XCOM 2
[Vanilla] AUG A1
42 Comments
Dracon 2 Sep, 2017 @ 1:02am 
Will you include this weapon into the Megapack then :D?
∑3245  [author] 18 Aug, 2017 @ 7:10pm 
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...
Fab 15 Apr, 2017 @ 10:28am 
Perfect, just what I needed! Good job :steamhappy:
∑3245  [author] 1 Dec, 2016 @ 8:15pm 
@Zvonimir
It is.
Zvonimir 1 Dec, 2016 @ 5:39pm 
Is the invisable flashlight on the barrel a bug?
charles_wipman 21 Nov, 2016 @ 9:40am 
@E3245
This is the best L86A1-A2 models that i've seen:
http://www.armaholic.com/page.php?id=23169
If you still in touch with the ArmA community, maybe you could talk with Kaory and tell him that you go with the blesses of Charles Wipman, the dude of the ArmA & ArmA2 custom faces and M4's pack; it may work... .
∑3245  [author] 21 Nov, 2016 @ 7:49am 
@E3245
Depends on if I can get good models for the L85A1 and A2.
charles_wipman 21 Nov, 2016 @ 6:45am 
@E3245
This AUG is great; very pimp for equip the aussie and irish soldiers, do you have any plan on do any other bullpup rifle like a L85A1 or A2 for equip the UK soldiers?, or you gonna switch to work on armor/clothes for a while?.
DiAZ 1 Oct, 2016 @ 12:52am 
how to change weapon damage?
∑3245  [author] 6 Sep, 2016 @ 2:18pm 
@daniel.fannin13
A lot of patience and constant re-adjusting.
Fannidan13 6 Sep, 2016 @ 2:16pm 
How did you fix the animation where he hold the foregrip correctly???
DOCTORTEETH 3 Sep, 2016 @ 1:44pm 
I think I found the problem, I left the line incomplete.
∑3245  [author] 2 Sep, 2016 @ 2:08pm 
@DOCTORTEETH
Did you use the Beam version of the AUG for the AssaultRifle_CV, by any chance?
DOCTORTEETH 2 Sep, 2016 @ 1:41pm 
So after starting up a campaign, I noticed that applying the skin for some weapons automatically upgrades it to T3. Any idea what causes this? Could it be because I changed the research values to zero?
DOCTORTEETH 31 Aug, 2016 @ 1:09pm 
@E3245

Yes! This fixed it right up, thanks a million. Love this mod and all your other conventional weapons, really glad to be able to make these edits.
∑3245  [author] 31 Aug, 2016 @ 12:16pm 
@DOCTORTEETH
Try adding these values in the mod's XComSkinSystem.ini, so that when you upgrade, you get those weapons as well:
+SkinConfigs=(BaseTemplateName="AssaultRifle_MG", TemplateName="MILLAUGA1_MG")
+SkinConfigs=(BaseTemplateName="AssaultRifle_BM", TemplateName="MILLAUGA1_BM")
DOCTORTEETH 31 Aug, 2016 @ 11:58am 
This method didn't work for a few of the guns though - at a loss for how to fix that.
DOCTORTEETH 31 Aug, 2016 @ 11:50am 
Having the same issues with the xskin system here as well. Works fine with T1, not with higher teirs. The problem is that the higher teirs will not be able to use these skins, so if you want your soldier to have an AUG A1 you've got to equip him with this gun at T1 otherwise you'll not be able to keep the attachments you kit it out with when upgrading to T2 because the skin is unavailable.

My way around this has been to set the research costs for all fields to zero for both magnetic and plasma teirs, playing a kind of honest man way where I make sure I buy the vanilla squad upgrade before buying these for free. Was super easy to do!
mick 26 Aug, 2016 @ 4:44pm 
@E3245 - I thought I had it sorted out after a mass amount of reinstalls and starting a new campaign...

But I'm back to the point now where I've upgraded to magnetic weapons with the vanilla gun - and all the weapons in CWpack get upgraded automatically - and I can use them all easily through the Xskin system.

All of your guns stay at T1, and are no longer available through the skin system, so to continue using them I'd have to upgrade each gun individually.

I've gone through lots of .ini files trying to compare differences between your files and the CW pack ones but there appears to be a lot of different ways to do things, so I'm at a loss.

My last guess would be to modify the research.ini to 0's and just upgrade them the same time I upgrade the vanilla guns? (Actually I'll go try that now,...)

brbaracas 25 Aug, 2016 @ 7:00am 
Hey guys, how do I make these mod weapons available in game? Research?
Dentedhelm 23 Aug, 2016 @ 10:59pm 
Now I can recreate that one henchman from Diehard
pir84lyf 19 Aug, 2016 @ 5:23am 
FINALLY! THE LEGO GUN IS HERE!!!!:steamhappy:
mick 19 Aug, 2016 @ 4:30am 
@E3245 thanks, I don't know why I didn't try that Xskin system out before. Much better than trying to sort through the ini files (when I have no idea what I am looking at).

The Aug and a few of your more recent things aren't included - I assume that means the Xskin would need to be updated for me to use it with this mod?

Thanks again :D
∑3245  [author] 17 Aug, 2016 @ 9:10am 
@mick
Unless you are trying to upgrade every weapon at once, then I suggest using robojumper's XSkin system to replace the vanilla weapons with the modded versions.
∑3245  [author] 17 Aug, 2016 @ 9:08am 
@mick
The research stuff should be in XComConfig_<TemplateName>_Research.ini, TemplateName is the name of the weapon template in question.
mick 17 Aug, 2016 @ 2:40am 
@E3245 , G'Day E3245, Firstly, sorry if this has been addressed elsewhere - I am trying to figure out how to tie in the upgrades for your weapons to the vanilla upgrades so that I don't have to upgrade each gun individually (It's turning out to be very expensive..) ... I've looked through the config ini files but nothing jumped out and slapped me in the face. I tried to compare it to the files I have for another collection mod that let me do the same thing but again I couldn't see where I should be looking..

Hope that's something you might be able to help with? I tend to find I leave your awesome weapons at tier 1 as I progress further into the game.

Cheers!
∑3245  [author] 15 Aug, 2016 @ 9:31pm 
@EaglesFist
I'm gonna take a break from porting for a couple of days, maybe weeks, depends on how I feel and how busy I am IRL.
ApocalypseMeows 15 Aug, 2016 @ 8:59pm 
what's next? i find myself excited for your mods
Ghost 14 Aug, 2016 @ 9:36pm 
Oui monsieur, oui oui
The_Man_In_The_Shack 14 Aug, 2016 @ 3:07pm 
Yes, thank you! Needed this one.
∑3245  [author] 14 Aug, 2016 @ 11:46am 
@ThracianTendency
As per usual, if there's a model with normal and spec maps. (I think MGS4 might work, but I'll have to find the model somewhere).
K. Constantine 14 Aug, 2016 @ 11:42am 
Any chance you'd consider doing an HK Mk23 SOCOM?
∑3245  [author] 14 Aug, 2016 @ 11:41am 
@Feroce
Yeah, it's an oversight. I will fix it after redownloading the entire SDK again.
Ludibrius 14 Aug, 2016 @ 5:19am 
I don't see a magazine in the rifle in the screenshots, just an empty magwell. Was that an oversight for the pics or is it not actually present?
lord.dark.fab 14 Aug, 2016 @ 12:35am 
All of course , merci et encore bravo
Arkhangel 13 Aug, 2016 @ 10:15pm 
ah, the good old Steyr AUG.
MiZta_Z0mbie 13 Aug, 2016 @ 10:07pm 
:D My favorite assault rifle. Thanks a ton!
Cheh3x 13 Aug, 2016 @ 9:21pm 
More bullpups! Could you put in a SAR 21 by any chance?
LtCommander417 13 Aug, 2016 @ 8:36pm 
EPIC
Doc Massacre ☠ 13 Aug, 2016 @ 8:18pm 
cool!
∑3245  [author] 13 Aug, 2016 @ 8:11pm 
This was the second most voted weapon in the assault rifle polls, so I decided to port this. Don't forget to vote for whatever weapon that you think should be ported to XCOM 2!

Shotgun Poll V2 [www.strawpoll.me]
Pistol Poll [www.strawpoll.me]
Sniper Poll [www.strawpoll.me]
Assault Rifle [www.strawpoll.me]