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Hi there. Honestly I don't know, I haven't tested this mod for probably nearly a year.
I don't see any reason why it shouldn't though, there only might be some compatibility issues if LW2 changed/replaced any of the weapon tiers with a different tier.
For example if tier 2 is a different tier of weapon instead of magnetic, this mod will still provide a magnetic tier damage version of the pistol at weapon tech tier 2.
The ini files in this mod may need tweaking depending upon if LW2 changed any of the pistol stats, such as damage or range modifiers.
But apart from that I doubt it will cause any severe issues.
If you're really concerned for a campaign you might have currently running, you could always start another one on Easy, get to the Strategy layer and see if it's in your inventory to equip on Soldiers. And then play another mission to make sure it works.
Thanks AoA, yeah to find the ini's you follow your steam directory to the workshop folder, open up content, select 268500 for XCOM 2 mods, and find this mod via it's ID of 644722630. Once in it open up the config folder and there will be the "XcomADVENTPistol" file which has the numbers you can change in it.
The directory I would follow for example is: downloads\steam\steamapps\workshop\content\268500\644722630.
As for other mods you want to change if you want to know which ID belongs to it without trolling through every mod you've downloaded, go to it's workshop page on steam and look at the "?id=" part of the website link.
I hope this helps =)
Thanks, and yeah that's absolutely fine =) . If you weren't going to do it already could you put the title of this/my mod next to the link please? Eg:
ADVENT Mag Pistol - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=644722630&tscn=1460295194
Could i do this? I will give you full creidts and provide a link to your mod. If not, thanks anyways.
Config file has launched today =D
@Mr. Someguy
There is a mag pistol now avaliable for all weapon tiers and each unlocks after doing the relevant research.
PS. Your edit may be slightly spoiler-ish.
It has been working to create a secondary weapon to primary weapon.
Perhaps a secondary weapon mode that turns to be an aggregate of primary weapon.
Interesting, thanks for the info, maybe it's just a problem associated with mod weapons. Can anyone report the same for other mod weapons?
I wouldn't know exactly how at the moment, but I'll give it a look. There was certainly a config file in EU/EW as I remember that chose what assets were called for each weapon, so I imagine it'll be along those lines.
Yeah sure, I only ask for what reason why?
can you give permission?
which seems to glitch my AI sometimes. thanks.
ok thanks, that's weird and oddly specific. From the top of my head I would have no idea why that would be happening, not saying I don't believe you, but do you have any class mods or UI mods installed? That's the only thing I can really think of that could be clashing, but even that's a stretch.
edit: when I next go on XCOM I'll try to investigate it myself and just load up vanilla plus this.
When a soldier is equipped with this pistol, they cannot select a Shartpshooter skill on the right hand side whenever they get promoted, it just won't let you click on it!
In order to select, let's say Quickdraw, I needed to select the defaul pistol first, then select the promotion.
You're welcome =) . And yeah there are alot of unused assets sitting about in the XCOM 2 Editor, even some early prototypes for X2 laser weapons. When/if I get good enough at modding I'd like to bring them into the game, unless someone else does it first. Like there is a laser rifle mod already but it uses the ADVENT rifle mesh.
Thank you :D
Thanks, that might be more to do with it having better stats than the conventional pistol, as the game will equip the best weapons on your soldiers automatically when/if they are avaliable, so that'll only be 'fixed' when/if I decide to try and make it so you don't have it from the start. It's probably not that difficult to do =)
It uses the same sound as firing the normal mag pistol I believe, but to change the sound would be a little more difficult I think cause you'd have to edit the archetype file/upk in the XCOM 2 Editor, and I don't know enough about that yet to make those sort of changes.
No worries =) . A decent modding community is one that helps each other out.
Again. Thank you KjcKiesh for bringing this to our attention.
I'll have to learn the exact logistics, but adding a config file where you can edit the stats shouldn't be too difficult. And you're welcome =)
I've left them a message in their ideas discussion page, cause sharing is caring =) . I presume from you saying this they weren't using the ADVENT pistol then for their gunslingers? I wouldn't know cause I haven't used their mod =P
Yeah that was my thinking on it as well, why let some perfectly good assets go to waste (or just for a single cutscene)?
And I imagine it would be easy enough to give to ADVENT to use, it'd be their secondary weapon like the stun baton is for the Lancer. But there'd need to be a creative way for them to actually use it, perhaps give it lightning hands so ADVENT with it could fire it and then their primary (not early game though that'd be harsh). Or like you say you could make it exclusively overwatch shots for Officers, although for balance you'd have to up the pistol damage to their primary weapon damage.
Oh yeah so it is, good spot =) . It's been a while since I've played the endgame so I hadn't really thought about it. I'll edit the description with this knowledge.