XCOM 2
Katana Pack
356 Comments
Retsu 5 Jul, 2017 @ 4:15pm 
weeaboo simulator
ARHANGIL 5 Feb, 2017 @ 6:35pm 
привет. ножны нужны !
mattihase 18 Dec, 2016 @ 12:19pm 
Great for when you're sick of this "Masterwork Bastard Sword" bullshit.
Kunovega 9 Jul, 2016 @ 2:29pm 
@Svongle don't sub to this pack. Get "Katana Pack Reloaded" this version is not updated anymore, the other one is (and contains all of these)
Knokka 3 Jun, 2016 @ 6:41am 
Update plz. Love these katanas :I
SpankytheHero 29 May, 2016 @ 5:11pm 
@HyperExia123

I am having this issue as well and removed this mod but no sucess, i'll post again if I figure out the problem
rcallis01 26 May, 2016 @ 2:35pm 
What folder do we add Template.bInfiniteItem = true?
wcusnu 20 May, 2016 @ 4:01am 
if you have the SDK you can just redo the Mod by adding the line below to the Mod. I did that with a couple of other Mods that the Author seem to abandoned.
wcusnu 18 May, 2016 @ 7:39pm 
rom E3245:
They need to update their mod by adding this line to the Template: Template.bInfiniteItem = true, since the update changes the default bool from true to false if you leave out the Template.bInfiniteItem.

tl;dr Add Template.bInfiniteItem = true to your weapon templates.

I've already did it to all my weapon mods.
HeavyFermion 18 May, 2016 @ 6:51pm 
I think I just found a temporary solution to the limited Katana issue for anyone interested. If you enable Console commands you can use the AddItem command to work on the Katanas. (https://www.reddit.com/r/Xcom/comments/44ioyc/xcom_2_console_commands/) or just google it.

eg entering "AddItem Katana_BM 1" will add one more plasma katana to your inventory. I just tested it and was able to get 7 Plasma Katanas in my Inventory in Engineering. It should work for others assuming you can figure out the string name they are called by the Mod author. The good news is that if you try to use the slash command in a mission the error message should list that item's string name. ( It's how I guessed to try Katana_BM for plasma katana)
Alph4Andrew 18 May, 2016 @ 7:27am 
I'm missing my "Sword Icon" where I can slash my enemies, as of right now my ranger can't even use his sword, I'm wondering if it's this mod or not? I'm also missing my grenadiers launcher button, this is kind of weird
Sirabot 18 May, 2016 @ 6:19am 
I see missing weapon description errors in the skill/perk descriptions and typos in the weapon equip screen. <.<
Papagaio sem asa 16 May, 2016 @ 6:42pm 
by the way, if I use a mod that increases default sword's base damage (so it can keep up with the shotgun), does it affects the katana as well?
Papagaio sem asa 16 May, 2016 @ 6:41pm 
starting the game with Tier 3 Katana unlocked
bbetts03 16 May, 2016 @ 5:17pm 
Also getting the limited inventory issue now. I can get 2 katanas at most. I'm having difficulty actually finding the weapon template to override it back to infinite = true. Your tutorial is awesome, but I'm still struggling to fix. Love the standard katana though, you rock!
darkzero 15 May, 2016 @ 7:24pm 
Yeah it needs an update. When mousing over the slash command, its missing tooltip information. Namely damage range. It gives an error of some kind. Mainly cosmetic but somewhat annoying too. :(
DrakkonWarrior 15 May, 2016 @ 12:33pm 
@vblanco20-1 Are you going to fix this mod for the dlc? I only get 1 of each sword now on a new game. Apparently it has something to do with a value default changing from default infinite yes to no for the dlc. Several authors have said they had to add the line "Template.bInfiniteItem = true" somewhere
wcusnu 15 May, 2016 @ 12:31pm 
Thank you sir!
Nikibanzai💀 15 May, 2016 @ 11:20am 
would be great if you could do some more customization colour on the katana, or simply provide a set of different colours on every tiers! great mod btw I love it too much! :Frieza:
vblanco  [author] 14 May, 2016 @ 9:22am 
The plasma katana has armor penetration, and does a LOT more damage to mechanical targets than the plasma blade. Its more of a sidegrade than a straight upgrade. That unless they got completely fucked this last version, ill update the mod.
EverLost1 14 May, 2016 @ 8:56am 
Can you make a "tier 4" level katana? I've been using this mod happily for a while now, and jsut noticed that the vanilla Arc Blade is just as powerful as the Tier 3 katanas. When I researched the Plasma Blade (I think that's what it was), it was stronger (i.e. more damage) than the Tier 3 katana.
Thanks for this mod. I love it.
zetsubou_gintama 14 May, 2016 @ 3:58am 
So I just wait the modder fix the weapon mod,right?
wcusnu 13 May, 2016 @ 6:53pm 
custom weapons now have to be defined as unlimited, Default(vanilla) weapons for the most part already are this way. Modders will have to make changes within the mod from my understanding. Armor is an issue as well where you have to define the type of armor a class can wear.
Johnny "Wild Dog" Buckley 13 May, 2016 @ 11:41am 
so this mod doesn't work with the new patch and dlc?
Musashi 13 May, 2016 @ 8:35am 
Its a bug caused by a new default value for weapons since the patch. Now you have to explicitly define unlimited uses in the weapon template.
zetsubou_gintama 13 May, 2016 @ 8:29am 
I have a problem. I can equip katana only just one soldier. It's said I have one katana in inventory instead of unlimited. Did you just nerf the mod?
Kanan 12 May, 2016 @ 5:33pm 
Any word on releasing a version with tiers? Atm its quite anti-climatic and when you upgrade your vanilla swords, any equipped katana gets upgraded to a normal sword.
VirgoCompany 3 May, 2016 @ 3:43am 
Lightsaber katana.
Musashi 1 May, 2016 @ 4:04pm 
Sometimes it helps reading the description of a mod. Its even in bold.
You get all tiers from start. You can't edit any ini files for progression unlock because the mod does not support it.
Farakill 1 May, 2016 @ 3:49pm 
At the moment by default, (whether it is supposed to be like this anyway) all these swords appear available regardless of teir. What ini file do I need to edit for progression unlocks, if that makes sense?
fishing1086 30 Apr, 2016 @ 4:19pm 
I cannot find the correct ini to edit sword stats for the life of me. Ive found my xcomgame.ini inside my config folder and I've found the weapondata.ini. What am I missing? Thanks guys.
GrimyBunyip 20 Apr, 2016 @ 8:07am 
hey man, could I bother you to add an INI file to your mod, to enhance compatibility with my mod?

Instructions Here
jonupd 19 Apr, 2016 @ 8:02am 
Sheath/saya would be very cool
Juravis 17 Apr, 2016 @ 10:51pm 
You really need to release a version of this that is a pure cosmetic swap with the ingame swords.
ConanBlackTiger 15 Apr, 2016 @ 10:16am 
me gusta mucho:steamhappy:
ObelixDk 15 Apr, 2016 @ 6:24am 
have you fixed it so you wont have all 3 tiers at the start?
YaQuIrO 14 Apr, 2016 @ 10:03pm 
ty!
Stramb 14 Apr, 2016 @ 7:39am 
@vblanco Great mod, i used it in a special battle, see this AAR for some screenshots : http://www.wargamer.fr/xcom-2-gang-warfare-les-bikers-attaquent/
Sohaim 8 Apr, 2016 @ 12:14pm 
thank you very much bro, i will try this tonight.
vblanco  [author] 8 Apr, 2016 @ 1:07am 
there is a line in the code the likes of "addEffect(stun,0.1)" or similar.
Sohaim 7 Apr, 2016 @ 7:41pm 
and how do i add the stunchance?
vblanco  [author] 7 Apr, 2016 @ 9:04am 
using the sdk, check the code of the default fusion blade. Copypaste it but change the archetype to your new mesh.
Sohaim 7 Apr, 2016 @ 8:42am 
vblanco, can you give me hints on how to add effects into these blades? ive been trying with no sucess to just edit the Fusion blade to also have a stun chance but so far nothing, i tried using the SDK but i have no ideia how to do that, i was thinking on making a new Blade following your guide but i dont know how to actually add the Fire and the stun chance, can you help on this? and btw this is for personal use xD
vblanco  [author] 6 Apr, 2016 @ 3:18pm 
they are slightly stronger than the normal swords, for the base level. For higher level, they do more damage, and more armor penetration, but no status effect like stun or burn. Maybe that mod has something that lowers damage on those special sectoids. What mod is it exactly?, i could try it myself.
Lestat13 6 Apr, 2016 @ 3:05pm 
You're right. They get the bonus damage on Sectoids, but these mods with alternately named Sectoids don't take the bonus damage from normal swords as well.
vblanco  [author] 6 Apr, 2016 @ 3:01pm 
The base katana oneshots sectoids at the beggining of the game, maybe your mod does things against that(medium difficulty)
Lestat13 6 Apr, 2016 @ 2:54pm 
I don't think the Katanas do their extra damage vs Sectoids. I have better advent, and sectoid commander installed.
Zennock 5 Apr, 2016 @ 7:43am 
Does it have a bio or any explanation?
Havelock Vetinari 1 Apr, 2016 @ 1:42pm 
Well, english isn't my first language. Which might be why even "added by default" and "adds swords to the savegame" sound like they could mean something else.

"Added by default" sounded to me, again, like it would follow the default sword progression, adding each new sword alongside each default ranked sword. "Adds to the savegame" can just mean you don't need to start a whole new campaign to get them, unlike other mods which do need a new campaign to take effect (I think the Diablo loot mod does so).

While on that note, the sentence "the sentence before the bold one actually answers it more clearly, but nevertheless 100% clearly" also sounds confusing to me, but I'm assuming, since you are the specialist here, that it is perfectly cromulent.

Also, as a non-sequitur, you could do with learning how to answer people without being a condescending douche. But I guess any excuse to act smug seems like a godsend when you are the sort of person who collects DBZ emoticons on steam.
Havelock Vetinari 1 Apr, 2016 @ 11:02am 
@Yamino

I read the "fucking description" of the mod. It says there is no need to investigate or buy the katanas in particular. I assumed it meant they would get added to the armory -alongside- the default tier two or three swords, instead of having a separate research -of their own-.