XCOM 2
Weapon Variants - Reloaded
49 Comments
Yuurei 16 May, 2021 @ 12:55pm 
when you can let us know more
yes_commander 8 Dec, 2019 @ 8:15pm 
Downloaded this to have an alternative to the conventional LW SMG (I don't like the look, and very few weapons I've checked out have mobility bonuses exposed for easy adjustment) but the additional sidegrades sound interesting, so that's a plus. I changed the names in the localization and bumped up the Mobility bonus, and I'm currently tinkering with adding more upgrade slots, plus compatibility for Grimy Loot, Bayonets, Underbarrel Attachments, etc.

I know this mod is old and hasn't been updated in forever, but I can confirm it works out of the box with WOTC.
Toheck 15 Jan, 2019 @ 4:21pm 
It should automatically download.
Remster1236 31 Aug, 2017 @ 4:05pm 
sup guy new to the workshop, does this automaticaly download or do i have to add it into the game file manually?
DabHand 18 Jun, 2016 @ 3:25pm 
Hello!

Seems that LWT mod breaks the damage spread on weapons, regardless of damage roulette being used.

This is second hand info l'm just passing it on:

For anyone that has a weapon mod, the Author needs to add the following line to the end of their weapon template.

defaultproperties
{
bShouldCreateDifficultyVariants = true}
DabHand 15 May, 2016 @ 2:09am 
you can change it in the ini. I put it down to +1
Makko 14 May, 2016 @ 2:56pm 
Plus 2 damage at the conventional level is stupidly high, that's +60% minimum damage for the Assault RIfle
/dev/null  [author] 12 May, 2016 @ 11:55pm 
@Hybridon: Not at present, although apparently there is a way to make it happen, I haven't worked on it yet.
Kanan 12 May, 2016 @ 8:41pm 
Does this work with Grimmys loot mod, I mean where you can get looted weapons that are from this mod?
Makko 1 May, 2016 @ 11:59am 
While I like the names, I think they're too long over all.
FaithPlusOne 29 Apr, 2016 @ 3:52pm 
Great mod! Love the strategic it opens up, and thanks for bringing it back to life. Any chance you could add an option (in an .ini or whatever) to change the names of the weapons to names like "carbine", "DMR" " etc? Its personal preference, but I find the names overly similar and it's hard to remember offhand which does what without double-checking.
Daddyfatflab 19 Apr, 2016 @ 9:24pm 
Thanks! Any plans to make weapon upgrades appear on the weapons?
/dev/null  [author] 19 Apr, 2016 @ 2:37pm 
@daddyfatflab: Should do, as long as those classes can use assault rifles.
Daddyfatflab 17 Apr, 2016 @ 10:37am 
Will this work with custom classes?
DabHand 7 Apr, 2016 @ 12:44am 
Think it was -15 aim for +1 damage in LW. I am happy with it as it is now tbh. Yeah l know l am not using it atm, but l plan to! Are you looking to do any model stretching to represent the heavier weapon in game?
/dev/null  [author] 6 Apr, 2016 @ 11:51pm 
@shinjorai: Cheers, let me know if there any specific variants you're looking for or if you have any issues with the balance or utility of the variants.
Shinjorai 6 Apr, 2016 @ 11:45pm 
@ /dev/null Ok man looks like you fixed it, thanks for taking the time to do that. If theres anything else i can do to help let me know. Have a good one and thanks again.
/dev/null  [author] 6 Apr, 2016 @ 5:35pm 
I feel like the 7AR is too heavily penalised at -10 aim, making it almost unviable as a weapon. I may change that to -5 aim, and remove the mobility penalty. It's important to remember that only Specialists and rookies use ARs so there needs to be benefit to them doing so. Rookies already can't hit squat without losing 10 aim.
/dev/null  [author] 6 Apr, 2016 @ 3:29pm 
@Shinjorai: I've fixed the issue with the two conventional assault rifle variants, can you let me know if you encounter any other issues? I will be adding save game support after I get home tonight.
/dev/null  [author] 6 Apr, 2016 @ 3:27pm 
@DabHand: I've fixed the issue with the Nina and Sarah in tactical not showing their models or animations. Uploading now.
DabHand 6 Apr, 2016 @ 3:10pm 
np, is an existing campaign. Look forward to using next time l restart.
/dev/null  [author] 6 Apr, 2016 @ 2:54pm 
@All: As you know, I'm taking this project over from a project that wasn't working previously so I am still uncovering bugs and fixing things. Make sure you take any modded weapons off your soldiers before disabling/unsubbing from the mod.
/dev/null  [author] 6 Apr, 2016 @ 1:22pm 
@DabHand: starting a new game or loading a game? I don't have any issue with the weapons appearing in a new game
Shinjorai 6 Apr, 2016 @ 1:19pm 
@madoxs if you click the subscribe button again it will remove the mod. It leaves an empty folder in there with a random string of numbers but the mod will be gone. If you want to manually delete the empty folder and double check its not there go to C:\Program Files (x86)\Steam\steamapps\workshop\content or whatever directory you have steam installed in. Youll see some numbered folders in there. One is the numbered folder for the game itself and the other is the numbered folders for each individual mod. Im not sure if the numbers are the same but in my case the Xcom Main mod folder is 268500. The number for this particular mod at least on my system is 658431863. Like i say i dont know if these are random or the same on each persons install. Hope this helps.
DabHand 6 Apr, 2016 @ 1:18pm 
After all that none of the weapons show up in the loadout list. I have Grimy loot mod but nothing else that adds weapons, cosmetic or otherwise.

Killed my config, verified local files, put it last in the load order.. nada.
Shinjorai 6 Apr, 2016 @ 1:12pm 
@ /Dev/Null Ok thatd be awesome because i love the idea of more weapons. And yes i have like 400 and something mods lol so theres no way in hell to find out which one is conflicting with it. Im using that alternate mod launcher and it has a section that shows conflicts and it didnt show anything if thats any help. If i was more technically savvy with how mods worked id try to help you track it down. Anyway i appreciate you looking into it and all the mods you made. Keep up the good work.
Jeff Hardy 6 Apr, 2016 @ 9:43am 
I should not have applied a subscription, what should I do?
/dev/null  [author] 6 Apr, 2016 @ 8:17am 
@Shinjorai: I've witnessed this myself, and will look into it. I am not sure if it is related to modifying the weapon, or something else. The model is not rendered and when it fires there is no sound or animation.
/dev/null  [author] 6 Apr, 2016 @ 3:44am 
@Shinjorai: Do you have any other mods installed, and is it only the Nina that has problems?
Shinjorai 6 Apr, 2016 @ 3:42am 
For some reason for me the nina shows up as my soldier having no weapon on the missions. Hes holding air. As far as i can tell its still there just the model is missing. Any suggestions to fix this or a way to find out what is conflicting with it if anything?
DabHand 3 Apr, 2016 @ 11:43pm 
Thanks /dev/null, for all your awesome work.
/dev/null  [author] 3 Apr, 2016 @ 3:21pm 
@DabHand: Actually, I moved that ability to a new mod, I don't think tying it to this mod is a good idea
/dev/null  [author] 3 Apr, 2016 @ 2:59pm 
@DabHand: I added a method to remove mods without destroying them, and a config switch to disable that if you don't want it.
DabHand 3 Apr, 2016 @ 2:12pm 
No l don't want to min/max, and part of me doesn't want to be allowed to - that way l don't feel that l ought to be, to optimise my squad for each mission. If you get my meaning :)

If you pushed me l would say mods should stay on the weapons and wouldn't be upset if that was the case universally.
/dev/null  [author] 3 Apr, 2016 @ 1:51pm 
@DabHand: If you want to minmax, that's your business I guess. I just don't see why weapon mods should be locked in. PayDay2 has/had the same rubbish and it was super annoying there too.
Arkan 3 Apr, 2016 @ 8:57am 
Very Nice! :dipaddle:
DabHand 3 Apr, 2016 @ 7:03am 
Yay. Note there is a sidegrade mod that allows you to transfer them if l read it correctly? I normally use a lock and load proving ground project as a work around, but that means you need a supply of basic/crappy mods to displace them.

The argument against it is that if you wanted to min/max you can go through the micro-ing of moving all your mods onto a different weapon, and frankly squad loadout is already long winded enough. Having a gun that has a 'personality' of mod combination rather than being a disposable hangar has its own appeal.

Perhaps always give a small chance of destroying a mod that gets removed?


/dev/null  [author] 3 Apr, 2016 @ 6:40am 
@DabHand: I've added the slots back on, I will probably make it so you can remove mods that you've added to weapons. I think it's kind of silly and arbitrary that you can't.
/dev/null  [author] 3 Apr, 2016 @ 3:17am 
@DabHand: I will definitely restore the mod slots, I may one day look at building custom models and archtypes, but at present im just doing what Foromtiis did with turning on and off different modular parts of the base weapon. I'm guessing this is why mod slots were turned off, but I don't really see any harm in having them on even if it means you lose the custom appearance after modding.
DabHand 3 Apr, 2016 @ 2:08am 
I can support that approach. My only concern is losing mods put on weapons that don't upgrade.

You could implement a larger detection radius for the heavier weapons. i.e. the opposite to what eh LW SMG does, that might balance the +2 damage which is pretty rocking for conventional.

I assume you'll be doing sniper variants and the like.

Would you consider similar armour variants to kevlar, plate etc as part of this mod?
/dev/null  [author] 3 Apr, 2016 @ 2:00am 
@DabHand: They don't automatically upgrade as the differences mean that it doesn't make sense to do so. Existing upgrades for conventional -> magnetic -> beam rifles are still in place.

I am considering +Crit chance, and +Crit damage, etc, and I welcome any full specifications you would like to see, but I don't want to just guess things. As it is, it's fairly straight forward for me to add or modify the rifle variants.
DabHand 3 Apr, 2016 @ 1:35am 
So variants don't upgrade to their variant next tier?

How about increasing number of mod slots (or decreasing them!) as another variant variable?
Also consider flanking to hit/crit etc..
/dev/null  [author] 3 Apr, 2016 @ 1:19am 
@Sophia: Having looked at the source files for that mod/overhaul I don't think it would conflict with this one. I have removed the upgrade path linkage and made the weapons stand alone options. Give it a shot and let me know if there's any issues.
napocapo69 3 Apr, 2016 @ 12:57am 
Thank you, giving it a try.
By the way I suggest to provide some more information and screenshots.
SOPHIA 3 Apr, 2016 @ 12:55am 
@/dev/null: Spectrum - Red Release. Is what I meant. It's kinda an overhaul it is liisted to not work with the mod for only snipers and cannons.
/dev/null  [author] 3 Apr, 2016 @ 12:52am 
@Sophia: Without a name, I don't know what that is.
SOPHIA 3 Apr, 2016 @ 12:50am 
hey /dev/null I was meaning to ask one thing how hard would it be to try to make this work with the Red release of scutpemet (Spelling errors sorry.) And I been loving both this mod that Fomortiis made and you now taken over (Pretty neat of you~!) But that's my question mainly.
/dev/null  [author] 3 Apr, 2016 @ 12:21am 
@Fomortiis: My pleasure. I hope things work out for you.
Fomortiis 3 Apr, 2016 @ 12:07am 
Impressive work! Thanks for taking over from me!