XCOM 2
Better Superior Attachments [Old, Unsupported]
38 Comments
☥¤§ÑîGHTMÃRɧ¤☥ 27 Apr @ 12:34am 
i wouldn't delete your mods some modders could ask you perm and release a wotc version of this still.
biddar 8 May, 2018 @ 4:26pm 
I am playing war of the chosen, but I don't have that skirmisher bonus. I was just looking through DefaultGameCore.ini, and I think I found where the data for weapon upgrades is, and what my issue was: under [XComGame.X2Item_DefaultUpgrades], it lists the aim bonuses given by each level of scope, and then it has a line that says AIM_UPGRADE_NOCOVER_BONUS=5, which apparently means that scopes give an additional +5 on top of their original bonus when shooting an enemy not in cover. I didn't know that bonus even existed, so I was confused. Thanks for checking in with me though!
Richard  [author] 8 May, 2018 @ 4:19pm 
@biddar are yu playing war of the chosen? Do you have the skirmisher card/bonus for buffed weapon attachments?
biddar 8 May, 2018 @ 3:51pm 
Hi, would you be able to tell me how you modified the vanilla values for weapon attachments? I have a strange issue in my game where each scope gives 5+ more aim than it should - e.g. advanced scope gives +15 aim instead of just +10 aim. If I can modify some ini files or something to fix this, that would help me a lot. Thanks.
Richard  [author] 10 Sep, 2017 @ 9:41am 
@Florus2901 no there is no new version but in WotC there is a skirmisher resistance card that gives you better weapon effects (insider knowledge)
florus2901 9 Sep, 2017 @ 10:55pm 
Richard, Did you make a new version of this mod? I used this mod a lot, but i stopped playing (time issues, other games to play (heretics) ) and i used this mod a lot. I did come back for the expention.
Richard  [author] 17 Jul, 2017 @ 6:08am 
It's alright, It actually makes more sense to leave them up as it won't break anyones game. Just because I don't use them doesn't mean someone else won't.
Zer0 16 Jul, 2017 @ 11:08am 
Please dont delete any of your mods, I still use some of them quite alot. Espically this and the class mods (Rifleman mostly)
Tayron 15 Jul, 2017 @ 2:47pm 
i use it if that matters
Boisegangpc 14 Jul, 2017 @ 5:58pm 
I've been messing around with some ideas in my head, and I might go for something more similar to Spectrum's "Classless System"- each class has the same general perk progression but they have a unique first rank perk that replaces the one they start with(A Trooper starts with Suppression, and where that is on other soldiers' perk trees, it has the ability to make Suppression Disorient its target), with the class-independant skills(such as a Trooper's "Bandolier" perk that gives them an ammo slot) are gained through the GTS. It's designed to fit into a semi-modular overhaul that I'm going to be working on. I may still keep the original ideas of the Pointman, Assassin, etc. for something like LW2 or LWPP stuff, though.
Richard  [author] 14 Jul, 2017 @ 4:45am 
You can do hidden and friends only but I'll just leave it as is. Did you ever start your classes?
Boisegangpc 13 Jul, 2017 @ 10:12pm 
Could just put it to private or unlisted or whatever- that way it doesn't appear in the workshop but doesn't break anyone's save.
Richard  [author] 13 Jul, 2017 @ 6:18am 
Is anyone still using this? I am considering deleting it
Richard  [author] 26 Dec, 2016 @ 11:00am 
Yeah.
Boisegangpc 26 Dec, 2016 @ 10:17am 
Does this work with Grimy's Loot mod?
HeadHunter996 9 Oct, 2016 @ 6:17pm 
So the mod simply makes it where the improvement per ter is x2 rather than +5%/+1 (bonus thing here)
KingRodanPagan 3 Oct, 2016 @ 2:47pm 
we need these guns in this game ---> http://starshiptroopers.wikia.com/wiki/E-pulse_44_Rifle the e pulse 88 is also on the page
Mystic501 29 Sep, 2016 @ 2:14pm 
i liek the mod but i have 1 question, is it possible for the free reloads upgrade to put a 'timer' on it? by this i mean after a free reload you have to do a regular reload before you can do anothr free reload, this would simulate having to get the next pair of mags out of a pounch on the soldier.
dmc32 17 Sep, 2016 @ 11:35am 
@Richard,
Can you upload this to nexus mods, excellent mod btw.
Jack The Ripper 11 Apr, 2016 @ 9:37am 
Ребят, подскажите мод на большое количество слотов для обвесов, пожалуйста
Richard  [author] 22 Feb, 2016 @ 10:23am 
I assume it will auto update if you are loading a save file before this mod was applied. Thats what it does for classes if you move the skills around it tends to update the new skill branch at the end of a mission so i expect this to be similar. Make a save backup if you feel nervous.
Sigment 22 Feb, 2016 @ 2:59am 
Lemme rephrase. Will this affect mods that were already attached to a gun before using this, or would I need to attach a new mod to the gun for it to take effect?
Richard  [author] 22 Feb, 2016 @ 1:19am 
It only effects the vanilla mods so anything that doesn't mess with them will likely be fine.
Sigment 20 Feb, 2016 @ 2:24am 
Would this mod work retroactively on mods currently in use with weapons, or would it only affect mods yet to be used/obtained?
ferret 18 Feb, 2016 @ 7:39am 
The new mods sound interesting, but what happens if the soldier already has the ability through class or as a bonus? Would it conflict?
NoFoxTuGiv 15 Feb, 2016 @ 10:35am 
@Richard

Oh yes it is. And I'm calling them "Prototype" but essentially, yes. They will be the same stats as the Superior, but have additional perks added. Like giving squadsight to scopes, or Steady Hands to Stocks.
Richard  [author] 13 Feb, 2016 @ 3:16am 
@PrometheusDarko There's a hell of a lot of loot table setup, I don't envy you :P are tier 4 legendary mods? xD
NoFoxTuGiv 12 Feb, 2016 @ 1:54pm 
@Richard

Oh without a doubt... Dunno about the Flamethrower, but I'll definitely give it a look... Currently working on my "Prototype" tier for mods, (Tier 4). But afterwards, I'll start with a Silencer and work my way from there... Getting things slung under the barrel (which doesn't have an in-built location as of yet) will be tricky but fun to figure out.
Richard  [author] 12 Feb, 2016 @ 1:38pm 
@PrometheusDarko Underbarrel Shotgun and flamethrower too ;)
NoFoxTuGiv 12 Feb, 2016 @ 12:28pm 
@fred_g742

I am actually working on this in my own mod. Silencers, Bayonets, etc... Underbarrel Grenade Launcer sounds good as well actually...
Richard  [author] 10 Feb, 2016 @ 1:52pm 
From what i've seen so far it looks possible. The muton bayonet would be a fun attachement :P
fred_g742 10 Feb, 2016 @ 1:49pm 
Does anyone know if someone is working on adding other weapon mods? Like an underbarrel grenade launcher, bayonet, flamethrower, double-barreled additions (dmg x2 with spread), etc...
Richard  [author] 10 Feb, 2016 @ 10:38am 
Thats a good point Ill get ot chaning it :) You can actually set autoloader to infinite realoads weirdly enough xD 1/2/3 (Autoloader) vs 1/2/4 (Clip)?
Golgotha 10 Feb, 2016 @ 10:19am 
Not bad, but you made it even less useful to equip an extended mag over the autoloader for every single soldier except maybe those with Kill Zone.

Reasoning:
AR with no mods means: shoot 4 times before AP has to be spent.
AR with Ext. Mag [N,A,S] means: shoot 5, 6, 8 times before AP has to be spent.
AR with Auto Loader [N, A, S] means: shoot 12, 16, 24 times before AP has to be spent.

In Vanilla the Tier 1 AL is as good as the Tier 3 Ext. Mag in terms of sustaining your dps.

You tripled the overall effectiveness of Autoloaders.
Richard  [author] 10 Feb, 2016 @ 7:52am 
@Senatorka Just XComGameCore.ini
;A configuration File
[XComGame.X2Item_DefaultUpgrades]
+CRIT_UPGRADE_BSC=5 ; crit chance modifier
+CRIT_UPGRADE_ADV=10
+CRIT_UPGRADE_SUP=20

+AIM_UPGRADE_BSC=5 ; hit chance modifier
+AIM_UPGRADE_ADV=10
+AIM_UPGRADE_SUP=20

+AIM_UPGRADE_NOCOVER_BSC=10 ; hit chance modifier against enemies with no cover
+AIM_UPGRADE_NOCOVER_ADV=15
+AIM_UPGRADE_NOCOVER_SUP=25

+CLIP_SIZE_BSC=1 ; extra ammo
+CLIP_SIZE_ADV=2
+CLIP_SIZE_SUP=4

+FREE_FIRE_BSC=5 ; chance out of 100 that the action will be free
+FREE_FIRE_ADV=10
+FREE_FIRE_SUP=20

+FREE_RELOADS_BSC=2 ; setting to 0 or less will mean no limit
+FREE_RELOADS_ADV=4
+FREE_RELOADS_SUP=6

+MISS_DAMAGE_BSC=(Damage=1, Tag="Miss") ; amount of damage caused on missed shots
+MISS_DAMAGE_ADV=(Damage=2, Tag="Miss")
+MISS_DAMAGE_SUP=(Damage=4, Tag="Miss")

+FREE_KILL_BSC=5 ; chance out of 100 that a damaging shot will become an automatic kill
+FREE_KILL_ADV=10
+FREE_KILL_SUP=20
PayPaylot 10 Feb, 2016 @ 7:45am 
Nice. Can I ask you which .ini have you moddified? DefaultGameData_WeaponData?
Richard  [author] 10 Feb, 2016 @ 7:15am 
haha
Executioner 10 Feb, 2016 @ 7:11am 
First!