XCOM 2
[ABANDONED/DEAD] M16A1 (Call of Duty: Black Ops)
81 Comments
The Big Red 1 16 May, 2016 @ 2:35am 
now we need the M1897 trenchgun and M37 Ithaca Stakeout shotguns...
Last of the Romans 13 May, 2016 @ 9:49pm 
You should mod in a Springfield M1A Socom CQB
∑3245  [author] 12 May, 2016 @ 2:10pm 
All my weapon mods should now have infinite quantities.
∑3245  [author] 12 May, 2016 @ 12:19pm 
@Bourbon
Should be fixed in the latest version now.
BoredOperator 12 May, 2016 @ 11:28am 
I recently installed this mod - I have 1 M16A1 to distribute to my squad but that's it, once I equip it on one soldier it's no longer usable by others - is this intentional?
DrunKraken 2 May, 2016 @ 12:39am 
@E3245: While integrating your mod into CVWPv2. I updated the UI images for all the attachment types for your M16.

https://drive.google.com/open?id=0B-MviV9dytombjQwRDV5bXl4NUk
Bloodhound 24 Apr, 2016 @ 11:07pm 
Tis what I wanted to clarify! Thanks and helllllooooo new weapons!
∑3245  [author] 24 Apr, 2016 @ 11:00pm 
@Styx
Yes, when you research Mag Weapons, you have the option of upgrading your weapon, that has Mag stats (increased damage and all that). The attachments also stay on your weapon as well, so you don't have to worry about wasting attachments.
Bloodhound 24 Apr, 2016 @ 10:53pm 
Hope you mean when I research the next tier the weapon's dmg upgrades with it, no?
∑3245  [author] 24 Apr, 2016 @ 10:38pm 
@Styx
Yes, you should be able to keep them throughout the game, with the upgraded stats.
Bloodhound 24 Apr, 2016 @ 9:30pm 
Hey E3245, quick question; do your weapons (more of a general question) scale with the tiers or do I have to slide in and out of the game to scale them to magnetic, plasma, etc?
∑3245  [author] 23 Apr, 2016 @ 12:12pm 
@Armyguy227
The ACOG scope has missing triangles on the front. I would have to redo the scope by hand, which is something that I can't do.
S.Collins 23 Apr, 2016 @ 11:36am 
do you plan on adding the acog scope for this?
Pgtips 22 Apr, 2016 @ 9:48am 
alright nvm then
∑3245  [author] 22 Apr, 2016 @ 9:46am 
@Pgtips
Oh, I see. I'm not sure if you can remove the default weapons, since I think there's an .uc script that adds these weapons to the HQinventory. You're welcome to try though.
Pgtips 22 Apr, 2016 @ 9:42am 
I didnt mean for you to do i ment that i could do
∑3245  [author] 22 Apr, 2016 @ 9:40am 
@Pgtips
Not exactly, I think that requires doing something, which I'm not going to do.
Pgtips 22 Apr, 2016 @ 9:38am 
alright just wanted to check do you know of anyway to remove the default ones? and thx for replying
∑3245  [author] 22 Apr, 2016 @ 9:37am 
@Pgtips
They add weapons, not replace.
Pgtips 22 Apr, 2016 @ 5:40am 
Hey for all of your ports do they replaces or just add? like do they replace the normal models?
∑3245  [author] 12 Apr, 2016 @ 11:04pm 
I think setting it to 1.2 gives you 1.2%, since the numbers work from -100 to 100, from what I can tell. I set the CritChance to 1 in my playthrough, and it gave me 1% crit chance.

You can take a look at XCOMGameData_WeaponData.ini in your Documents/XCOM 2/Config folder and see how the game determines these numbers.
루시퍼 12 Apr, 2016 @ 10:43pm 
@E3245
thank you for fast response. than if i set to 1.2 for example basic aim percent is 120%
and otherwise if i set to -0.5 , the aim percent is -50% compared to based aim?
∑3245  [author] 12 Apr, 2016 @ 7:15pm 
@투표는 했노?
No, I think it would be 30 instead for 30% better reaction fire (Something to do with overwatch).
루시퍼 12 Apr, 2016 @ 7:07pm 
in tweak ini 'REACTIONFIRE' 0.3 means 30% better aim. is that correct?
∑3245  [author] 12 Apr, 2016 @ 4:39pm 
@iteration 9
I would, but the First Person Mesh has so many holes, I don't think it would be worth it.

I might use the third person mesh, but I'm not gonna worry about it right now.
iteration 9 12 Apr, 2016 @ 4:28pm 
oh, btw, if you wanted, you could use the ACOPG sight for the scope mesh. just a suggestion.
∑3245  [author] 12 Apr, 2016 @ 4:27pm 
I've figure out why the upgraded weapons weren't showing up. Fixed now.
For the modifiers, I don't know if it works or not. I'm not gonna touch the code for a while until I can get some help.
Doc_Holliday 12 Apr, 2016 @ 1:22pm 
No problem. I'll just move on and try it out again on my next campaign run. Thanks for the quick reply back.
∑3245  [author] 12 Apr, 2016 @ 1:19pm 
@semper_milites
I figured as much. I was super tired yesterday, so I might of messed things up. I'm taking a break today, since I'm behind on my studies.

I'll look into it tomorrow. For now, you can open the ini file that came with this mod, and add the beam rifle values to the conventional/mag M16.
Doc_Holliday 12 Apr, 2016 @ 12:29pm 
I just researched plasma rifles and I noticed the XM model plasma rifle for the M16 was there. After buying it....it didn't show up. Only M16 that was in my inventory was the tier 1 rifle. Had to reload my campaign after wasting 250 supplies on that.
Old Gin 11 Apr, 2016 @ 6:29pm 
Add the M4A1 next pls
racegdod 11 Apr, 2016 @ 5:28pm 
I could kiss you for adding in this beautifull assault rifle.
Mool 11 Apr, 2016 @ 7:42am 
Thanks ! btw you are doign a great job !
∑3245  [author] 11 Apr, 2016 @ 6:24am 
@Moule
I'll have to ask someone on how to do that.
Mool 11 Apr, 2016 @ 12:55am 
Is there a way to add your weapons to tier 2 and 3 ? It would be cool to have them trough the entire game.
∑3245  [author] 10 Apr, 2016 @ 4:58pm 
I've released the M14 just now.
∑3245  [author] 10 Apr, 2016 @ 3:18pm 
There's gonna be another update today for the M16, after I release the M14. I've gotta fix the Config.ini for the weapon, and fix the materials/normal map. Better backup your XComConfig_BOM16.ini, or else you'll lose your changes.

Also, the M14 will be released later today.
mortis 10 Apr, 2016 @ 11:09am 
SOME FOLKS ARE BORN
MAAAAADE TO WAVE THE FLAG
DONKEY SCHLONG 10 Apr, 2016 @ 10:29am 
Excellent, I'm in the process of making some Vietnam war themed mods and it looks like you've just made my workload a little easier!
Keep up the good work E3245
Zhenja1 9 Apr, 2016 @ 10:19pm 
Sweetness, favorite rifle of all time
∑3245  [author] 9 Apr, 2016 @ 9:43pm 
@Walter White
Don't worry, I'm about to push one more update.
루시퍼 9 Apr, 2016 @ 9:41pm 
oh that is serious beast things to do, i hope you enhance the gun sound later, thanks keep updating ^^
∑3245  [author] 9 Apr, 2016 @ 9:38pm 
@Walter White
It's very complicated to remove the M16 fire sound. You'll need the XCOM 2 SDK to open the package included in this mod. Then find M16_Fire, open the SoundCue Editor, then click anywhere but the nodes. You should see a window below that opens the properties of the SoundCue, find VolumeMultiplier, and change it to what ever value you want.

Removing the sound is a whole different beast though.

That reminds me, I need to change a couple of things first.
루시퍼 9 Apr, 2016 @ 9:08pm 
can you tell me how to disable custom m16 sound? it sounds so little compared vanilla rifles
∑3245  [author] 9 Apr, 2016 @ 8:13pm 
@keefypants
Oh, that's what you mean. I'm not sure how I'm gonna do that, but I'll take a look at it, probably after I release the M14 rifle.
keefypants 9 Apr, 2016 @ 7:41pm 
@E3245 Sorry I just meant path to upgrade from conventional tier to mag, plasma, etc. Similar to the m41a pulse rifle mod on here, it uses the same model for all three tiers, but upgrades with the vanilla guns to the next tier when the appropriate upgrade is purchased.
∑3245  [author] 9 Apr, 2016 @ 6:19pm 
@keefypants
I don't know if I will do that. I'm not really good at making my own stuff, and I don't have the patience to 3d model.

Maybe one of these days.
keefypants 9 Apr, 2016 @ 6:06pm 
Planning to have upgrade paths for the m16?
S.Collins 9 Apr, 2016 @ 5:52pm 
@E3245 ya thanks thats defenatly better
∑3245  [author] 9 Apr, 2016 @ 5:33pm 
@Armyguy227
I've increased the volume multiplier from 1.3 to 1.9. See if it changes anything.