XCOM 2
[Vanilla] M14
97 Comments
∑3245  [author] 18 Aug, 2017 @ 7:15pm 
Dear everyone,

I'm sorry to say this, but I probably won't update my weapon mods since my work on the inevitable weapon megapack is nearly complete. However, this statement might change later in the future if I decide that progress on the weapon megapack is going nowhere.

Sorry for the inconvenience...
Oddness in Dexterity 6 Jul, 2017 @ 1:11am 
In love with the gun itself, but has this "synthetic stock" been released yet? I've upgraded my M14s with various attachments, but the model doesn't really change aside from a scope.
∑3245  [author] 8 Apr, 2017 @ 2:09pm 
@SHADOW_MM
Doubt it, because I didn't modify the templates at all. I think one of XCom 2's updates might have broken the feature.
SHADOWxMM 8 Apr, 2017 @ 12:31pm 
@E3245
i was able to make it work for the SVD in previous updates but now none of them work like that maybe something with one of your updates?
∑3245  [author] 8 Apr, 2017 @ 12:05pm 
@SHADOW_MM
Modifying the action points never really worked for anyone, and I just don't know why.
SHADOWxMM 8 Apr, 2017 @ 8:37am 
tried to modify it to work like a DMR and its still not working this is the text in my .ini file:

BOM14_SNIPER_ACTIONCOST_CV = 1
BOM14_SNIPER_ISSNIPER = false
∑3245  [author] 30 Dec, 2016 @ 5:28pm 
@Stallion♞
You can with the XSkin System by robojumper, however this weapon is not supported by the very mod.
Stallion 30 Dec, 2016 @ 10:11am 
Can I use this as a default replace somehow for the sniper rifle?
∑3245  [author] 15 Oct, 2016 @ 11:59am 
@Oathed
Forgot the XSkin system doesn't support the M14. Sorry, but that's the only solution that I can come up with.
75338 15 Oct, 2016 @ 5:57am 
Tried doing that, but can't see the option ingame.
∑3245  [author] 15 Oct, 2016 @ 4:23am 
@Oathed
Quickest way is to use the XSkin system by robojumper.
75338 14 Oct, 2016 @ 11:42pm 
What's the simplest way to turn this into just a skin for the default sniper rifle?
Canis Lupus 28 Aug, 2016 @ 8:07pm 
The same thing happens on the HK MP5 being too small and the M249 being too bulky. As yeah I noticed the Desert Eagle is just off somehow.... it is indeed a bog weapon , but not that big. The specs are D.E. 10.75" long 6.25" high 1.25" wide Colt 1911 8.6" long 5.5" high [and not quite as thick, I used to have one and can vouch for that].

so the DE vs Colt should be only about 15 - 20% difference in size but the mod makes it look more like 30% bigger or so
∑3245  [author] 28 Aug, 2016 @ 7:54pm 
@Canis Lupus
You're correct that there aren't any suppressed sounds for the weapon. No one's has figured that part out yet.
The pistols are already done, but the size of the Desert Eagle compared to the M1911 is very big, to the point that the hands clip through the weapon. I know it's not supposed to be held with one hand, but something's off about it.
Canis Lupus 28 Aug, 2016 @ 7:34pm 
Makes sense to me, I am subscribed to both the pistols you mentioned, though I find it annoying that seemingly I have them as only single units rather than being able to outfit the entire squad with them. Also I imagine there is no supressed sounds unless I miss my guess. By the way i commend you on getting the scale right, I have seen some mods that don't quite manage, they either make the weapons to small or too large and bulky/blocky.
∑3245  [author] 28 Aug, 2016 @ 7:22pm 
@Canis Lupus
Soon, but first for pistols I plan to port the M1911 and the Desert Eagle first as a replacement to Yard's ports. Hate to waste those weapons.
Canis Lupus 28 Aug, 2016 @ 7:14pm 
Beautiful work, many thanks for it and several of the other weapons you've ported over. Any chance you'll be working on the pistols at all. I loathe what the stock pistol looks like and want the HK USP, Browning Hi Power, and Sig Saeur so badly.
Sandwichian 24 Jul, 2016 @ 4:00pm 
Thanks! I've been trying to get into mod porting since I figured out how to make the SDK work, and the best I've done is change a few colors on some weapons. I'm definitely going to use those tips to try and get a weapon from there to here (probably never publish unless the original modder gives me the okay) since a few of the NV mods had amazing models.
∑3245  [author] 24 Jul, 2016 @ 1:29pm 
@Randomdude64
For starters, you should check out my weapon importing tutorial [docs.google.com].
Porting New Vegas weapons is possible, but you would need the cavity or Ambient Occlusion map, which these models don't have by default. I usually use a program to generate the cavity. It's not foolproof, but it gets the job done.
For the diffuse/roughness (_DIF) map, I've used the diffuse and took the roughness from the alpha channel.
For the Normal (_NRM) map, I delete the alpha channel of the normal and export it as is.
For the mask (_MSK), I would copy the specular map to the red channel, cavity for the green, and tint for the blue channel. For the alpha, if you have a map with glowing parts and metal parts, then its a matter of setting the emissive color to 255, 255, 255 RGB and the metal color to 128, 128, 128. You can omit the alpha if you don't need either.
Sandwichian 24 Jul, 2016 @ 6:52am 
This is an amazing mod, especially with the additional boon of Millenia's models. I loved his work in New Vegas, and I'm hoping to see more.

That in mind, do you happen to have tips on porting New Vegas mods over to XCOM 2? I'm tinkering with the SDK myself, and I'd love to get some pointers.
∑3245  [author] 20 Jul, 2016 @ 6:58am 
@The Thracian
Very possible. Technically, I can use those textures/meshes from his WRP mod for New Vegas.
K. Constantine 20 Jul, 2016 @ 1:18am 
DOES THIS MEAN WE GET MILLENIA'S SEXY THAT GUN?
∑3245  [author] 19 Jul, 2016 @ 12:03am 
I've updated the M14 to 2.0 if anyone's still around. I got permission from Millenia to let me use his work (textures and models that he made), however not every model is his so he can't grant permission over their work. I have to track the original source and make sure to give proper credit and read over their license.

Anyways, enjoy the new update and don't forget to report any potential bugs or provide feedback, rate and whatever.
K. Constantine 5 Jun, 2016 @ 1:48am 
Any chance of removing the strap until you figure out how to add physics?
Sturm Krahe 23 May, 2016 @ 9:13am 
Those sound great, I for one can't wait for the RPK so I can have a Rusky MG for my grenadiers
ApocalypseMeows 21 May, 2016 @ 5:44pm 
whollly crap i cannot wait for those!!!
∑3245  [author] 21 May, 2016 @ 4:33pm 
@EaglesFist
Not sure yet. I'm currently working on trying to get a New Vegas modder's blessing so that I can port the AK47, AKS-74u, SVD, RPK, M4A1, etc. These weapons should blow CoD's weapon models out of the water, since they are a lot more accurate and the models are intact.
ApocalypseMeows 21 May, 2016 @ 10:23am 
is there goingto be an m14EBR version?
DrunKraken 2 May, 2016 @ 12:38am 
@E3245: While integrating your mod into CVWPv2. I updated the UI images for all the attachment types for your M14.

https://drive.google.com/open?id=0B-MviV9dytomZVFpZVB2TS11eFU
Sturm Krahe 23 Apr, 2016 @ 12:10pm 
Oh, pardon me, I didn't realize, sorry. And thanks for the fix, this is too good looking a weapon to not use.
∑3245  [author] 23 Apr, 2016 @ 9:39am 
@Sturm Krahe
You can already upgrade the weapon to use throughout the whole campaign though.
About the stats though, I'll keep it vanilla since there are some people that want cosmetic weapon mods. You can adjust the weapon stats by editing the ini files in the workshop folder if you want different stats.
Wintercross 23 Apr, 2016 @ 7:17am 
@E3245 awesome! =D
Sturm Krahe 23 Apr, 2016 @ 7:00am 
Hey, looks like this is working fine. I had an idea though. The Halo Reach weapons mod created a new weapon type, a DMR to be an intermediate between assault rifles and full sniper rifles. I think this mod would be well suited for that kind of role, think you could make one like that? Also, have you thought about implementing a tier system to let me keep upgrading this lovely weapon to keep it with me through the whole game?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=641554054
Minaraho 22 Apr, 2016 @ 10:01pm 
Everything work thanks for your quick responce. Great mod!
∑3245  [author] 22 Apr, 2016 @ 8:34pm 
@Minaraho
I've fixed it in the latest update. If you're still having problems, resubscribe to this mod and see what happens.
Minaraho 22 Apr, 2016 @ 8:32pm 
@E3245
Thanks for the quick responce. Has the hot fix been released yet? Thanks.
∑3245  [author] 22 Apr, 2016 @ 8:25pm 
@Sturm Krahe
I think you need to resubscribe to this mod. There was a mistake with one of the scripts not reading the ini.
Sturm Krahe 22 Apr, 2016 @ 7:12pm 
The weapon spawned in without any ammo and I couldn't load it during the mission.
∑3245  [author] 22 Apr, 2016 @ 5:04pm 
Actually, it was something on my end. Will release a hotfix in a bit.
∑3245  [author] 22 Apr, 2016 @ 4:55pm 
@Minaraho
Try unsubbing then resubbing and see if that changes anything. I'll look into this problem in the meantime.
Minaraho 22 Apr, 2016 @ 4:31pm 
Hey I can't use any upgrades with the Rifles. Any idea what I'm doing wrong? Thanks
∑3245  [author] 22 Apr, 2016 @ 1:46pm 
Alright everyone, in the next update, I'm gonna separate the inis to different files (BOM14_Primary, *_Sniper, *_Research, and *_Modifiers), so it'll be easier to find and edit stats, since I'm adding the M14 as a sniper rifle, with separate values.

Backup your inis, so you don't lose anything.
∑3245  [author] 22 Apr, 2016 @ 9:38am 
@Wintercross
It's something I'm going to do eventually, since I've figured out how to do this.
Wintercross 22 Apr, 2016 @ 6:36am 
Hey, could you possibly make an option to allow Snipers to equip this weapon?
Boots97 17 Apr, 2016 @ 9:22am 
love ur weapon mods carn't wait for a lmg
Arkan 16 Apr, 2016 @ 2:21pm 
Very Nice! :orb:
cortomaltes 16 Apr, 2016 @ 1:30pm 
Thank you for your reply E3245.

Having some WWII weapons would be awesome!
∑3245  [author] 16 Apr, 2016 @ 1:00pm 
@cortomaltes
Hmm, I do have COD: WaW, but I've never considered porting WWII weapons.

I'll think about it though.
cortomaltes 16 Apr, 2016 @ 3:02am 
Hello E3245, many thanks for this mod, I really like it.

I am wondering if you could consider the m1 Garand :).

Many thanks.
空.明 14 Apr, 2016 @ 3:54pm 
SCAR please! :)