XCOM 2
[Vanilla] Beretta 92FS
22 Comments
루시퍼 3 Sep, 2017 @ 1:07pm 
there is currently bug that usp,m92fs pistol has zero damage for somehow at vanilla xcom.
i hope you fix later..
∑3245  [author] 18 Aug, 2017 @ 7:09pm 
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...
ODSTbag337 16 Jun, 2017 @ 8:29am 
Hey, quick question. Are you going to make a Long War 2 version of this mod, or is that even a good idea?
Capatain Cody 20 Feb, 2017 @ 3:44pm 
EXCUSE ME!!!!!!!!!! BUT THIS IS UNCALLED FOR!!!! HOW DARE YOU ALLOW A M9 TO DO ANY DAMAGE WHAT SO EVER!!!!!! It should only do 1dmg and always miss.
Rocoloco 3 Feb, 2017 @ 7:02am 
@E3245 Ah, thanks mate :D
∑3245  [author] 3 Feb, 2017 @ 12:01am 
@Rocoloco
You need this mod, since it contains the LW config files that you need to get the next weapon tier.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=848352589
Rocoloco 2 Feb, 2017 @ 10:28pm 
Am I missing something or how do you get the higher tier versions of the gun in LW2? I've researched magnetic everything already, and it doesn't show up in the build items list.
Arkan 5 Nov, 2016 @ 11:04pm 
Amazing! :srfrag:
Mabs 2 Nov, 2016 @ 5:08pm 
That fifth screenshot is fabulous.
Arkhangel 20 Oct, 2016 @ 3:19pm 
the customizeable secondaries really just needs more work into it. get some actually unique looks for the pistol mods, i mean, like your's, rather than shrunken down versions of the rifle, Shotgun, Shard Gun and so on.
all the big guns have their own, so it's only fair the little guns get their own.
Arkhangel 20 Oct, 2016 @ 3:15pm 
I wasn't complaining about that, i like mod Everything.
∑3245  [author] 20 Oct, 2016 @ 3:05pm 
@Arkhangel
Fine, but Mod Everything stays. No exceptions
Arkhangel 20 Oct, 2016 @ 3:04pm 
yeah, but it's not removed from the "required" list, is what i mean.
∑3245  [author] 20 Oct, 2016 @ 3:01pm 
@Arkhangel
It's already in the description.
Arkhangel 20 Oct, 2016 @ 2:41pm 
and i'm pretty sure you can update the info now that you're, you know, not sleepy.
Arkhangel 20 Oct, 2016 @ 2:39pm 
@E3: should just list it in the info, rather than make it required. otherwise you make people think you HAVE to get it to even use this.
Washing Machine 19 Oct, 2016 @ 6:46pm 
This was my favorite gun on New Vegas! cheers man for bringing it over.
lord.dark.fab 19 Oct, 2016 @ 9:33am 
Yeeeeeeeeeeeeeeeees
∑3245  [author] 19 Oct, 2016 @ 8:09am 
@Arkhangel @iteration 9
The customizable Secondary Weapons is optional. I just listed it as a requirement in case if a newcomer doesn't know of its existance.

Mod Everything is also optional, if you want to use the attachments.

I didn't have time to write in the description, since I was really sleepy by the time I released the mod.

@=[NK]= Col. Jack O'Neil
The CV weapon pack shouldn't have this weapon yet. Even if it did, it shouldn't conflict with or touch this mod or any other weapon mods that I've released.
iteration 9 19 Oct, 2016 @ 5:30am 
i'm pretty sure the customizable secondary is only required if you wantto be able to use attachments, probably would work without.
=[NK]= Col. Jack O'Neil 19 Oct, 2016 @ 2:01am 
Your mods look awesome, but if I've got cv weapon pack that has the same weapon, do these mods do more to these weapons and their attachments because of the two required mods?
Arkhangel 18 Oct, 2016 @ 8:42pm 
there a reason it HAS to have Customizable Secondary Weapons to work?

Because it doesn't really feel like that should be a required mod.

a nice bonus, yes, but required?