XCOM 2
Weapon Reblaance For Spart's Kitbashes & Carbine MOD
59 Comments
Lokerian  [author] 2 May, 2020 @ 5:58am 
@Dirty, Sorry dirty a lot of people mentioned it doesn't work anymore i recomend you to use swr aiming angles. that one does the same as mine and is working.
Iron Mantis 27 Nov, 2017 @ 10:40am 
whoa loke, what happened to your cover and aim angles mod. I was still using it and it was working really good lol.
Queen Victoria's Top Guy 21 Dec, 2016 @ 9:06pm 
I'm completely stumped. Nothing seems to be working at all.
Queen Victoria's Top Guy 25 Nov, 2016 @ 11:19pm 
I don't think it's working. No changes to the battle rifle et al and only the carbine fix seems to be working for the carbines.....I think.
Lokerian  [author] 22 Sep, 2016 @ 4:41am 
nop. i haven't been playing xcom in a while, therefor i will not change the numbers here, but even so when i made this mod, i made sure the numbers were right. maybe today there are other moded weapons out there.

But for the most part im happy with the way it played.
Meatbang 21 Sep, 2016 @ 9:29pm 
Have you considered maybe looking at the numbers again, Lokerian?
Lokerian  [author] 20 Sep, 2016 @ 9:08am 
ok
Meatbang 20 Sep, 2016 @ 4:00am 
Not to completely discredit Lokerian's efforts but none of these stat distributions are appropiate for someone looking to add alternatives instead of upgrades.

It's always better to over-nerf something then over-power something.
Meatbang 20 Sep, 2016 @ 3:56am 
Horribly imbalanced, bloody hell. If you have any interested in keeping your game somewhat challenging, avoid this config as you would a Cheat Mod.
BionicCinamun 14 Sep, 2016 @ 6:52pm 
Hey so I'm testing this out, pretty cool so far.

I still don't what the point of the combat shotgun is; it has less damage, less ammo, and as far as I can tell same accuracy. I like that the rest of the weapons are more or less balanced (except for the carbines), am I missing something? Was it intended to give it more accuracy, or to give the basic shotgun less ammo and the combat more?
thistlebloom 12 Sep, 2016 @ 4:16pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=712630457
They made a magnetic tier version for the carbines, it would be cool to have support for these too.
Lokerian  [author] 27 Aug, 2016 @ 10:29am 
It should work without issue only with kitbash, as it was originally made for that alone :)
BionicCinamun 27 Aug, 2016 @ 10:13am 
Also, will this work without the carbines? I feel like just the first half of the kitbash is enough for my tastes.
BionicCinamun 27 Aug, 2016 @ 9:55am 
Wait, so what exactly is the point of the "long shotgun" (I assume that means the combat shotgun) if it has the same shred, but less damage and ammo?
Lokerian  [author] 14 Jul, 2016 @ 1:56am 
afaik its mainly not used hance why i ignored it
tjvelcro 13 Jul, 2016 @ 5:49pm 
Ya I just wonder why sparts kitbash has MagLMG, its not listed in his weapons list on the mod description and there seems to be no picture of it. I understand having a weapon with the same stats for variety but I dont know what it looks like.
Lokerian  [author] 13 Jul, 2016 @ 1:29am 
If im not wrong the MagLMG was the weapon for the magnetic LMG tier if i recall it has vanilla stats atm. as it is a 1 tier weapon i didnt bother on changing it
tjvelcro 12 Jul, 2016 @ 7:54pm 
I'm in the process of making an excel sheet with the stats of the various weapons for easy comparison. What is the weapon called MAGLMG in the ini? Is this the salvaged cannon from sparts mod?
Balmong7 12 Jul, 2016 @ 8:59am 
Take your time. I'm still waiting for most of my mods to update after Shen broke them all
Lokerian  [author] 12 Jul, 2016 @ 5:59am 
You are right to that i noticed that on my playtrhough with the mod, hard to keep track of every balance :) but with that said ill look forward to balance that out too in the next update have no eta for it yet as i said im busy with irl work atm :)
Balmong7 11 Jul, 2016 @ 5:38pm 
unless there is something I am missing. the Compact Carbine is currently just a better version of the SMG. It provides the same damage, same mobility, but has a larger clip size.Just so you know.
Lokerian  [author] 9 Jul, 2016 @ 3:12am 
thank you for the suggestions, i released the carbine mod add asap so people could enjoy the new weapons, i still want to sit down to fix some of the balancing buff some weapons and nerf some too, little things you know.

Whenever im done with that ill also note to my self to write down the more detailed descriptions in game for the weapon buffs, as for example the -10 penalty on battle rifle to show in the description and not only in the character details :)

With that said i got my hands full with work IRL now so it will take some time to get that done :) hope you understand
tjvelcro 8 Jul, 2016 @ 5:59pm 
Also if you cannot put the pierce or shred in the weapon detail then maybe in the description?
tjvelcro 8 Jul, 2016 @ 5:57pm 
Hmm just wondering if the Battle Rifle can show the -10 aim in the weapon details of the weapon. I realize that it does show up on the character details. Perhaps this is a ingame thing where you cant show negative aim in the weapon details.
Lokerian  [author] 8 Jul, 2016 @ 12:38am 
All the Modified Stats are on the description :) with that said sure ill make a forum post with the stats alone but the things not mention have vanilla stats.
tjvelcro 7 Jul, 2016 @ 2:34pm 
I like that you are adding different weapon mods to this mod! Perhaps you can add all the stats to the description or forum post that you can update as you rebalance things. It would be nice to have one place to look at for all the stats of the weapons.
Lokerian  [author] 6 Jul, 2016 @ 11:29am 
Np ;)
Doom 6 Jul, 2016 @ 11:29am 
damn that was fast. barely had time to actually make an effort and make my own research. thanks.
Lokerian  [author] 6 Jul, 2016 @ 11:27am 
Plusone is the Chance a weapon has to add 1 more damage on hit. :) so plusone 50 is 50% chance to add an extra damage
Doom 6 Jul, 2016 @ 11:25am 
What does the ¨Plusone¨ value affect?. Im playing whit the ini to make some tweaks and its the only thing i dont understand. sorry if someone already asked.
Lokerian  [author] 3 Jul, 2016 @ 12:14pm 
Sure thing WIll do post the fix on top for now, about the legacy for now ill keep as it is, and we will see in the future if its worth re uploading with more content that conflict like the current one :)
edin 3 Jul, 2016 @ 11:34am 
If age is the problem, maybe you could reupload this mod and keep this as the "legacy" version like what grimy did. The load order bug seems really strange, never seen that before. Thanks for the fix, you should probably put it at the top of the mod description to save others' frustration.
Lokerian  [author] 3 Jul, 2016 @ 7:04am 
* Im sorry i dont have a better work around for that, i tried everything if anyone knows a better way to fix that be sure to let me know :)
Lokerian  [author] 3 Jul, 2016 @ 7:03am 
@Droned I had that my self it is connected with the loading order of mods.

All i can tell you to fix this is after long frustrating hours, just go to Spart's Carbine Mod and delete The file in the Localization Folder (I think was gamedata.int or something like that delete everything in that folder) and delete the CarbineweaponSA or something like that, in Config folder, you will see that my mod has the same file in its own folder just make sure you delete the ones in Carbine MOD and everything will work fine. ( The Main Reason this happens is that in the load my mod is loaded first i believe then the carbine one prob because its older or i have no clue why but either way all the stats put by my mod are overwritten by the default of the Carbine MOD which are the same as vanilla, so yeah the solution above will fix that)
edin 2 Jul, 2016 @ 8:05pm 
None of the carbine custom stats work (or at least show in the menu), but all of the others do. None of the shred/pierce show, so it can get frustrating to loadout soldiers, not sure if it is possible to show those stats.
Democritus 1 Jul, 2016 @ 4:11am 
Great! Thanks!
Lokerian  [author] 30 Jun, 2016 @ 4:14pm 
Hey Guys Droping by an update for Spart's Carbine Mod Integration :)
Lokerian  [author] 30 Jun, 2016 @ 11:45am 
@tjvelcro You can easily access the XComGameData_WeaponData or XComSpartsKitbashes and you can add a semi colon ; before any line of any weapon you wish to disable. if you are using notpad +++ the line will change color if you are using normal notpad the game will just ignore it. :) you may always tweak the weapon your self in the very same files.
tjvelcro 29 Jun, 2016 @ 5:17pm 
I like how you rebalanced many weapons in one mod. Would there be a easy way via inis to disabled a single customer weapon?
Lokerian  [author] 29 Jun, 2016 @ 11:08am 
I haven't got to test it yet, ill have a look and i'll see :) glad you are enjoying it
Democritus 29 Jun, 2016 @ 10:56am 
Yeah good job! Adds a little more flavour and choices to the game. Will you be doing something similar for the Carbines pack?
Lokerian  [author] 28 Jun, 2016 @ 9:31am 
Thanks mate :)
Weebos 28 Jun, 2016 @ 7:41am 
Nice work on this mod
ProvokingPerch 26 Jun, 2016 @ 5:00pm 
Alright, thanks
Lokerian  [author] 26 Jun, 2016 @ 4:21pm 
No it doesn't affect alien's weapons
ProvokingPerch 26 Jun, 2016 @ 11:45am 
Does this change the weapon damage of aliens as well?
nighthawk2002 20 Jun, 2016 @ 7:23am 
You got the right mod tested there. Will try that, thanks!
Lokerian  [author] 20 Jun, 2016 @ 7:20am 
@nighthawk2002

Well i have tried to reproduce your issue, by testing the katana pack reloaded mod together with this one, but everything seemed to be working perfectly fine.

I also took an look at the files used by the katana mod, and they dont seem to overlap with the ones using in this mod therefor there shouldn't be any problem with either of them working together.

It could be that your conflict comes from another mod, or that you may need to try to unsub from the katana mod delete its folder and re subscribe to it to reset it. you can also use the mod launcher to clean up old unused files as well.

Hope any of this helps!
Lokerian  [author] 20 Jun, 2016 @ 6:55am 
which katana mod exactly are you using so i can take a look at it :)
nighthawk2002 20 Jun, 2016 @ 6:29am 
Hi there, just found out that your otherwise very fine mod seems to conflict with the katana mod (deactivating its buffs to the katana/wakizashi added there). Do you happen to have any suggestion for a work-around solution? Much appreciated!