XCOM 2
Zomby's Semi-Automatic Sniperrifles
45 Comments
Sterben333 5 Apr, 2016 @ 1:25pm 
Using the SMG mod and the katana pack they both work as intended.
Riftwalker  [author] 4 Apr, 2016 @ 1:40am 
are you using any other weapon mods? like the SMG mod and what not? do they still work?
Sterben333 3 Apr, 2016 @ 9:23pm 
Well I'll poke around a bit on my end but if you find anything on yours give me a heads up yeah? Thanks!
Riftwalker  [author] 3 Apr, 2016 @ 9:16pm 
I actually just tested it, yeah it's strange, code looks correct, shouldn't be acting this way.
Sterben333 3 Apr, 2016 @ 8:54pm 
There is nothing in the guy's hand. Or more specifically the upgrade doesb't seem to be applied when the upgrade is purchased. Basically even after buying the upgrade there is no higher tier weapon.
Riftwalker  [author] 3 Apr, 2016 @ 8:35pm 
no, when you buy the upgrade, it puts something in your guys hands(and apply's he mods to that weapon). what is that. Is it a normal Mag sniper?
Sterben333 2 Apr, 2016 @ 4:33pm 
The problem is that they dont get any weapon. there is only conventional level SA Rifles. The higher tiers dont appear.
Riftwalker  [author] 2 Apr, 2016 @ 2:35pm 
soldiers that are equipped with SA Rifles recieve what weapon when you upgrade the weapon? is it a normal Sniper rifle? if so this might have actually been myfault. I'll check later today.
Sterben333 1 Apr, 2016 @ 6:18pm 
I'm not sure my self but when I first aquired the mod the gun were present if I entered a previous game. However in all subsequent games after I get the upgrade in the Workshop I cant find it in the weapon selection area for the soliders. basically Only the conventional weapons can be found not the mag or beam varients even after I purchase them in the workshop.
Riftwalker  [author] 1 Apr, 2016 @ 2:05am 
there's been reports that it doesn't work since the last update, but idk, I've alway gotten stray reports of them not working correctly until they do a new game. I don't currently play the game but can you explain exactly what happened, so that I can look into this needing to be fixed.
Sterben333 31 Mar, 2016 @ 9:59pm 
Cant find it in my inventory when I build it in the workshop. help?
Primal_DLove 19 Mar, 2016 @ 5:15pm 
if this works as i think it does and the weapon grants the perk for suppression then this would be a great primary for mobile gunslingers
Sterben333 29 Feb, 2016 @ 9:26pm 
Well liking the idea behind the mod. Any help as to what might be wrong anybody?
Sterben333 29 Feb, 2016 @ 9:24pm 
Liking this mod but there isn't anything in the steam workshop when i subscribe and the download completes.
123nick 22 Feb, 2016 @ 4:32pm 
oh, and the suppresion- becuase snipers dont really have suppresion in there perk tree, how will they get it? an idea- how about suppressing requires a certain perk too be had before possible- say, deadshot, or similiar.
123nick 22 Feb, 2016 @ 4:24pm 
is the negated range penalty really needed? like, sureley the standard, more high-powered sniper rifle would have better range- right? cause its not semi auto, or something? maybe slightly less damage? or actually, just remove the range penalties and do nothing else? idk.
Riftwalker  [author] 17 Feb, 2016 @ 4:05pm 
@the Scout shhhhh
Fantasy System 17 Feb, 2016 @ 1:34pm 
But the sniper rifles are allready semi-auto
Riftwalker  [author] 15 Feb, 2016 @ 12:09pm 
nope, he just kinda twitches. :P
Hazard 15 Feb, 2016 @ 9:14am 
Hey, Zomby, this uses the default assault rifle animations, right? Did you get Suppression to work without any problems? There's some weirdness if you try to use the default Suppression with assault rifles, the animation bugs out and the ability doesn't seem to be working as a result.
Chef 12 Feb, 2016 @ 12:34am 
I believe the suppression can actually kill the guy, as well. Was watching someone streaming and they laid down a suppression on a MEC, and it just.. died from the suppression somehow. A good use for a semi-auto sniper cover fire.
Riftwalker  [author] 11 Feb, 2016 @ 9:11pm 
yeah you have a 30% chance to hit? you still get to apply full -50 to-hit on that guy if you suppress him.
Chef 11 Feb, 2016 @ 6:53pm 
I haven't found the need to use suppression with the chirp longrifle. That extra damage is quite beastly when you slap a nice +% mod on it. Maybe I'm just unusually lucky with my sniper, lol. But that's awesome! I will enjoy having the ability to suppress at squadsight range if I ever have to. Keep up the good work. :)
Riftwalker  [author] 11 Feb, 2016 @ 2:49pm 
that's great. unfortunately they might disappear again, i'm close to making an update, thankfully not messing with any models so the chances are low. XD

but I also changing their abilities so I don't know what will happen. Making suppression apply on squadsight and changing localization files. Also making it so they actually research from the sniper techs and not the rifle techs. XD didn't notice this til i was playing myself.
kykama 11 Feb, 2016 @ 12:59pm 
So I just started a new game and the Semi Auto Snipers are showing and working for me now!
Chef 9 Feb, 2016 @ 2:03pm 
Leader Pack
SMG Pack
Trooper Class Mod
Rogue Class Mod
Semi-Auto Rifle mod
CapnBub's accessories
Beacon's Custom Bandanas
Military Patterns

Also, I'm glad I'm not the only one having the issue, lol.
Riftwalker  [author] 9 Feb, 2016 @ 1:27pm 
I mostly just want to see if both you hve any of the same mods.
kykama 9 Feb, 2016 @ 1:25pm 
Riftwalker  [author] 9 Feb, 2016 @ 1:17pm 
Hmm, Can i get a list of mods you are both using?
kykama 9 Feb, 2016 @ 1:15pm 
Unfortunately I have the same problem as Butler Boots, I can see the longrifle fine but I can't see the Semi-Auto Sniper.

Just to clarify, I have not tried this on a new game yet.
Riftwalker  [author] 8 Feb, 2016 @ 10:05pm 
okay that's really weird. It has to be there. hiding or something. or else the upgrade would have failed, trust me i've done it before whiel debugging my other mod.

it's the reason all your upgrades/attachments transfer over.
Chef 8 Feb, 2016 @ 9:53pm 
The chirp longrifle worked perfectly fine for me, but I still don't see the semi-automatic sniper lol.
Riftwalker  [author] 8 Feb, 2016 @ 9:47pm 
yeah, don't buy the upgrade, it wil;l just waste resources. this is a warning. it needs a weapon to upgrade and if its not there it wont get upgraded.
Chef 8 Feb, 2016 @ 9:15pm 
So apparently when I unlocked mag weapons, your higher tier rifles showed up. But the lower tiers are still nowhere to be found.
Riftwalker  [author] 8 Feb, 2016 @ 4:05pm 
okay so i noticed that even though in debug mode, the normal supression didn't give me animations errors i'm getting them in-game so I guess I'll add the squadsight version soon.
Riftwalker  [author] 8 Feb, 2016 @ 3:53pm 
try un-subscribing deleting the mod and re-sibscribing, it might just be corrupted. i've been getting a few people who've been submitting errors that aren't the same across the board and I have to wonder what exactly causes this.

note: yeah your current playthrough is done for the mod, it won't reupdate. :/
Chef 8 Feb, 2016 @ 3:45pm 
I downloaded it yesterday evening, so maybe I downloaded it mid-update or something? Ah well, I'll either be using it in my next playthrough or when/if the update code has been fixed. :P
Riftwalker  [author] 8 Feb, 2016 @ 3:40pm 
weird, because i just started a new campaign and am using them. :P
Chef 8 Feb, 2016 @ 3:31pm 
Actually I started my campaign with the mod already enabled, but the sniper rifle still did not show up.
Riftwalker  [author] 8 Feb, 2016 @ 1:29pm 
I wasn't being that serious. :P

I might change it if enough people make it a conscern, it's a simply change to the localization files which hopefully won't make anyones ongoign campaign break, but since it might I hesistant until I actually make an update to the mod.
Gunfreak 8 Feb, 2016 @ 1:12pm 
Except for rookie and squaddie, they follow regular army/marine convention. Ok so most sergeants don't become liutenants.

But other then that it goes liutenant -captain -major-colonel.

Sure 2nd liutenant and liutenant colonel is missing.
Riftwalker  [author] 8 Feb, 2016 @ 12:47pm 
I don't know why but the campaign update code doesn't work sometimes. It worked for me I tested it and it worked on my dummy test campaign. So, while it failed to add the guns to your on going campaign it will add them to a new one.

also, just so we're clear, they are sniper rifles.

@Gunfreak, don't judge XCom's naming conventions. Like have you looked at their ranks?

who makes the greatest warlock a magus?
Chef 8 Feb, 2016 @ 4:25am 
The rifle isn't showing up in my soldier's loadout. I am 100% certain that I made the mod active, as it shows that the mod has been selected in the Launcher. Am I missing something?
Gunfreak 8 Feb, 2016 @ 12:39am 
Designeated Marksman Rilfe(DMR) is standard name for Semi auto sharpshooter rifles in the military.
Seven 8 Feb, 2016 @ 12:34am 
I would suggest changing the name of the weapon to something akin to Marksman's Rifle. In my opinion it would look cleaner, and in my mindset it makes more sense. Other than that, this mod is fantastic.