XCOM 2
G36 Rifle Pack
134 Comments
Joe 24 Feb, 2024 @ 8:43am 
Where do I find them?
bonner.johnt 6 Feb, 2021 @ 11:27am 
@Deathtone did you ever get this to work with WOTC?
Deathtone 24 May, 2020 @ 5:28pm 
@Shacks: The Alternative Mod launcher is very easy to use and find the ini. files to edit any mod.
Deathtone 10 May, 2020 @ 9:19am 
Will this work with WOTC and LWOTC?
Shacks 17 Feb, 2018 @ 12:35pm 
Can you give a better description to find this in steamapps. I searched for XComCV_G36RiflePack and found nothing.
oXTMoneyXo 8 Sep, 2017 @ 10:54pm 
i am curious, how to find it in higher tiers? I am in the magnetic phase, but they still only do 3-5. I'm enjoying these for my gunner troops. Thanks.
Starfoth The Burgundy Silk Rug 26 Jun, 2017 @ 12:12am 
What tier are they?
Grimmig 4 May, 2016 @ 10:50am 
i cant find the XComCV_G36RiflePack.ini file
Khalid Bakar 23 Apr, 2016 @ 12:58pm 
Oh darn it ... it suddenly occurred to me that the guns might just be sitting there prettily in the Armory while I hunted for it in Engineering & PG.

Yep, it's there after all. Just had to change weapon on each individual soldier.

Thanks anyway, Yard.
Khalid Bakar 23 Apr, 2016 @ 12:50pm 
Aha ... there you are.

A pity you ain't working on it anymore.

Can you at least tell me where the guns should appear ... Engineering or Proving Ground?

Yard1  [author] 23 Apr, 2016 @ 8:20am 
Nah, I am not really working on xcom anymore. Dunno how you can make the attachments carry over though :(
Khalid Bakar 22 Apr, 2016 @ 11:45pm 
Are you still working on this mod, Yard?

Trying to figure out where the guns appear, in Engineering > Build Item or Research > Proving Ground?

And it still won't carry over attachment after we upgrade weapon to next tier?

(Not that I care, I'll just jack up the stats to match Plasma & continue using it anyway)

Thanks for putting in the efforts on these gun mods, dude!


Sinnerydm 17 Apr, 2016 @ 11:34pm 
can you make this weapon for t2 and t3 weapon stat (by progress). It's nice weapon pack, and i want to keep it for all missions in game.
Nibelung 3 Apr, 2016 @ 1:41pm 
Awesome mod, works great!
Doc_Calm 19 Mar, 2016 @ 12:18pm 
Red Sargent is totally correct. That's what has been keeping me from using this and virtually all other new gun mods. The Solution can be found here https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/
redsargeant 17 Mar, 2016 @ 8:20am 
COMPILED FILE REPORT
I believe after checking this mods folder, that you still have an 85mb modshadercache.upk file within this mod. Whenever you get the chance to recompile it you can look at CarlosMagno's post of the details. Thanks
Summers time 14 Mar, 2016 @ 3:52pm 
Hey do you reckon we could get other weapons serieses like the british army SA80 and variants?
Ryjongle 10 Mar, 2016 @ 2:54pm 
I absolutely love all your mods, however a couple issues prevent me from wanting to use them.

1. when you upgrade to magnetic weapons, you can't keep the attachments you put on these weapons

2. theres no magnetic or higher versions so they become obsolete faster than I'd like (I use mods that allow conventional weapons with magnetic and higher stats)
Yard1  [author] 8 Mar, 2016 @ 3:58am 
Sadly, I don't think I would have the skills necessary to do that :(
Boster 8 Mar, 2016 @ 3:24am 
Any chances to re-create G36K EXALT Laser Rifle from EU? ;p
xThrottle Geek 6 Mar, 2016 @ 6:42pm 
As several others have stated below, modifying XComCV_G36RiflePack.ini to impart a mobility bonus doesnt have any effect. Thanks for the mod!
COMMANDO ELITE 4 Mar, 2016 @ 11:33am 
i got it
COMMANDO ELITE 4 Mar, 2016 @ 11:32am 
nice man where is that file?
Yard1  [author] 4 Mar, 2016 @ 12:24am 
You can change the stats yourself in the configuration file at any point of your campaign.
COMMANDO ELITE 3 Mar, 2016 @ 3:32pm 
whats the point of cool skins if the stats dont go up when upgraded
Shmitz 1 Mar, 2016 @ 3:30pm 
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.
Dewrill 29 Feb, 2016 @ 2:22pm 
@Falorix the accuracy problem of the G36 only appears if you use it on fullauto for too long. its a precision rifle with a afterwrds implementet fullauto function. as long as it is used in single or burst theres no problem at all.
n0guns 28 Feb, 2016 @ 8:28pm 
----WARNING TO ANYONE THAT WANTS TO GET THIS MOD----
------------------------------------------------------------------------------------------------

Your weapons will not upgrade with your weapon tech upgrades it will just stay at the conventonal weaponry tech stage
루시퍼 28 Feb, 2016 @ 11:49am 
can you fix the mobility bonus not working well?
i changed ini files details but only mobility isnt working
BHunterSEAL 28 Feb, 2016 @ 12:41am 
Additionally, I ran into the same issue as Koelschjunge re: entering a mobility bonus into the ini with no gameplay effect.
BHunterSEAL 27 Feb, 2016 @ 11:56pm 
I'm trying to have the G36k stand in for the conventional SMG, but I'm not sure how to configure the weapon range tables given in the SMGpack ini. The table is given as MIDSHORT_CONVENTIONAL_RANGE[r] given r [0,25], anyone have thoughts on how I could input this into the G36 ini?
Raven 27 Feb, 2016 @ 8:39am 
what can i do to increase the mobilitybonus? theres a stat for it (default = 0 ) but increasing it doesnt change anything.
Lief-Kynes 26 Feb, 2016 @ 11:49am 
@Falorix Go into the config ini and set it so that the G36 gives you a -3 or -5 or -10 aim or whatever you feel accurately represents the flaws :p
Ja(c)kal 26 Feb, 2016 @ 12:02am 
Nice mods! Would you consider adding some grenade launchers, the vanilla looks like it's taken from LEGO franchise?
Falorix 25 Feb, 2016 @ 11:52pm 
G36? Isn't that the rifle with a problem in accuracy? How do you implement this issue ingame?:steammocking:
TVictorian 25 Feb, 2016 @ 5:48pm 
What's the directory path I go to for the .ini to edit this?
ferret 25 Feb, 2016 @ 1:39am 
Very nice bit of work with one of my favourite looking guns
Blazin' Fists 24 Feb, 2016 @ 1:14pm 
Any possibility of a G36C and a sharpshooter variant with the G36's built-in scope?
Mokona 24 Feb, 2016 @ 12:09am 
M16 next please. Really like the look of that gun
Yard1  [author] 23 Feb, 2016 @ 8:42am 
About the lost attachments, I don't really have a fix sadly. The workaround is to add them yourself when you go up a tier with console commands (Google xcom2 console additem).
Trampod 23 Feb, 2016 @ 8:15am 
Also, last time I played your weapons had duplication in my list of possible weapons
Trampod 23 Feb, 2016 @ 8:13am 
would it be possible to make one mod, that contains them all?
so I don't need to have too long mod list
Tactive 23 Feb, 2016 @ 8:10am 
I LOVE the looks of your mods, yard... I have them all. But I don't know how to modify the ini's to give me the attachments that I lost. Any quick suggestions on how, a link to a tutorial, or can someone show me the way?
shaun 22 Feb, 2016 @ 3:07pm 
Hey, I love the mod and I use loads of your guns and modify the stats myself. However, when I tried to add a mobility bonus to the G36k, it didn't work. Wondering if anyone knows why?
Yard1  [author] 22 Feb, 2016 @ 1:07am 
No, I don't think so. I'll check the files when I get back home, I might have forgotten to set the suppression animation.
Flashpoint 21 Feb, 2016 @ 11:45pm 
Hello! I love your guns Yard, however when im using the machine gun variant of the G36, I think suppression is bugged, when I try to suppress someone, he just stands there pointing at him, nothing comes out of the gun haha, normal firing works fine though.

I did edit the files of the G36 guns to have the same stats as the magnetic cannon, could it be because of that ?
Revenant 21 Feb, 2016 @ 5:12pm 
Thanks- guess I'll skip using the mod till you fix the bug. :)
Yard1  [author] 21 Feb, 2016 @ 12:18pm 
It is a bug, but I don't know how to fix it yet. Just letting you know there is a workaround.