XCOM 2
Tier 1.5 Lasers: an Alternate Weapon Techs mod
6 Comments
Boisegangpc 20 Mar, 2017 @ 6:45pm 
Is this mod dead?
Lifeline83 26 Dec, 2016 @ 5:06am 
Is this mod compatible with the last game version?
DabHand 18 Jul, 2016 @ 2:10am 
Just a report l saw, not widely reported so thought l'd check with you. The first one about spread is defintiely true and currently impacts the alt weapon lasers (and every other weapon add mod that hasn't been updated - e.g. weapon variants reloaded, the HMG for the gunner class)
RealityMachina  [author] 18 Jul, 2016 @ 1:59am 
I haven't managed to test out LW's laser pack yet, though that sounds utterly baffling if true: both weapons use completely different .upks to get their assets from, and they're named very differently, so it shouldn't be resulting in them conflicting with each other.
DabHand 18 Jul, 2016 @ 1:53am 
Also did you encounter why the LW laser pack assets get replaced with the advent model (from the orignal alt weapon tech mod) if you have both installed?
DabHand 18 Jul, 2016 @ 1:46am 
Note this:

Seems that LWT mod breaks the damage spread on weapons, regardless of damage roulette being used.

This is second hand info l'm just passing it on:

For anyone that has a weapon mod, the Author needs to add the following line to the end of their weapon template.

defaultproperties
{
bShouldCreateDifficultyVariants = true}

Does this mod fix that issue with CaptainO's original mod?