XCOM 2
LW2Mercenary Plasma Weapons
94 Comments
Muddyn 7 Nov, 2023 @ 8:09am 
does thos wprk with Long war of the chosen by any chance?
Sabaithal 7 Feb, 2019 @ 6:19am 
Nice! Have you considered placing a link to 'Long war 2 version' on the main mod?
XiRiith 11 Jan, 2019 @ 4:44pm 
@Wolfmouse (ex Wade Davis ;-) )
No need to apologize, no criticism on my part :-)
I hope the mod that I suggested will satisfy your expectations
Otto 11 Jan, 2019 @ 2:48pm 
Ah, I saw that but I assumed it wouldn't have the SMG since it wasn't in vanilla. Apologies, I'm going to go download that right now.
XiRiith 11 Jan, 2019 @ 12:05pm 
Otto 11 Jan, 2019 @ 10:35am 
I know LWotC isn't a thing (and likely never will be) but there is a LW2 Classes and Perks mod for WotC (by Favid) that works really well... Would you consider porting this to WotC for use with that mod? I really dislike the vanilla plasma weapons...
Aries 13 Apr, 2018 @ 4:59pm 
are the SFX for the firing of these weapons more satisfying than the vanilla version?
dogtarget 11 Mar, 2018 @ 12:55am 
Actually, as I'm looking though the .ini, I see what looks like vanilla range stats for the cannon. In long war 2 there are penalties for being too close.
dogtarget 11 Mar, 2018 @ 12:35am 
I'm in game now; the smg and rifle elerium crystal cost is double what it is in lw2.
Zyrrashijn 1 Mar, 2018 @ 7:37am 
the weapon stats are the same as the vanilla weapons. But they can be configured in the ini, as stated in the description.
Gon 1 Mar, 2018 @ 6:59am 
does this weapon also provide rupture upon hitting enemy?
Deep Friar 4 Sep, 2017 @ 5:58pm 
Do these guns support having the suppressor attachments?
Deep Friar 3 Sep, 2017 @ 5:33pm 
Really the only thing missing for this to be a true replacement for vanilla Beam Weapons is replacement research blueprint pictures in the Research Labs.
Archer_VDK 30 Aug, 2017 @ 9:36pm 
will you did this mod for the WOTS?
Dragon32 30 Aug, 2017 @ 11:44am 
@slayer858:
Dude. This is for LW 2. How the hell are you playing that in WoTC?
slayer858 30 Aug, 2017 @ 6:01am 
The Mod is fantastic, please fix for WotC.
Dragon32 28 Aug, 2017 @ 2:41am 
@iskela45:
Only LW2, as that makes such large changes to weapons. There's a vanilla version of this which works with the base game (and LW Laser Pack)
iskela45 28 Aug, 2017 @ 2:34am 
Does this work with the long war lasers mod or only LW2?
Bantichai 21 Aug, 2017 @ 4:04pm 
Hey Claus, I think I asked this question a while back but not sure if I got a response. I'm wondering would you ever consider going back to this pack to upgrade the textures to bring them more in line with vanilla weapons? I love the design but I think the textures could be overhauled to bring them more inline with your recent work :)
Claus  [author] 12 Jul, 2017 @ 3:44pm 
I'm not sure actually, try "AddItem TemplateName Quantity", you can find the template names in the XcomLW_Overhaul.ini
Amazing Testicle 12 Jul, 2017 @ 1:49pm 
is there a way to acquire these with the console would love to give them a go but im so early in my campaign
SilasLore 24 Jun, 2017 @ 10:03am 
@Claus: Thats cool, its totally up to you. You've got plenty of time to think about it before the dlc comes out. I'm looking forward to it either way.
Claus  [author] 24 Jun, 2017 @ 7:46am 
@SilasLore

Well that's hard to say when the expansion isn't even out, that said, it should be doable to make weapons for them even if the expansion's assets are locked, just like how i could make a spark cannon because sparks and mecs use the same animations, it's very likely that these new hero units use the same animations(plus some new ones obviously) as every other "human" in the game, so it should be possible.

So is it possible to make weapons for them? Likely yes, will i do it? No idea, too early to say anything. To be honest until i read your comment i hadn't even thought about it.
SilasLore 23 Jun, 2017 @ 12:49pm 
@Claus: Hey, do you think you'll have the time to make mercinary weapon varients of the 3 coming classes or is moddinfying DLC still a difficulty? The reaper and warlord may be more applicable then the psionic guy. It would be cool, but your not obligated to do it if you dont want to. This is already an amazing mod with or without it.
Arkhangel 21 Jun, 2017 @ 3:32pm 
Yep, MEC cannon shows up just fine.
Arkhangel 20 Jun, 2017 @ 9:08pm 
@Claus: should, i tested it without that and it showed up to build. should be fine
Claus  [author] 20 Jun, 2017 @ 8:47pm 
Updated the mod to remove the mechanized warfare requirement for the spark mec cannon, hopefully it works now.
Arkhangel 19 Jun, 2017 @ 10:03pm 
yep, confirmed. MEC plasma cannon doesn't show up if you have Lost Towers narrative mission enabled, because Mechanized Warfare never exists as a research if you have that up, meaning the MEC cannon can't be be built. wouldn't be that big a deal if it didn't require it anyways. after all, you're a lot more likely to have SPARKs long before plasma weapons anyways in LW2
Arkhangel 19 Jun, 2017 @ 7:23pm 
@Claus: Merc MEC cannon still isn't showing up in my game. i have the Elerium Phase Cannon unlock, but no luck there.
Zyrrashijn 28 May, 2017 @ 11:46am 
BloodWalrus: You can see to that for yourself. Goto \steamapps\workshop\content\268500\850505247\Config and edit XComMercPlasmaWeapons.ini to your liking
DeepDorkFantasy 28 May, 2017 @ 8:14am 
Hello mister Claus, can you change your weapon's stats, due the last balance changes of LW2 - 1.3 patch (increased dmg and added Ruprute to all plasma weapons)?
wookiecop 20 May, 2017 @ 11:52am 
Hey, a question, but could you make this mod compatible to the Battle Rifle Pack/Battle Rifle Pack Skunkworks/Unofficial Battle Rifle Expansion mod? I really like the designs of these weapons over the vanilla weapons, but I also want to try out the new battle rifle modded weapons. You don't have to make entirely new models: just add like a repressor and a sniper rifle scope to the plasma rifle for the marksman rifle, and for the LMG maybe use the plasma shot gun model, add a barrel clip, and give it the Plasma cannon rapid fire animation.
MrCloista 13 May, 2017 @ 2:29pm 
Possibly an 'odd' question, but would it be possible to make a combat knife version of the sword? Or re-classify the sword as a combat knife? It'd fit my gunner's look quite nicely and i use the cosmetic katana mod for shinobis.
Pungent Raindeer King 10 May, 2017 @ 6:19pm 
I'd also be interested in a replacer version of the mod - while separate stats would be cool I don't think I'd use that version. Already too much stuff to research in LW2 haha. But the weapon skins look fantastic and I'd love to try them out as replacements for the vanilla ones.
James Grimm 12 Apr, 2017 @ 10:49am 
I'll go look into that mod. Thanks!
Claus  [author] 12 Apr, 2017 @ 10:40am 
Can't be done through the .inis, at least not to my knowledge. But even if it was it's probably more convenient for you to use Robojumper's xskin mod with mine, that way you can just change in game the weapon's look.

The reason this isn't a replacer is because i intend to eventually give them their own stats, but it's been getting bumped down the list for a variety of reasons.
James Grimm 12 Apr, 2017 @ 10:21am 
Is there a way to edit a .ini to make this into a full GFX replacer version?

The more human designed weapons look really interesting, but I don't want to copies of each weapon (vanilla+these) to further clutter up all the menus I have to sort through if possible. So I'd rather just have these versions replace the originals, and I'm willing to do it myself if the ini edits are too extensive. I've been playing nothing but modded Long War 2 this year, so I've gotten somewhat familiar with doing minor ini edits.

Otherwise I'd really be interested in a replacer version of the mod (for Long War 2). Which sounds like it wouldn't be too much work, but not being a coder myself I'll try not to assume - and default to trying to do it myself with ini stuff if I can.
Zyrrashijn 10 Apr, 2017 @ 11:15am 
There was that typo back in january.
Claus  [author] 10 Apr, 2017 @ 10:52am 
Just gave it a quick test, it seems to be working just fine running just this mod and LW2, so it might be a mod conflict if the MEC cannon doesn't show up.
Arkhangel 10 Apr, 2017 @ 7:10am 
Not sure but the Merc Plasma MEC Cannon might not be showing up in LW2, though that coulda been my previous LW2 playthrough just being buggy. will let you know once i get up to them again.
NWT-Dedipull-BLN 20 Mar, 2017 @ 12:28pm 
Great Work!
Claus  [author] 6 Mar, 2017 @ 9:47pm 
@ZachOKC:

I don't know, the reason i never put them on the workshop is because they have some issues, i mean, nothing is broken but the textures have a couple of issues, mainly that the color doesn't quite match the color of the vanilla power armor, so i would have to go through all the helmets and edit the textures to fix them, which considering the ammount of helmets it's a lot of work.

In all honesty i just don't feel like it. That said, currently i'm working on a mod for warden armor, although progress has been painfully slow, so while i don't want to promise anything maybe, just maybe i'll bring a couple of those helmets back in a new mod.
TheSakeSaiyan 6 Mar, 2017 @ 7:00am 
Could you add your T3 Powered Helmets thats on Nexus here?
ferret 27 Feb, 2017 @ 8:40am 
@Claus

Thanks, found this and it worked great. I did need to go into one of the other ini files just adjust the prices to the the regular plasma weapons (most cost 5 crystals and not 10). :steamhappy:
Claus  [author] 24 Feb, 2017 @ 6:07pm 
@ferret:

That is in XcomMercPlasmaWeapons.ini
ferret 23 Feb, 2017 @ 3:01am 
If i wanted to give these guns an aim and critical boost, much like another mod does for the default plasma guns, how do i go about that (for LW2).
Do i have to make changes in both ini sections or just XcomMercPlasmaWeapons.ini
Claus  [author] 18 Feb, 2017 @ 1:41am 
@Rallehop:

Well, i haven't tried that mod but my weapons require the same research as plasma weapons, so, i would assume that if you use that mod then my weapons are unlocked before coilguns.
Rallehop 16 Feb, 2017 @ 7:03am 
How does this work with the newly released Coilgun-Plasma tier swap mod?
dmc32 14 Feb, 2017 @ 8:27pm 
Great job on the SMG! Looks good and the animation is excellent.