really belong there
Kinsect 13 Dec, 2023 @ 2:13pm 
Is that built into 9-tier?
actually with ABBA do they drop it's advent weapons and coil weapons?
(I'm not sure with the last tier)
Stukov81-T.TV  [author] 13 Dec, 2023 @ 7:27am 
it does not ... mainly because in my setup the MOCX weapons are not recoverable because they get TLM treatment for MOCX. I recover different weapons from them
Kinsect 12 Dec, 2023 @ 3:36pm 
Say Does this support MOCX's weapons? how do they play into this overhaul?
Stukov81-T.TV  [author] 29 Nov, 2023 @ 10:26am 
it has no direct support for TLM as i have a bit of a different TLM setup (progress with story instead of weapon tech and only special weapons in TLM and no standard XCOM weapons) but ... i did not change any template names so all weapons that have TLM support, still have it with or without the Overhaul
Nero 29 Nov, 2023 @ 7:21am 
i'm guessing this doesnt work with TLM yet?
Papistman 28 Nov, 2023 @ 3:31pm 
I see. Thanks Stukov.
Stukov81-T.TV  [author] 28 Nov, 2023 @ 7:59am 
that means if you run those mods, my overhaul adjusts the weapons from those
Papistman 28 Nov, 2023 @ 3:57am 
What do you mean when you say those weapon mods are "incorporated"?