XCOM 2
Buildable Hunter Weapons
119 Comments
Assassin (Bully Hunter) 26 Dec, 2018 @ 12:34am 
Assassin (Bully Hunter) 26 Dec, 2018 @ 12:32am 
Any update on making this compatible for WOTC?
Dęąth Viper 15 Dec, 2017 @ 6:24am 
Proving ground. They wont work unless you download my mod (it contains a fix)
Rakdarian 15 Dec, 2017 @ 2:04am 
playing long war, and the weapons arent showing up in workshop, is it a proving ground project?
MissingNo 8 Sep, 2017 @ 6:20am 
hey mate, would you update this for WOTC? should be fairly straightforward: https://www.reddit.com/r/xcom2mods/comments/6x3lfm/updating_your_mod_for_wotc/
Ginko 8 Sep, 2017 @ 2:30am 
@Archwing Ruler
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=717783955&searchtext=
called Moddable DLC Weapons but its also not recompiled for WotC
TennoTea 7 Sep, 2017 @ 3:29pm 
Wait, what was the name of the adding upgrade slots mod?
DERPKING1991 3 Sep, 2017 @ 1:26am 
Cant wait till this is updated and Moddable DLC Weapons are udpated
darkzero 1 Sep, 2017 @ 10:19am 
Thanks.
Willy "Big John" Helldiver 1 Sep, 2017 @ 10:08am 
Check out the mod for adding upgrade slots, which RM also made. With a few tweaks to the bullshit I posted a few months ago, you should be able to not only make them constructable, but also add slots.
darkzero 31 Aug, 2017 @ 10:30pm 
Grr. With the latest update its impossible to build more than one of the hunt weapons. So fingers crossed this mod gets updated.
DERPKING1991 21 Aug, 2017 @ 9:29am 
I take back what i said
Paradox Law 11 Aug, 2017 @ 7:19pm 
Since you made the Manufacture Job mod, have you considered letting the havens build the Hunter Weapons after the needed research has been done?
DERPKING1991 3 Aug, 2017 @ 7:48pm 
Looks like this may not be needed once the dlc comes out, js
Crotating The Hive 17 Jul, 2017 @ 5:11pm 
@RealityMachina
I almost wonder if the override doesn't work because the mod number on this one (687211262) is lower than LW2's (844674609). It's almost like your Overhaul file loads before the original LW2 Overhaul, and LW2's overwrites it.
Willy "Big John" Helldiver 24 Jun, 2017 @ 4:44am 
Archwing, open up LW Overhaul in the mod folder, use my guide in the previous pages.
TennoTea 22 Jun, 2017 @ 8:27am 
So how do you copy the LW2 ini and modify so you can build the weapons?
RealityMachina  [author] 17 Jun, 2017 @ 9:53pm 
At this point I give up. It's working on my end, I've found out that for some reason some XComLW_Overhaul.inis in my mods are not working even though *I directly copied LW2's .ini and made simple modifications*, I'm just calling it a day and saying LW2's .ini system works on foul magic they need to give out the manual for.
Bala 17 Jun, 2017 @ 9:00pm 
i'm curious to wether this mod will be updated or not. the bug mentioned by Jace below still exists and im dissapointed since i cant use the alien hunter mod class to it's fullest potential.
Online Addict 28 May, 2017 @ 4:30pm 
Found an anomaly or bug. Using 1.4 Long War and a variety of other mods. The Alien Hunter items can be researched, but once research is finished, the items are not in the Engineering section to be bought/buit.
ChaoZ 28 Apr, 2017 @ 4:13am 
@all Mr.Willys comment a few sites ago is the fix for Long War2 and it works fine, simply Copy and Paste his lines to your "XcomLWOverhaul.ini" under the section "Alien Hunter" Line arround 500. Oh and, Notepad++ is the best program to edit ".ini" -files. Have Fun! :)
Alexandr 13 Apr, 2017 @ 5:34pm 
An idea as to WHY the XComLW_Overhaul.ini changes his mods implement don't work for anyone but him is that the mods are older than LW2. Meaning most players are loading LW2 AFTER Buildable Hunter Weapons and Moddable DLC Weapons.
MIKE4LYFE 6 Apr, 2017 @ 9:39am 
Unfortunatly not working with LW2. Only can reasearch frost bomb and it will not let me build after reasearch.
GameAcc 4 Mar, 2017 @ 9:45am 
I had same issue (LW 2) and fix provided by MR.Willy works for me (at least I was able to build shadow keeper and frost bomb). i haven't tested it since well but from config change it is obvious that it doesn't map to research provided by this mode. Does anyone know hot to add this dependency? I'm not familiar with Xcom2 modding so I've no idea where should I find reserch name :)
ICONOCLAST://NULL 25 Feb, 2017 @ 3:36pm 
I can research but i can not build, but I did comment them out. does it only take effect on a new game?
dylan.marien 25 Feb, 2017 @ 4:15am 
Yeah , i can't build them either
ferret 23 Feb, 2017 @ 3:08am 
What do you mean by Commenting Out?
[BOX] Trevish 20 Feb, 2017 @ 5:00pm 
Yup, could research but couldn't build. Commenting out the alien hunter ItemTables in LW2's XComLW_Overhaul.ini did the trick
SentySent 20 Feb, 2017 @ 10:46am 
I have some issue with this mod on LW2 which I can reverse-engineer the Alien Hunter weapons but I can't create another set of them due to the buttons not appearing in the build items menu.
ferret 20 Feb, 2017 @ 12:02am 
Definately does not seem to work with LW2.
Bantichai 19 Feb, 2017 @ 4:57am 
Bless the Willy.
4p8ckabs 18 Feb, 2017 @ 6:41pm 
So I got the Frost Bomb tech and that only. I didn't get the Frost Bomb creation or any of the other. I have the powered varients btw.
ferret 16 Feb, 2017 @ 3:54am 
Is this LW2 compatible? I dont seem to be getting the reverse-engineer options in my game, even though i have the items. Do i need to unsub and resub?
Willy "Big John" Helldiver 31 Jan, 2017 @ 6:21am 
Hey fellas. I've made this change to the Lw_Overhaul ini:
;Line 488
+ItemTable=(ItemTemplateName="AlienHunterRifle_CV", Slots=0,Starting=false, Infinite=false, Buildable=true, SupplyCost=25, AlloyCost=3, CrystalCost=1, CoreCost=1,TradingPostValue=20)
+ItemTable=(ItemTemplateName="AlienHunterRifle_MG", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="MagnetizedWeapons", SupplyCost=50, AlloyCost=5, CrystalCost=2, CoreCost=1,TradingPostValue=20)
+ItemTable=(ItemTemplateName="AlienHunterRifle_BM", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="PlasmaRifle", SupplyCost=100, AlloyCost=8, CrystalCost=5, CoreCost=2,TradingPostValue=30)
Willy "Big John" Helldiver 31 Jan, 2017 @ 6:21am 
+ItemTable=(ItemTemplateName="AlienHunterPistol_CV",Slots=0,Starting=false, Infinite=false, Buildable=true, , SupplyCost=15, AlloyCost=3, CrystalCost=1, CoreCost=1,TradingPostValue=10,Weight=1)
+ItemTable=(ItemTemplateName="AlienHunterPistol_MG",Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="MagnetizedWeapons", SupplyCost=30, AlloyCost=2, CrystalCost=1, CoreCost=1,TradingPostValue=20, Weight=1)
+ItemTable=(ItemTemplateName="AlienHunterPistol_BM",Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="PlasmaRifle", SupplyCost=45, AlloyCost=3, CrystalCost=2, CoreCost=1,TradingPostValue=20, Weight=1)
Willy "Big John" Helldiver 31 Jan, 2017 @ 6:20am 
+ItemTable=(ItemTemplateName="AlienHunterAxe_CV", Slots=0,Starting=false, Infinite=false, Buildable=true, SupplyCost=15, AlloyCost=3, CrystalCost=1, CoreCost=1,TradingPostValue=10)
+ItemTable=(ItemTemplateName="AlienHunterAxe_MG", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="MagnetizedWeapons", SupplyCost=40, AlloyCost=5, CrystalCost=2, CoreCost=1,TradingPostValue=20)
+ItemTable=(ItemTemplateName="AlienHunterAxe_BM", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="PlasmaRifle", SupplyCost=40, AlloyCost=5, CrystalCost=2, CoreCost=1,TradingPostValue=20)
+ItemTable=(ItemTemplateName="FrostBomb", Slots=0,Starting=false, Infinite=false, Buildable=true, SupplyCost=30,AlloyCost=3,CrystalCost=5,TradingPostValue=20, Weight=1)

In short, what it does: Restricts Mag+plasma weapons to relevant tiers. They now cost a core, a ton of supplies, alloys and some elerium, but you can build as many as you can afford.
Hex: Rauschepauli 30 Jan, 2017 @ 5:52am 
the one is the normal one and the other one is the version from this mod. i also found something anoying. the tipp with the Ini changes worked wonders. i love it. but it doesn't work 100% for example i can build most weapon from regular to mag except the mag caster and pistol(pistol because LW2). i don't know about plasma but i allrdy checked the Inis and it should work for all weapons.
saximaphone 29 Jan, 2017 @ 10:41pm 
I have come accross something odd.
I am seeing 2 different versions of the hunter weapons show up (except the grenade).
Has this happened to anyone else? I've used this mod since I started playing and it has never done this. Any other mods that are known to conflict?

One of the bolt casters has a different artwork, and all three have different prices than each other.
It almost seems like there was some mod I downloaded that does the same thing, but I have no such mod.
Orionox 28 Jan, 2017 @ 6:28pm 
When I change the research time in the .ini or the in the mod manager page, the research doesnt update to refelct the new time.
Hex: Rauschepauli 24 Jan, 2017 @ 7:59am 
yeah edgarcabrera, u are our hero :D
Bantichai 24 Jan, 2017 @ 7:41am 
The other references for the pistol and axe have the same prefix "alienhunter", frostbomb is frost bomb
Bantichai 24 Jan, 2017 @ 6:52am 
Thanks so much @edgarcabrera for the fix, I can confirm that it gives LW2 versions, as the aim chance is 5% and not 20%.
Orionox 23 Jan, 2017 @ 9:27pm 
can anyone confirm that the weapons that you get from this mod are the nerfed version that LW2 uses and not the vanilla ones?
edgarcabrera 23 Jan, 2017 @ 7:40pm 
Hello, I've made it work doing some tweaks in the XComLW_Overhaul.ini of the original LW2 mod. In the part of:



+ItemTable=(ItemTemplateName="AlienHunterRifle_CV", Slots=0,Starting=false, Infinite=false, Buildable=false)
+ItemTable=(ItemTemplateName="AlienHunterRifle_MG", Slots=0,Starting=false, Infinite=false, Buildable=false) , etc.


I added the semicolon to get rid of those parameters in that very file:

; +ItemTable=(ItemTemplateName="AlienHunterRifle_CV", Slots=0,Starting=false, Infinite=false, Buildable=false)
; +ItemTable=(ItemTemplateName="AlienHunterRifle_MG", Slots=0,Starting=false, Infinite=false, Buildable=false) , etc.


It seems that the XCommLW_Overhaul.ini from LW2 superseeds that one of yours, and since the weapons are not buildable, you can't build them.

After adding the semicolons, the tech and building are working as expected.
Hex: Rauschepauli 23 Jan, 2017 @ 12:06pm 
it also doesn't work for me. after the research is complet nothing shows up and the item that was used for research is not used. so u keep the one copy but can't buy more. im using LW2 but since this mod got updated for it i guess thats not the reason why it's not working.
saximaphone 23 Jan, 2017 @ 6:53am 
@Bantichai after completing the research, you should be able to go back to engineering and buy more copies. That's how it works normally.

@slayer858 What exactly is not working about it?
slayer858 22 Jan, 2017 @ 8:04am 
does not work
Bantichai 22 Jan, 2017 @ 1:53am 
Not sure how t his mod works. I am using it with LW2 and have disabled the campaign mission. When I start a new game, I can build the weapons, ie the bolt caster. I then make sure it's not equipped and do the reverse engineer project.

After that, I'm not sure what to do then. How exactly do you create more copies?
saximaphone 21 Jan, 2017 @ 4:18pm 
As long as LW2 modifies the default and does not replace it with a completely new weapon, then yes.
Orionox 21 Jan, 2017 @ 3:28pm 
@saximaphone so you're saying that it will give me the nerfed version from LW2?