XCOM 2
ADVENT Mec SPARK Rifle [WotC]
52 Comments
[OG]CombatMedic02  [author] 18 Sep, 2024 @ 11:32am 
It's cool. Yeah, I never used Metal over Flesh as it changed things I didn't like. I ended up using Normalize SPARKs and SPARKs Rebalanced instead.
Epic Dovahkiin 17 Sep, 2024 @ 10:03pm 
which admittedly i have to remove anyway sorry for wasting your time
Epic Dovahkiin 17 Sep, 2024 @ 9:51pm 
i have to say this here because steam doesn't let me edit but i finally figured out which mod actually causes this and i was way off it was actually metal over flesh redux that added suppression to sparks
Epic Dovahkiin 12 Sep, 2024 @ 9:08pm 
yeah it's just a minor annoyance
[OG]CombatMedic02  [author] 12 Sep, 2024 @ 12:16pm 
I don't actually use either of those mods so I wouldn't have caught this. Not too sure how I'd fix this but I may look into it if I get a moment. It doesn't sound game breaking? It just gives you two suppression icons?
Epic Dovahkiin 11 Sep, 2024 @ 10:57pm 
well it's either MW or iridar's spark arsenal that does it i'm not entirely sure which i always run both together
Epic Dovahkiin 11 Sep, 2024 @ 10:50pm 
incompatibility/bug whatever you wanna call it when running 2 mods together results in double icons
Epic Dovahkiin 11 Sep, 2024 @ 10:48pm 
so there's a minor incompatibility with mods that add the suppression ability to sparks (you'll have 2 suppression icons when using the weapon) namely mechatronic warfare
[OG]CombatMedic02  [author] 13 Nov, 2022 @ 8:38am 
Magnetic weapons can be got within the first hour of the game anyway so it's not such a big deal.
Nero 13 Nov, 2022 @ 8:34am 
ah
i was running starting spark
i now see my problem
[OG]CombatMedic02  [author] 13 Nov, 2022 @ 8:32am 
There are only two versions of this weapon the magnetic version and the beam version. You unlock the base magnetic version when you obtain your first SPARK unit I felt that by that time the player would have probably already unlocked magnetic weaponry so there wasn't much point in making a conventional version.
Nero 13 Nov, 2022 @ 8:12am 
the magnetic tier seems to immediately instead of after i unlock the mag cannon? they conventional tier also seem to not exist
T'erissk 27 Nov, 2020 @ 8:43pm 
@[OG]CombatMedic02 You're welcome =)
[OG]CombatMedic02  [author] 27 Nov, 2020 @ 1:27pm 
Yeah, you can do that too, thanks shoutmon. :)
T'erissk 26 Nov, 2020 @ 12:28pm 
@red Go int othe INI files of the mod and adjust it if ya want ^^
[OG]CombatMedic02  [author] 26 Nov, 2020 @ 12:10pm 
Too strong? It's a reskin of the normal Spark weapons? It's only as powerful as the upgrades to the base game weapons you're running. :P
Red110 26 Nov, 2020 @ 7:58am 
Too strong for infinite weapon, maybe make MEC Gun like a Talon Pistol from ADVENT Duelist mod?(Opens after ADVENT MEC Autopsy and can be crafted by one and upgraded in engineering bay)
Compo The Smoggie 10 Aug, 2018 @ 5:06pm 
@[OG]CombatMedic02

If, as mentioned in my first post, if you use the Configure Upgrade Slots and assign 7 upgrade slots to each weapon, you can create some pretty OP weaponry.

In the Configure Upgrade Slots mod, adding the aforementioned lines into the XComUpgradeSlots .ini file in the config folder, you can equip all 7 prototype upgrades onto the ADVENT Mec SPARK Rifle.
Compo The Smoggie 10 Aug, 2018 @ 5:04pm 
@[OG]CombatMedic02

The ADVENT Mec SPARK Rifle before the Beam research has only 3 slots and this increases to 4 on completion of the research.

In the main game, the Continent Bonus 'Armed To The Teeth' grants most primary weapons an additional upgrade slot as well as the respective Modular Weapons research, taking most primary weapons up to 6 upgrade slots using the all of the Superior upgrades with an restriction of using either the laser sight or scope, but not both.

Whereas, in the mod Weapons Upgrades Expanded (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1159373456) , a naughty little perk with the prototype upgrades is that you can equip both a laser sight and scope onto a weapon, together with an expanded mag, hair trigger, repeater, stock and auto loader taking the total number of equippable upgrades up to a total of 7.
[OG]CombatMedic02  [author] 10 Aug, 2018 @ 3:19pm 
@CompoTheSmoggie It has slots now though? Are you trying to add more? Do they just not add? I haven't used that upgrade mod before so I wouldn't have been able to test it with it.
Compo The Smoggie 10 Aug, 2018 @ 1:39pm 
@[OG]CombatMedic02

My question is in a similar theme to Flamew1ng's question.

I was having some issues adding upgrade slots to your mod weapon and I've done it via Musashi's Configure Upgrade Slots mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id= https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1171964288

Add the lines:

+SlotConfig = (TemplateName=ADVENTMecSPARKRifle, NumUpgradeSlots=x)
+SlotConfig = (TemplateName=ADVENTMecSPARKRifleBEAM, NumUpgradeSlots=x)

Where 'x' is the number of upgrade slots you want to add to the weapon.
[OG]CombatMedic02  [author] 6 Apr, 2018 @ 6:35am 
@⎝👽⎠KingCurLy⎝👽⎠ Updated. I have a feeling this update may have broken the mod's compatibility for the base version of the game though. I may need to put out two versions of the mod now, need to test it on the base version of the game.
⎝👽⎠ Markus ⎝👽⎠ 6 Apr, 2018 @ 12:49am 
Would you be able to add upgrade locations ?
Airu 3 Feb, 2018 @ 10:33am 
Managed to figure it out myself before you messaged so i deleted my post, whoops
[OG]CombatMedic02  [author] 3 Feb, 2018 @ 10:31am 
If you want to do it using the template way they are ADVENTMecSPARKRifle and ADVENTMecSPARKRifleBEAM.
Airu 13 Jan, 2018 @ 10:06am 
Nm, i just checked and it seems i can simulate weapon upgrades by changing the stats of the weapon. I'll give this mod a try, it seems really promising
[OG]CombatMedic02  [author] 13 Jan, 2018 @ 9:59am 
@Flamew1ng Don't think it'll be your starting weapon but you can make/upgrade them after your first mission.
Airu 13 Jan, 2018 @ 9:59am 
How does this mod work with this? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1132346898

Also, would it be possible to make this weapon compatible with weapon upgrades?
WarJack 10 Sep, 2017 @ 7:45am 
Thanks so much for your mod. I missed having the option to reskin all variants of my Mec auto-cannons to the Advent Mec weapon so I build upon your mod to recreate all normal Mec weapons with their original stats, upgrade slots, cost and research options as Advent Mec weapons. I could not have done that without your mod as inspiration (and guidance :-)
[OG]CombatMedic02  [author] 10 Sep, 2017 @ 4:35am 
@RacingM3GTR Yeah, I really dig how this rifle looks, so sleek, so awesome. Love the way the barrel rotates too. Glad you like it too. :D:
Rylien 9 Sep, 2017 @ 9:27pm 
My SPARK thanks you for this mod, the vanilla T3 is butt ugly.
[OG]CombatMedic02  [author] 31 Aug, 2017 @ 8:13pm 
Many thanks, I'm glad you enjoy them. If you enjoy my mods please leave a rating for them, not enough people do and it would help get my mods seen. :)
Arrakhis 31 Aug, 2017 @ 8:07pm 
roger that sunscribing again all ur stuff =)
[OG]CombatMedic02  [author] 31 Aug, 2017 @ 7:56pm 
Should do, works fine for me and is updated to work with WotC. Give it a try and let me know if you get any problems. :)
Arrakhis 31 Aug, 2017 @ 7:49pm 
re the mod compactible to wotc?
T'erissk 29 Aug, 2017 @ 4:45pm 
*[OG]CombatMedic02, Alright sounds good :spino:
[OG]CombatMedic02  [author] 29 Aug, 2017 @ 4:42pm 
Should do. I don't see any reason why it wouldn't. I'll be updating it in the coming days anyway. :)
T'erissk 29 Aug, 2017 @ 4:17pm 
@[OG]CombatMedic02, This still works for Wotc?
[OG]CombatMedic02  [author] 26 May, 2017 @ 6:56am 
Yeah, you should be able to edit it in mod buddy and it should work in long war. It only has the three standard tech tiers though at the moment.
Itwas acthually30million 24 May, 2017 @ 8:09pm 
can i edit the rifle? and does it work in long war?
[OG]CombatMedic02  [author] 11 Jan, 2017 @ 10:16am 
I don't think that would be possible? SPARKS don't have secondary weapons they have their companion drones instead. I don't think you could replace them with a weapon as I don't think the base coding is there to support that. At least I don't think I could do it and if it could be done it would probably be a big project and would probably be glitchy. :P
[OG]CombatMedic02  [author] 8 Oct, 2016 @ 1:03am 
The advent actually do have conventional tier rifles too. Haven't looked into the pistol yet so I'm not sure about them. They still use the magnetic firing animations though.
[OG]CombatMedic02  [author] 7 Oct, 2016 @ 11:29pm 
I have the Rifle done. Still needs a bit of testing but I think It's good to go. I want to include the pistol in the same mod but I haven't started on that yet as I haven't had the time.
[OG]CombatMedic02  [author] 30 Sep, 2016 @ 11:58am 
Me too, if only to help more people discover it. :)
[OG]CombatMedic02  [author] 30 Sep, 2016 @ 11:24am 
Thanks so much! It's nice to know that something I created is being enjoyed by others. :)
T'erissk 29 Sep, 2016 @ 2:50pm 
Alright, mod is rated thumb up for me, Love it :)
Makes me actually try to get SPARKS now :)
[OG]CombatMedic02  [author] 29 Sep, 2016 @ 9:39am 
Awesome! Glad that is working well for other players too. :D
T'erissk 28 Sep, 2016 @ 11:17pm 
Alright so I just got spark 001, and the ADVENT MEC rifle shows up perfectly.
[OG]CombatMedic02  [author] 28 Sep, 2016 @ 12:22pm 
@Phantom I don't think the ADVENT Mec units even have a conventional version of the gun. They only had two versions themselves when I was looking through the configs. Damage values of each are arround what magnetic and beam tiers are. I guess they just turn up with magnetic by default too. I was easilly able to make it to magnetics before even entering Shen's mission. I really don't think a conventional version would see much use, a couple of missions at most, probably not worth the time it would take to make it. The weapons have the same range penalties at the default SPARK weapons.

@Legion Prime Many thanks dude. :D: I may make the normal ADVENT weapons their own standalone mods but you might have to wait a few weeks till I have some spare time on my hands to actually sit down and work on it. I get pretty busy. I also want to fix the animations on the darned torso peice if I can. :P
Phantom 28 Sep, 2016 @ 4:07am 
hello i like this mod but why not make the first tier avaiable after researching a mec corpse or after the magnetic weapon upgrade? because i mostly have the spark avaiable even i am on conventional and i find it a bit to op getting a magnetic weapon so early in the game. thats just my balancing info. Also does this weapon have range penalties like other weapons? thanks