XCOM 2
L115 Sniper Rifle
128 Comments
Shiroho 5 Sep, 2017 @ 7:13am 
to Yard1PL : Daaaamn sucks im not rich coz i would definitly have offer you this extension, i really mean that ! but i m really not rich... I hope there ll be some nice & rich soul around here soon to make this happen xD coz you really deserve it. Anyway, i can assure you this extension is sooo huge that im not even half my way to the end of game, and my map is like a christmas tree, so much to do, so much content and improvments, this is happiness ! it seems they really didn't fuck this up. BTW I was kinda pissed when i first finished X-com2 vanilla, it felt empty and limited compared to X-com 1 + its extensions. But now with that... srsly this is a new game, completly worth it.
Totally Not An Illuminate Spy 4 Sep, 2017 @ 6:35pm 
Ah, I came here to inquire about the mod's status but it seems the Dev already stated.

All's fair OP.
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.
Rustle 2 Sep, 2017 @ 5:42am 
Can confirm that crashes the game on launch when activation with WotC
Shiroho 2 Sep, 2017 @ 3:46am 
Please do it for Wotc, i miss so much this mod T .T
shadowsoyaca 30 Aug, 2017 @ 2:08pm 
Compatible with WotC?
Generic 31 Jul, 2017 @ 6:01am 
It works fine with LW2, though you will want to go into the .ini and give it 3 upgrade slots, to bring it in line with the rest of the LW2 weapons.
reinhartalvaro 8 Jul, 2017 @ 8:51am 
Is this LW 2 Compatible?
Mr.Pink 24 Feb, 2017 @ 2:06pm 
Is this LW2 usable?
Farandil 5 Feb, 2017 @ 11:56am 
Niezłe :)
Rustle 23 Jan, 2017 @ 3:51am 
Hey, the mod is great. But, maybe you know, can I apply the "action cost" and "is sniper" to default weapons?
Militus Immortalis 21 Nov, 2016 @ 7:14am 
@Krakah Is this still nessesary? Does the bug happen even if Damage Roulette is turned off?
SlipStream 25 Aug, 2016 @ 11:16am 
CYKA!!! ASIIMOV SKIN PLZ!
Soyeux 25 Aug, 2016 @ 4:21am 
Need Asiimov texture :P
Solist 2 Jul, 2016 @ 10:58am 
Rush B cyka
DrunKraken 3 Jun, 2016 @ 12:58am 
Welp one evening down the hole, but I found the solution to the LW toolbox "Damage Roulette" bug we're all having.

Add the following line to the end of all your weapon templates.

defaultproperties
{
bShouldCreateDifficultyVariants = true
}

Ironically you have it in your Advanced Assault Rifle mod, so just propogate it to the rest of your mods.
stefan_nieberding 30 Apr, 2016 @ 8:33am 
this one doen´t feature customs sounds ordoes it? at least it doesn´t in the cv weapons pack. would it be possible to do that? i mean, nigel thornberry got it in is halo weapons mod.
Bullett00th 12 Apr, 2016 @ 5:43am 
Is there a way to replace the vanilla model with this one? And maybe same for other weapons
DoorKicker 9 Apr, 2016 @ 10:26pm 
@Yard1PL I'll look for the mod. Love the skins, thanks for making the effort!
Charlie 8 Apr, 2016 @ 8:09am 
@DoorKicker There's actually an in-game Continent Bonus that lets you re-use both weapon mods and PCS chips. I've had it on both runs I've gone into, but I don't know if it's actually possible not to get it anywhere, since those things are rolled.
Yard1  [author] 8 Apr, 2016 @ 3:55am 
@DoorKicker there is a mod that allows you to transfer upgrades from one weapon to another, I can't remember how it's called though.
DoorKicker 7 Apr, 2016 @ 7:44pm 
Did you find a way to have weapon mods carry over? I greatly prefer the weapon skins mod makers have created but the loss of any mods on tech upgrades cripples your game on L/I.
nephilimnexus 25 Mar, 2016 @ 3:38pm 
Nice to see a sniper rifle that looks like a sniper rifle and not an anti-material rifle.
Spartan448 22 Mar, 2016 @ 8:04pm 
Ahh the venerable AWP. All we need is bombing missions now and we can make XCOM - Counter Strike edition.
Bails280208 21 Mar, 2016 @ 8:41am 
are you planning to make any more weapons other than those you already have?
Yard1  [author] 8 Mar, 2016 @ 11:24am 
No.
Plato 8 Mar, 2016 @ 11:20am 
Is there an advanced version of this as tech increases?
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.
WoYo-Sensei 29 Feb, 2016 @ 4:03pm 
First thing first: i really like your work here. Pretty nice job with AWM for XCOM. I love that sniper rifle since I found it in Bad Company 2 :) Second thing: there is one sniper rifle I love more - M107 Barret. I have a fully textured model (made by myself, pretty nice, I'm kind of 3D artist myself) but I would like to ask you for any advice/help so I can add it into the game. So far I have no success here and still strungling with this a little bit. I've sent you a friend request on Steam before I noticed I need to deserve it somehow :P I have some questions I would like to ask and I will really appreciate your help with my current problem here. You can always remove me from your list once we're done, right :)
Pozdrawiam
Monochromation 28 Feb, 2016 @ 9:52pm 
I am having an issue concerning the visibility of weapon mods I try to attach to this rifle. When I equip the mods, no aesthetic change is made to the gun. Judging by the screenshots I assume this is on my end, but have no clue how to fix it.
JohnTravoltage 28 Feb, 2016 @ 1:51pm 
@Darmandorf I hope you are joking, even if you don't know anything about weapons a quick google search would point out the fact that it is not exactly an AWP.
Yard1  [author] 27 Feb, 2016 @ 11:11pm 
Easier said than done.
Lux Manifestus 27 Feb, 2016 @ 5:34pm 
It should be said that weapon upgrades are not kept when the gauss rifle is obtained; they stay with the skin as a tear 1 sniper rifle.
Zanzibar Buck-Buck McFate 27 Feb, 2016 @ 8:12am 
Yard, I am totally loving your weapon mods. Have you considered an SMG replacement, for those using LongWarStudio's SMG mod? It would be a perfect round-out to the existing classes. Either way, keep up the good work!
zoominator 27 Feb, 2016 @ 7:32am 
Could you add a custom ability to the sniper or maybe change its stats so it differs from the regular sniper, otherwhise it is a beautyful weapon mod
Mook 27 Feb, 2016 @ 12:24am 
Alright thanks for replying fast, I think I might increase the damage or something in the .ini if that is possible. But thanks man.
Yard1  [author] 26 Feb, 2016 @ 11:40pm 
Sadly, the attachments won't transfer. I don't know how to fix that bug as of yet. A workaround is to either get the continent bonus that let's you remove attachments or add the attachments using console commands when you hit mag tier.
Mook 26 Feb, 2016 @ 11:35pm 
@Darmandorf There is already the SMG mod which adds the P90 or what is obviously suppose to be the P90.

To Mod Author, is it fine to put attachments on this rifle? Because if I upgrade to a mag sniper will the attachments transfer like vanilla or no?
drake_hound 26 Feb, 2016 @ 2:56pm 
How about the classic PSG1 (not the msg1) the PSG1 is always everybody favorite looking semi automatic sniper rifle.
Yard1  [author] 26 Feb, 2016 @ 2:48pm 
Just for the record, I have never played Counter-Strike. I do not plan on making P90 or M4 as of yet.
Darmandorf 26 Feb, 2016 @ 2:38pm 
Nah... that's an AWP. When's the P90 and M4A1-S coming?
Hot Gamer Boy 26 Feb, 2016 @ 1:34pm 
nothing like adding counter-strike to another game, amirite?
framedrop fiend 26 Feb, 2016 @ 1:28pm 
It looks good, but you needa a custom scope with it. With the noraml scope it looks wird
TheOtherBarry 25 Feb, 2016 @ 2:06pm 
I think this mod needs some clean up. Compared to your other weapon rips this one is almost triple the amount of storage needed. Any reason why like higher res textures or something?
Choppa 25 Feb, 2016 @ 1:09pm 
TY. was not 100% on that.

Saw some people asking about editing stats and making em mirror mag/plasma, so I thought I would attempt to help out.

Thanks a lot for these mods! Awesome job!

Yard1  [author] 25 Feb, 2016 @ 10:34am 
The ID numbers are the same for everyone.
Choppa 25 Feb, 2016 @ 9:40am 
U can edit all of Yard1's weps so they match the stock ones. Stats for stock weps are in program files: DefaultGameData_WeaponData.ini

IE default mag sniper stats are

SniperRifle_Magnetic_BaseDamage=(Damage=7, Spread=1, PlusOne=0, Crit=3, Pierce=0, Shred=0, Tag="", DamageType="Projectile_MagXCom")

SniperRifle_Magnetic_Aim = 0
SniperRifle_Magnetic_CritChance = 10
SniperRifle_Magnetic_iClipSize = 3
SniperRifle_Magnetic_iSoundRange = 27
SniperRifle_Magnetic_iEnvironmentDamage = 10
SniperRifle_Magnetic_iPoints = 0

We need to find the MOD wep's ini file and edit it to match. BUT we need to locate the ini file in Program Files: Steam\SteamApps\workshop\content\*\*\Config\ XComCV_L115.ini
(* will be #s)

Mine was in: Steam\SteamApps\workshop\content\268500\628912930\Config

-Not sure if the #s are the same for everyone
-I searched the SteamApps\Workshop\content folder for L115.ini and it came up
-I think all Yard1's wep files to edit are named: XComCV_<weapon name>.ini
:steamhappy:
Yard1  [author] 25 Feb, 2016 @ 9:29am 
You can change the damage yourself in the configuration file.
Scar 25 Feb, 2016 @ 9:15am 
any slight additional damage?
Tumoxa 24 Feb, 2016 @ 10:14pm 
симпотно