XCOM 2
HK416 and HK417 Variants
121 Comments
granapriego 4 Dec, 2018 @ 6:35am 
why do my tier 3 rifles do 0 damage?
BlackfirePhoenix 1 Feb, 2018 @ 12:12pm 
is there a possible way to change the number of upgrade slots that we can have on these weapons?
i couldnt find anything on that on the .ini files
Yard1  [author] 3 Sep, 2017 @ 7:04am 
I am not working on my XCOM 2 mods anymore, nor do I have WoTC (I don't have money to buy it), so I cannot update the mod anyway. Your best bet is waiting for some compilation/other author to fix my mods.
Shiroho 1 Sep, 2017 @ 12:10pm 
Is it compatible with WOTC ? : D
Love your mod btw, HK416 is one of my fav weapon in video games
75338 27 Nov, 2016 @ 10:59am 
@Callen if you go into your soldier's Loadout screen it should give you the appropriate option, for either a Sharpshooter or Grenadier, but each class will only have to option of one of the modded weapons this mod offers.
Callen 13 May, 2016 @ 2:59am 
Im fairly new to Xcom2. I downloaded this and it gave me one of both guns, how do I make more? I dont have an option for it anywhere.
Boster 18 Apr, 2016 @ 9:21am 
:ss13ok::ZAT_Correct:
K. Constantine 2 Apr, 2016 @ 12:01pm 
Any chance on making a tutorial how to import and set up stuff like this?

There's some stuff I want to import, but I can't figure it out.
Gryff 2 Apr, 2016 @ 6:01am 
So where can I find the ini to modify this weapon?
I really dont see the reason wjhy you dont simply explain that in the description...
Yard1  [author] 30 Mar, 2016 @ 12:02pm 
Yeah, but you can change the stats at anytime to match the higher tiers.
Boge 29 Mar, 2016 @ 4:57pm 
These are only for the balistics weapons, yeah?
Yard1  [author] 29 Mar, 2016 @ 12:06pm 
It's an IAR, working as an LMG. I also made a regular 416 that's classified as a rifle.
K. Constantine 29 Mar, 2016 @ 11:35am 
Any reason why the 416 is limited to Grenadiers?
ozumocowboy 27 Mar, 2016 @ 11:26pm 
is there a way to assign these weapons to another class?
ozumocowboy 22 Mar, 2016 @ 4:19am 
Thank you for the update! This is fair and away my favorite weapon mod.
DrunKraken 21 Mar, 2016 @ 6:21pm 
@Yard1PL: Hey found a duplicate in your template. In your HK417DMR Weapon template, you have "Template.Abilities.AddItem('HotLoadAmmo');" twice.
Doc_Calm 19 Mar, 2016 @ 12:42pm 
A bug in ModBuddy added 85MB in ModShaderCache.upk, in addition to the new visual content you added. That causes huge mod sizes that lower game performance. The Solution is here:
https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/
Please fix your mods, I want to use them, and everyone already using them will notice better game performance.
Procyon 19 Mar, 2016 @ 11:29am 
The "base" HK416 mod you did is needed for this? Is a different model? Or makes that mod redundant?
Mojo Amok 16 Mar, 2016 @ 5:21pm 
Yeah, I'm having the pure black texture on the main body of the gun issue as well. Altering colors and textures affects the little bit of coloring on the stock, which looks normal.
ozumocowboy 15 Mar, 2016 @ 12:52am 
Funny enough, gameplay wise the mod is working perfectly. The only thing wrong (attachments are working just fine) is the main texture on the gun is jet black. the addons to the gun are showing correctly, so much so, I can still see the color and pattern on them.
Void 14 Mar, 2016 @ 11:09pm 
LW's SMG pack has a message:
"Fixes issue caused by directly upgrading from conventional to beam SMGs causing you to lose weapon addons"
I wonder if it is something that you could use.
ozumocowboy 14 Mar, 2016 @ 3:01pm 
@negativz, I played around with it, took your suggestion and unsubbed (including deleteing the ini) to no avail. So far this is the only mod to have it's texture black out like this one.
∆ Negativz ∆ 14 Mar, 2016 @ 2:14pm 
@Citizen I've had this issue with other mods as well. Clicking the refresh button and re-enabling the mods in the Mod Manager window tend to fix it.
ozumocowboy 12 Mar, 2016 @ 2:41am 
As of the latest update the 417 texture is pure black. I cannot use any colors or patterns, it is just pitch black. I am not sure if it is just me or some mod conflict, please advise.
Sturm Krahe 9 Mar, 2016 @ 7:27pm 
Have you considered using a 'tier' system to add multiple levels to these weapons? IE more powerful versions equivalent to magnetic and plasma guns? I would just love to use these guns through the whole game as they add great diversity but it would be a pain to have to manually edit all the ini files for each development tier.
Yard1  [author] 8 Mar, 2016 @ 12:33am 
Use the development console to add them back, sadly I can't fix it.
David Steel 7 Mar, 2016 @ 12:56pm 
So, I attached weapon mods to these guns. When I got Mag weapons, the attachments stayed on these guns and they didn't transfer to the new mag weapons automatically. Pretty serious drawback. Lost my weapon mods.
Shmitz 5 Mar, 2016 @ 10:48pm 
@Yard1PL if you remove it, not only will there be no textures, the game will most likely just crash at some point. That's why the link says to rebuild the mod to fix the *size* of the file, it's bloating due to a bug with the SDK. I realize that I'm pretty much asking you to workaround the issue that the devs should be fixing, but so far there's no patch in sight, sadly.
kairoradeus 5 Mar, 2016 @ 6:30pm 
the only issue I have with your serie of mods, btw fantastic work, is that when I switch to railguns I loose all of the upgrades I made on the guns. Since they arent considered ballistics, they dont upgrade and im not always lucky to be able to get the continental bonus of removing upgrades and keeping them. Any idea how to solve that issue?
Yard1  [author] 5 Mar, 2016 @ 4:03pm 
You do realize that if I were to remove that file no textures would load on models? That only works for non model mods.
Shmitz 1 Mar, 2016 @ 3:29pm 
Hello. Your mod seems to be affected by the bug that is described on the following page on Reddit: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/d0j0ueo

That would be ModShaderCache file bloating.
Yard1  [author] 25 Feb, 2016 @ 7:14am 
Strange, I did set the animation. I'll double check wen I have time, the MG36 seems to have the same issue.
Private 25 Feb, 2016 @ 7:11am 
So great mod. but 416 IAR doesn't work with suppresion fire. Firing animation of it doesnt seems to be work.
Yard1  [author] 25 Feb, 2016 @ 4:44am 
I made a copy of the assault rifle anim and edited the anim set to use different projectile and shoot only one.
Echo 25 Feb, 2016 @ 4:13am 
I really liked how the sniper rifle uses rifle animations but fires the sniper round. How do you set that up?
Kinsmarck 25 Feb, 2016 @ 1:10am 
Awesome. It's little things like animations that can make or break how much I like a mod, and you just keep on delivering, mate!
Yard1  [author] 24 Feb, 2016 @ 9:44pm 
I've made a desert eagle already. The 417 is semi auto.
Kinsmarck 24 Feb, 2016 @ 7:40pm 
One question prior to downloading: Is the 417 bolt-action, ala the default rifle, or is it semi-auto?
Shiroho 24 Feb, 2016 @ 4:07pm 
Yard1PL you are so awesome, bug thanks for you. Im a CS player and i love everything you made so far. This is crazy keep up the good work ! Could you do a dersert eagle? (there is one mod already but in pretty bad shape) and may be P90? because their stock PM is not really good looking. Big thanks again !
Dr. Filch 23 Feb, 2016 @ 4:48pm 
I thought it said HK-47 :(
Really nice mod though, wont use it myself, but you've earnt a rate at least ^^
Ryusho Yosei 23 Feb, 2016 @ 3:29pm 
I was looking over these, and I think considering it's possible to research t hese, pistols rifles, and the like, I would try to make a config set that would basically slightly re-balance them to have related bonuses/disadvantages compared to the vanilla ones...
Flashpoint 23 Feb, 2016 @ 1:21pm 
It worked for me, I just did action cost 1 and issniper to no
NickSheperd 23 Feb, 2016 @ 12:24am 
Has anyone been able to make the HK417 take only one action to shoot? The instructions in the mod file don't seem to work for me.
Kanan 22 Feb, 2016 @ 8:30pm 
Have you any plans of adding all your weapons into a single mod? Mainly because of how many quality mods are out there, in order to make it easier not having to click on so many :p
NickSheperd 22 Feb, 2016 @ 4:20am 
I think the HK416 machine gun version glitched out a bit, it shows the DMR style mag for some reason, instead of the default extended mag that you had it set to before.
ptr 21 Feb, 2016 @ 12:05pm 
Cool!!
jpsweeney 21 Feb, 2016 @ 11:04am 
well just a suggestion for you or whoever, if i want to use these new weapons anyways id be fine with them replacing the original base weapons, i imagine alot of people would be ok with it if attachments followed
Yard1  [author] 21 Feb, 2016 @ 11:02am 
Yeah, it would work, but I would have to make a new mod, which I won't do.
jpsweeney 21 Feb, 2016 @ 11:01am 
would replacing the stock weapons, rather than adding another set of weapons fix it?? for example changing the appearance of the original base weapons to these or completely replacing them