XCOM 2
[Vanilla] Dragunov SVD
85 Comments
Komissar Gebet 19 Jan, 2020 @ 6:45am 
@Lamka
Так это оружие на западе называют.
Они часто добавляют имя конструктора, а потом сокращение.
LamkaS 28 Mar, 2019 @ 1:47pm 
Чел Драгунов СВД несколько странно звучит с учетом что СВД - Снайперская Винтовка Драгунова))
Maximum Broly! 29 Jan, 2018 @ 7:58am 
Any chance of a WOTC version?
я лоутаб 22 Sep, 2017 @ 9:13pm 
pytklre;lrqe b4[p6794-4034gtr8t/rtrttrtyoleghmb,. eo543799438vkmmmvg,cnmbl;r54o99809859856
.::ExclusivE::. 3 Sep, 2017 @ 8:04am 
круто
∑3245  [author] 18 Aug, 2017 @ 7:13pm 
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...
w34 6 Aug, 2017 @ 10:48am 
[s:steamsad:
JCSato 18 Jul, 2017 @ 5:45pm 
Not to necro anything, but also curious about shavedllama's question (disabling the marksman SVD). I can see the research schematics and the stats, but nowhere to disable the weapon template itself. Apologies if this has been answered elsewhere, I didn't see anything definitive. Thanks :)
Wash 1 Jul, 2017 @ 12:05pm 
Too bad that there is not a sound for a suppressed Dragunov :) Great mod and I love this gun :3
МакТрахер 30 Jun, 2017 @ 3:31am 
Pls help me))
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76561197961748256 19 Jun, 2017 @ 6:16am 
che za igra eta pacani
shavedllama 4 Mar, 2017 @ 7:14pm 
Is there any way to disable the custom marksman svd from showing up? I know I have the option of not using it, im just trying to clean up my interface and leave the sniper one available for snipers only.
Popo Bigles 20 Nov, 2016 @ 6:02am 
What mod gave you that Gas mask.
charles_wipman 19 Nov, 2016 @ 8:39am 
The T3 SVD don't shows up any scope and the magazine and neither any image of the mods attached to any of it's x3 slots; they only show up on the 'High-Powered Sniper Rifle (SVD-63/x4 Mk. II) wich only haves x2 mod slots and do 2 points less of critical damage; but this one (the HP-SR SVD63x4MkII) look really good, the scale is perfect and everything else.
kenanthebarbarian 6 Nov, 2016 @ 9:07am 
Yeah, I noticed that, but oddly the default XSkin config file has a line for the SVD in all three tiers.

I've included it in my own edited INI and it seems to work fine (at least for T1; haven't gotten to mag or beam weapons in the current campaign), along with the M14 and M60.

Maybe robo fixed it somehow without realizing.
∑3245  [author] 5 Nov, 2016 @ 1:51pm 
@kenanthebarbarian
Sorry, but robojumer stated that in the description of the XSkin system that some of the marksman rifles/snipers (this, the M14) that I've ported don't work that well.
kenanthebarbarian 5 Nov, 2016 @ 8:14am 
Any chance you'll be adding XSkin compatability to this and your other older weapon mods? I'm having issues with CVWPv2 (for exampke, the Dragunov in that pack doesn't seem to have a firing sound) and would prefer to use your mods individually. I looked at the instructions for adding an XSkin compatibility INI, hoping to do it myself, but I honestly have no idea how it works.
Woozle 15 Sep, 2016 @ 10:46pm 
Is there a way to get the wooden grips back? I'm one of those RIFLE IS FINE idiots.
Kinsmarck 12 Sep, 2016 @ 10:04pm 
Alright, good to know I haven't missed something. I am a little sad to see that one can't make an accurately colored version anymore, though. I'm not about to make demands of a modder, though I do feel I should give a little feedback and say that I do prefer the previous color-change options for this particular mod.
∑3245  [author] 12 Sep, 2016 @ 9:45pm 
@Kinsmarck
Not sure if there is a way to change the wood furniture as of this moment. The current customization system for weapons is limited.

There is hope however. Did you know that the code for tinting secondary weapons is functional, but the UI element for it is missing? I'm hoping that down the line, we will be able to customize secondary elements, or have 2 different color camos.
Kinsmarck 12 Sep, 2016 @ 9:37pm 
Apologies if the answer to this is staring me in the face, but after the new update, if I try to change the color of the weapon, it changes the furniture and the metal of the receiver. Looking at the update notes, it seems this was intentional. Is there a way to only change the wood again, or am I just missing something?
∑3245  [author] 2 Sep, 2016 @ 7:00pm 
The grips are finally customizable with color, instead of simply applying camo to it.
∑3245  [author] 9 Aug, 2016 @ 9:38am 
@N7Huntsman
Odd, that's not supposed to happen. Try resubbing to all my mods again.
N7Huntsman 9 Aug, 2016 @ 9:36am 
I'm encountering an issue where all of your weapons function as assault rifles only. Thoughts?
∑3245  [author] 10 Jul, 2016 @ 4:26pm 
Hopefully, we can put this infamous bug behind us.
Syntax 8 Jul, 2016 @ 11:07am 
Finished my latest game and updated to your latest version of the mod. Noted the sniper rifle damage fix - nice! However my Assault rifle version is still coming with a -1 mobility malus. It's not doing that for you, I take it? Gun's look amazing btw.
∑3245  [author] 8 Jul, 2016 @ 9:16am 
@The Great Garrus
I don't think you can add new things to the inis, since the mod was solely built for those configs, and doesn't recognize any new configs.

If you really wanted to edit inis, you can starting looking at XCOM 2/XComGame/Config, and tweak values at My Games/XCOM 2/Config.
The Great Garrus 8 Jul, 2016 @ 7:53am 
Update 2.0 I have experimented...i got default sniper class to allow and recognize the marksman option of the rifle. Do you have any suggestions i could try beyond what you put? I ask cause like the ones you have created and two i also trying to learn to tweak more.
∑3245  [author] 8 Jul, 2016 @ 12:30am 
ClassName is the name of the custom class.
∑3245  [author] 8 Jul, 2016 @ 12:29am 
@The Great Garrus

Sorry, I was listening to the news about the Dallas protest shooting.

Open the XComClassData.ini and add this:
[ClassName X2SoldierClassTemplate]
+AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="Stoy79Cat_SVD")
The Great Garrus 7 Jul, 2016 @ 11:41pm 
Update...i can only get the Marksman SVD to work on 3 classes, Specialist - Ranger - Grenadier
The Great Garrus 7 Jul, 2016 @ 11:29pm 
Hey E3245 love the guns, can you help me with trying to figure out why my custom classes are not getting the option to use it, it is only the Default classe
Balthizaar 4 Jul, 2016 @ 3:07pm 
Sounds good man, keep me updated as I'd love to recommend your mod to other folks. It's one of the better sniper rifles.
∑3245  [author] 4 Jul, 2016 @ 12:34pm 
@Balthizaar
I've been brainstorming on how to solve this. I think I might have an idea, but I'll have to test it first when I get back tomorrow.
Balthizaar 3 Jul, 2016 @ 11:23pm 
Yeah, retaliation missions are where I see it. It sucks because the gun is well modeled but most people on my streams are turned off by it because that's a very very bad glitch
∑3245  [author] 3 Jul, 2016 @ 8:02pm 
@Balthizaar
Honestly, I don't know what causes this glitch or how to fix it. It happens to me when my framerate drops below 30 (retaliation missions for sure).
Balthizaar 3 Jul, 2016 @ 7:41pm 
Nah, average framerate is typically above 30. I only say typically because I'ms treaming the game which can drop it
∑3245  [author] 3 Jul, 2016 @ 5:08pm 
@Balthizaar
Is your average FPS lower than 30? That nasty bug happens when your framerate dips below 30. I cannot find a fix for it.
Balthizaar 3 Jul, 2016 @ 4:02pm 
Hey! I'm having a problem where the SVD just makes no sound whatsoever. It's a fantastic gun, but it just doesn't make any noise at all
∑3245  [author] 29 Jun, 2016 @ 5:59pm 
@Syntax
I figured as much. The sniper is using the assault rifle damage stats for all tiers. I will push this fix in a hour.
Syntax 29 Jun, 2016 @ 5:54pm 
interesting - I was wondering why no one else mentioned it. The sniper variant for me is +1 ammo (clip size 4) and -1 damage. The rifle variant is actually 4 ammo (sorry was comparing it to halo weapons) but -1 mobility. All the basic versions as well as grimy's loot versions have the same buffs / debuffs applied.
∑3245  [author] 29 Jun, 2016 @ 5:42pm 
@Syntax
That's weird about the stats. It's supposed to have the same stats as the conventional sniper, so it should act as a reskin of the sniper. I don't really understand how this weapon can underpowered. (I think the Marksman version is OP tho since that carries the same stats as the sniper I think. It was added at the last moment).
Syntax 29 Jun, 2016 @ 5:29pm 
This is an interesting addon. First of all it looks very nice (although can look strange when combined with Grimy's loot mod - scope floats above the weapon) and sounds good. I have a couple of gripes, the first being is the trade offs for the extra bullet. The sniper variant gives up damage, which can be painful and the rifle gives up mobility. These tradeoffs make me less inlcined to want to use either variant, which brings me to my next gripe: They don't play well with sidegrades - especially the rifle variant (cant do anything with it). The sniper does allow you to switch to other sniper variants, however.

It's not too often that a user creates a modded weapon that I'd call under powered, but I think this one might be :) Unless anyone has any ideas on how to use it properly? Perhaps I'm missing something. In any case - it looks fantastic!
∑3245  [author] 17 Jun, 2016 @ 8:55pm 
@Adrienne
The proprietary middleware audio system that XCOM 2 uses. There's a reason there aren't any music mods for X2, WWise is the main reason why.
Gunvarrel 17 Jun, 2016 @ 8:39pm 
What is WWise?
∑3245  [author] 17 Jun, 2016 @ 7:45pm 
@Adrienne
It happens to me too, when my framerate drops below 30. The only way I can solve this is if I use WWise instead.
Gunvarrel 17 Jun, 2016 @ 7:03pm 
Quite a few times I've heard no sound when the SVD fires, sometimes it does let out the gunshot though. It has a repeater/suppressor on it, and I don't think this is the issue. (other weapons just sound normal with repeaters on, bug me as it does) This might be related to the stereo/mono thing you mentioned.
∑3245  [author] 15 Jun, 2016 @ 7:39am 
@SHADOW_MM
Yes, that a 1PN34 Night Vision scope.
http://www.dragunov.net/optics/1pn58svd_rockislandauction-1_640x.jpg
SHADOWxMM 15 Jun, 2016 @ 12:07am 
is the nvg scoper supposed to be that big lol it feels kinda off
Sturm Krahe 8 Jun, 2016 @ 8:48am 
The M14 animation is better, but it would be nice to see the non-bolt sniper animation eventually, maybe get in touch with some other modders if you're having issues? I know it's been done. The 3 shot animation doesn't feel right for a sniper rifle and the shooter doesn't 'scope in' like with the sniper animations. Why not just use the animations for the higher level sniper rifles, like magnetic or energy? I don't know much about modding for this game but those would seem to be accurate animations for what you're trying to do.