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Should be fixed in the latest version now.
https://drive.google.com/open?id=0B-MviV9dytombjQwRDV5bXl4NUk
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.
Yes, you should be able to keep them throughout the game, with the upgraded stats.
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.
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.
Not exactly, I think that requires doing something, which I'm not going to do.
They add weapons, not replace.
You can take a look at XCOMGameData_WeaponData.ini in your Documents/XCOM 2/Config folder and see how the game determines these numbers.
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?
No, I think it would be 30 instead for 30% better reaction fire (Something to do with overwatch).
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.
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.
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.
I'll have to ask someone on how to do that.
Also, the M14 will be released later today.
MAAAAADE TO WAVE THE FLAG
Keep up the good work E3245
Don't worry, I'm about to push one more update.
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.
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.
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.
I've increased the volume multiplier from 1.3 to 1.9. See if it changes anything.