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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...
That might be tough to do, since there's a lot of custom filters that I had to code in to get the attachments to work. It was a miracle to get it to work properly.
I've also written a short explaination in the ini to help people understand what exactly it does, in case they missed the changelog.
I tried to do that when I was porting the M21, but I would then have to nullify all of the custom attachments, since it would clip through the ghillie.
I suppose I could make it an ini option to set the ACOG scope as the default scope instead of the sniper scope, but I'll have to do it later. I'm not feeling too well.
I won't have time to mod XCom 2 beyond this point. I'm gonna be pretty busy in the next month or so.
Yes, you can upgrade them to Mag and Beam tier. That's mentioned in the description above.
Probably not all of them. I'll try to get as many done as possible. For the armors, I'll do them when I finish up the hero helmets, or whenever I can.
Any word on weapon/armor ports from the sci-fi CoDs? Specifically Black Ops 3's sci-fi armors.
The normal maps weren't the issue with those BF ports. Apparently, the game uses weighted normals, and without it, it looks like the weapon is molded out of clay.
I think MWR uses Weighted Normals to make the edges look hard, so I took that into account when porting these models. Either way, it looks a lot better this way.
I'm afraid not, since the author hasn't updated it in forever.
I thought it was bolt action as well, but it's actually a semi-automatic sniper rifle.
Haha okay, making sure you're not pushing yourself too hard
I've already went to sleep. Now I'm just focusing on fixing bugs for the newly released mods.