XCOM 2
Zomby's Semi-Automatic Weapons
136 Comments
RC-1138 Brother Boss 20 Apr, 2016 @ 6:27am 
Please increase the damage and range on theses semi-automatic weapons and lower the mobitily abit more cause as it is now I'm having serious trouble seeing the benfit of chosing such a weapon ty
IceMaverick 11 Apr, 2016 @ 2:49pm 
Hmm, I'll see if I can find and remember who told me. I know the SMG mod was broken for a week after Anarchy, but they pushed a patch and it started working again.
Riftwalker  [author] 11 Apr, 2016 @ 11:16am 
I've been hunting for this problem for a while and i can;t really find what the answer is. People tell me SMG from long war still works and i can't see any meaningful difference, if you could find out exactly what changed from who ever told you before that'd be great.
IceMaverick 11 Apr, 2016 @ 9:34am 
Just actually comfirmed that your mod is also plagued by the issue. Purchasing the weapon upgrades in engineering doesn't actually upgrade SA Rifles to Chirpguns and beyond. Back when Anarchy's Children came out, they deprecated one of the functions that was common to weapon upgrade templates (or so I was told) and it needs to be adjusted to the new methods to allow for the weapons to upgrade again.
IceMaverick 11 Apr, 2016 @ 8:52am 
It's just after that update, they changed one of the functions that dealt with weapon upgrade templates and broke the old methods. Rather than do the adjustment to fix it, he just removed them all from the workshop. (Actually, I'm not sure this mod doesn't suffer from the same problem. I haven't actually tested if it upgrades correctly after the update or not... Let me go do that.)
Riftwalker  [author] 10 Apr, 2016 @ 11:25pm 
depenmds what changed to make them stop working with anarachy's children?
IceMaverick 10 Apr, 2016 @ 10:01pm 
Hey Zomby, since Teh T removed his Carbine and LMG mods when Anarchy's Children broke upgrade templates, any chance you might be willing to make replacements so my equipment variation doesn't tank back down to barely above vanilla standards again?
Riftwalker  [author] 2 Mar, 2016 @ 12:51pm 
hmm generally when i deleted those thing the compiler re-added them automatically, I wonder if they changed that.
IceMaverick 2 Mar, 2016 @ 12:13pm 
Hey. I'm posting for broadcasting volume to mod authors I'm subbed to, in case this applies to you and you haven't yet fixed the Memory issues inherent to many mods due to a ModBuddy error: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
123nick 22 Feb, 2016 @ 4:22pm 
Ser Lancelot, http://steamworkshopdownloader.com/ might help you. it lets you download the mods as a .zip file, which is useful.
Ser Lancelot 20 Feb, 2016 @ 6:23am 
Obligatory-on-my-knees-begging-for-Nexus-pose: Nexus, please? Thanks!
Arkan 14 Feb, 2016 @ 3:12pm 
I think you are right, the game engine will load only the last valid entry on AM Rifles. The overwritten mod will simply not exist. So player won't have both weapons. But just one. Judging by the stats, your Rifles is more overpower then his mod. :steamhappy:
Riftwalker  [author] 14 Feb, 2016 @ 2:58pm 
lol, it's his fault for using such a common name. (this is a self attacking joke) No those are compiled, I'm affraid if the entries of the guns are exactly the same then they conflict unless we were to change them. where are these 46 players you speak of. :P
Arkan 14 Feb, 2016 @ 6:11am 
Good Morning, ZombY! We all need your help, at least, 46 players with broken saved games. Teh T has just made another AM Rifles Mod that is conflicting with yours. We are still trying to figure it out a solution for this bug fix. Both guns share the exact same name, overlapping the mods entries for gamers who has both mods installed. Is there a way to rename the gun names here manually? Thanks in advance! :friendship:
Riftwalker  [author] 12 Feb, 2016 @ 11:51pm 
? It's something that happens naturally in the game randomly. I was saying that maybe you could look at that event for advice on how to triger additional ops.
Arkan 12 Feb, 2016 @ 5:19pm 
Yeah! Nice idea! Thanks for your guidance, ZombY. At first, i didn't know about those scan rewards from extra guerrilha ops missions avaliable. Does it come gradually when playing x-com 2 and evolving naturally (searching) or do i need to install a specific Mod to open those new scan rewards? :creep:
Riftwalker  [author] 12 Feb, 2016 @ 4:13pm 
@invisigoth there's a scan reward for more geurilla ops, maybe see if you can force the game to give out these scan events after every op you do.

@123Nick, My internal logic is that the class is trained to use their weapon and thus accustomed to it, If a sharpshoter tried to use an LMG, they would suffer a mobility malus in my head cannon.
123nick 12 Feb, 2016 @ 1:54pm 
thought of removing the mobility bonus? it just seems sorta out of place, considering how the grenadier has a big minigun, but no mobility bonus, so why would a small-ish semi-auto rifle reduce mobility? how a reduction too aim after moving- that way its specialized for long- stand offs, where ur not likely too be moving, so it gets good aim.
Arkan 12 Feb, 2016 @ 1:45pm 
Now I'm still failing on creating a mod that allows us to grab all 3 missions. Currently, during gameplay, and scanning the globe, the game forces you to just pick one mission per time, i am willing to change that. I am testing changing the line at \Config\DefaultGameData.ini
MissionAboutToExpireHours=24
if i change that vale to '999', MissionAboutToExpireHours=999 (i am hoping perhaps the game will let me return from an old mission and still be able to engage in another mission that the mod did not let it to expire!
i am also checking out all x-com2 missions related .ini files to make it happen, but not changing too much elements to avoid creating bugs on 'Avatar' Project progress (being able to do so many missions). However, this would not even be a problem since [ Avatar Project Progress ]still advances even if succeded in my NON-alien-base-assault missions in difficult mode campaign. :d2lonedruid:
Riftwalker  [author] 11 Feb, 2016 @ 10:28pm 
what would people think if i removed the seperate schematic and just had it upgrade off of rifling?
Riftwalker  [author] 11 Feb, 2016 @ 9:46pm 
Woo, another mod down.
Riftwalker  [author] 11 Feb, 2016 @ 5:53pm 
I think there's a mod that kinda lets you do that out there currently. look around i heard talk about it on the 2k forums but i didn't pay much attention to it.
Arkan 11 Feb, 2016 @ 5:37pm 
What about weapon accessories? The game forces you to discard weapon accessories when you are exchanging, replacing or buying new weapons. Is it doable a Mod that allows us to re-use weapon accessories, help migrating them into the next weapon? What do you think of that idea? :candycane:
Riftwalker  [author] 11 Feb, 2016 @ 5:10pm 
hmmm, Unsure, I think that's related to armor, which I haven't looked at. I'm going to work on that(in part) after my current mod which I plan to release today or tomorrow. weapons, while difficult I think are much easier to deal with than armor, just due to the lack of character props. :P
Arkan 11 Feb, 2016 @ 5:07pm 
Amazing! Yes!
Some players are dreaming about a new simple Mod that just adds one extra utility item slot (for example, making possible to select one more item.. like smoke grenade). Is a mod like this doable? :srfrag:
Riftwalker  [author] 11 Feb, 2016 @ 5:04pm 
adds, i mean, there are pictures. :P
Arkan 11 Feb, 2016 @ 4:23pm 
Hey! Very Nice!
*(Clearing confusion) This Mod replaces or just adds new weapons? :sniperscope:
Riftwalker  [author] 11 Feb, 2016 @ 10:12am 
Welp my hiatus is over, I've finished my legendary campaign and am now getting back to modding.

From the few people who posted missing weapons, I think all of them had classmod, I wonder how it works.(or some other mod that changes who can equip what)
Spartan Wight 10 Feb, 2016 @ 8:13pm 
I am using the following mods,

Military Camo Patterns, Evac All, Capnbubs Accessories, Restart mission, Classmod, Zomby's Semi Auto, Accurate Swords, XCOm Legion, Disable Timers, Free Camera Rotation, SMG pack, Muton Centurion, Leader Pack. Hope this helps :)
Riftwalker  [author] 9 Feb, 2016 @ 5:11pm 
that's strange... the patch was 2 days ago that changed the models was the time you played with the gun after or before that?

I keep getting incosistent bug reports and I don't know what to do about them since I'm currently playing with the gun, with no bugs(and i'm guessing most of the subscribers as well). I'm hoping that most of the errors are just patching or downloading gone wrong.

but the gun shouldn't have disappeared, from the ivnentory, what mods are you using?
Spartan Wight 9 Feb, 2016 @ 2:52pm 
The gun is completly gone now. Not even in the inventory. He was my best guy. I am looking forward to my next campaign lol
Riftwalker  [author] 9 Feb, 2016 @ 2:24pm 
that means you had a previous patch and I updated the models since hat patch. Unfortunately I can't patch an ongoing campaign. I've minimized my patchign to critical things so minimize that. the missing gun is simply because I patched, and it will work in a new game just fine. I really want code so I can update the models.. :/

So either keep using the invisa-gun or ignore the gun until you finish that campaign. It's all the advice I can give,
Spartan Wight 9 Feb, 2016 @ 2:15pm 
This mod is great but when I loaded xcom 2 up today the characters who have the semi auto rifle equiped are holding nothing, the gun still works but the gun is invisible.
Mulqueeny 9 Feb, 2016 @ 11:12am 
@ZombY[TXB] I rated it up the first time I tried it out. I love this mod! Thanks for your work, I appreciate it!
Riftwalker  [author] 9 Feb, 2016 @ 11:11am 
3 stars? i hope those were mostly from when the mod was broken, I have a feeling people only really want to rate when the mod doesn't work. XD

I don't feel very, what's the word, I don't know, humble, saying this but the mod has 1,162 Subscribers, Rate it what you think it needs to be rated. I'm not going to tell you what it needs to be rated, but I think it needs more than 27 ratings. :P
Riftwalker  [author] 8 Feb, 2016 @ 2:52pm 
k yeah it was a simple liek 2 second fix, scopes and laser sights should not be invisable now, I didn't have them applying to my weapon and isntead had them applying to the normal assault rifle. :P woops

edit: just did a little test, won;t affect on-goign camaigns (ARGHHHHHHH), but new campaigns will have visible scopes.
Riftwalker  [author] 8 Feb, 2016 @ 2:44pm 
oh I found what you're talking about Gojira, damn that's a bug hopefully it doesn't make weapons go invisable when I update it, since it's just an update to positional data on upgrades. Damn, I bet i know how this happened to. This is a quick fix.

@ Mulqueeny (EveryDayJesus) Thanks :D
Mulqueeny 8 Feb, 2016 @ 2:38pm 
Good Work :)
Riftwalker  [author] 8 Feb, 2016 @ 1:04pm 
i'm taking a break and actually playing some XCOM today just some warning, I played one legendary campaign and that one died, so i started modding for 2 straight days.

This mod in my opinion is "code complete".
Riftwalker  [author] 8 Feb, 2016 @ 1:04pm 
i'm takign a break and actually playing some XCOM today just some warning, I played one legendary campaign and that one died, so i started modding for 2 straight days.
Riftwalker  [author] 8 Feb, 2016 @ 1:03pm 
it looks like a normal assault rifle with a repeater on it. :P

look I don't want to make even more invisible guns, it's fine.
g0jira 8 Feb, 2016 @ 1:01pm 
you could add laser to SA, and sniper will stay with scope, it would be best solution imo, right now SA looks kinda empty ;/
Riftwalker  [author] 8 Feb, 2016 @ 12:59pm 
the .u is the compiled code, you can ignore that.

the .uc is the uncompiled code, look for the stuff under the src folders, that stands for "source" or the source of the compiled code.
g0jira 8 Feb, 2016 @ 12:50pm 
already installed SDK but now trying to find out how to attach scope again for myself, but dont know where i can do that. not yet. was trying to learn something using your mod and change it a little bit for my own use, and im pretty sure that what i looking for is in .u extension
Riftwalker  [author] 8 Feb, 2016 @ 12:38pm 
@darloth the devs gave us an onload function but it specifical says that it only runs the first time the mod is activated, which is really lame.

@gojira I disabled the scopes so that I could make the snipe rifle mod distinct, apperently the devs attached the particle effect to the gun's base. The guns becoming invisable is from me updating the models, but this is the last time, so they're safe now. Just wish this didn't adverse affect on-going campaigns. :/

I plan on re-adding them after I figure out how to make my own gameplay package for them, so that i can make a sniper rifle model that fires an assault rifle particle effect. that won't be for a very logn while though.
g0jira 8 Feb, 2016 @ 7:32am 
hey Zomby, you disabled scope totaly, even when attached, it wont be shown
g0jira 8 Feb, 2016 @ 5:51am 
yup it was updated ;/ i wish we have access to older version as it was cooler than this one
Mulqueeny 8 Feb, 2016 @ 2:28am 
I loaded up my game today and the guns are absent from the game? I don't understand why. Have you recently updated/changed anything?
Darloth 8 Feb, 2016 @ 1:32am 
You could code your own patch function, no? Do we get an OnLoad hook or anything that runs when a savegame is loaded? If so, store the version number (from a text constant) in there every time it runs, and do a check on it to see if it's changed. If it has, you could run a function for every update. This all assumes that it actually exposes an OnLoad, but... it should, right? I'm going to install the mod SDK and see if I can find something.
g0jira 8 Feb, 2016 @ 12:25am 
well, changing config was working yesterday. today i see that my gun just disappeared