XCOM 2
[LW2] A Better Arsenal (LITE)
49 Comments
Nox Oculis 3 May, 2020 @ 5:33pm 
Mobility being important I use light units
Specialist, Psy, Shinobi have submachine guns
the mobility bonus is + 5 with your mod
if I equip them with a rifle they lose 5 in mobility
instead of 3, so the gain is + 2


Otherwise I started a LW2 part again
2 days before the surprise Chimera squad and return to LW2 now.
then tried your mod, I like it, I reported my opinion
seen your mods on Chimera
Thank you and encouragement
Scuba Steve  [author] 3 May, 2020 @ 3:58pm 
Good catch. I hadn't developed a good method at the time of the LW2 roll out to make sure my LITE versions were complete ramp down on the buffs from the full version. I can see how I would have missed the bump I gave in the equipment when building the LITE. I'll take a look.
Nox Oculis 3 May, 2020 @ 3:35pm 
"added a mobility bump to most all of the armor types by +3 to +4"
in the sense that getting around an enemy becomes too easy
excessive for a "lite" version
a very lite version, would be preferable
Scuba Steve  [author] 9 Nov, 2019 @ 1:53pm 
@Dudebro, use the file path above for the WeaponData.ini and search for the word "grenade". You will see where you can adjust the damage and the radius. There are two ways to change it. 1.) change the base variable or 2.) change the override that is dependent on level of difficulty. In most of my mods I put the default value from the vanilla game in a comment next to the updated variable. You should be able to see where I changed this and where I left it alone.
Captain Alex 7 Nov, 2019 @ 12:09pm 
Thanks steve! where can i change the granade damage? i cant seem to find it in the ini.
Rtma Eros Paragon 28 Dec, 2018 @ 3:18am 
Does this affect LW2 Secondary Weapons [WoTC] mod?
Scuba Steve  [author] 23 Feb, 2018 @ 5:29pm 
It does not, Robotic Jones. Sorry.
Sleepy Boy Jones 21 Feb, 2018 @ 6:55am 
Does this mod effect custom weapons like Nigel Thornberrys halo reach weapons?
\/oron Agrrav 30 Jan, 2018 @ 5:34pm 
I've since found a Few mods that have been able to do so, but None of them really helped me also due to my Limited knowledge of modding,
All Implementations of what I want are written in a completely different way to how LW has it's equivalent files, and thus I can't really translate what I found into something that would work
Scuba Steve  [author] 26 Jan, 2018 @ 9:08pm 
That totally makes sense but I don't recall if it is possible to set a weapon such that it gives an ability when equipped.
\/oron Agrrav 18 Jan, 2018 @ 11:45am 
I was wondering if there was a way to add say Squadsight to the Sniper Rifles?
there are a few abilities I'd actually like to be on the Weapons instead of the Soldiers for they'd make more sense on said Weapons
Scuba Steve  [author] 3 Nov, 2017 @ 7:18am 
HATERADE, sorry you are having trouble with that. Check if you are running any other mods that could be overriding the sniper rifles. Also do the sniper rifles keep the values from my mod or do they revert to the game defaults? A typo in the configs could cause the change to fail and the original values to carry forward. ...Thanks for compliments.
HATERADE 30 Oct, 2017 @ 7:51pm 
Scub Steve, first off thank you for your hard work, you're mods are fantastic. I'm having a little trouble though with plasma tier sniper rifles, I can't seem to get the aim adjustments I made to take. Any suggestions? Convential, Laser, and Mag tier work just fine and the adjustments work fine, just the damn plasma snipers are missing their bonus that is in the ini.
Scuba Steve  [author] 13 Sep, 2017 @ 11:02pm 
WOTC Compatible versions of my A Better' MODS have been released!!!

A lot of additions were made by WOTC that made upgrading a few of these a bit more tedius.. I'm looking at You, A Better Arsenal!

Thank you all for your patience. In the interest of getting these out ASAP I didn't get to do the full amount of play testing that I would like. Please send me your feedback. (please refrain from commenting that these mods are too OP as that is their intent. That said, if I didn't dile back the LITE versions enough then pass those notes along.)

--- A special thanks to reCLUsive7 for sponsoring this work.
ComInsideMeDaddy 10 Sep, 2017 @ 7:40pm 
can't wait for the WOTC verision. But I wonder if you can buff the Hunter's weapons too? I want them to be GODs' weapons. Me Ha Ha Ha Ha.
Scuba Steve  [author] 10 Sep, 2017 @ 4:50pm 
On it's way. Read 4 comments down from this reply... ;-)
Scuba Steve  [author] 7 Sep, 2017 @ 8:03pm 
I'm not sure it does as it would seem to override the same ini file for the perks as mine do. Depending on the load order my mod could actually keep that one from working.. The otherway around it should work.
steelwarrior77 7 Sep, 2017 @ 12:47pm 
Does this mod and the other lite ones work with the mod that gives you all perks at level up - if not it would be great to have a merged version...Lightning hands seems somehow to have a 0 cooldown and overload of the spark as well - which makes it op especially when encountering an Advent Gunslinger ;-D
Scuba Steve  [author] 4 Sep, 2017 @ 10:14pm 
Just had awesome subscriber gift me the DLC so that I can get these mods updated. You can thank, :steamhappy: reCLUsive7 :steamhappy: for his sponsorship of the update of these mods. What a crazy cool XCOM gamers community we have!

An additional shout out goes to Spartan A291 and Force2reckon for their generous offers to pick up the DLC for the cause as well.

I expect to get WOTC compatible version of this mod within the next 2 weeks.
Primarch 30 Aug, 2017 @ 2:09pm 
I saw the response now and i get that, its more of a question cause i like the maths you did, i'm just getting my other weapon mods in the same categories to match.
Quantum XX 30 Aug, 2017 @ 9:47am 
please update these lite mods are awesome they work with WOTC however do not affect the hero units making a big gaps in higher levels
LupisVolk 24 Aug, 2017 @ 1:03pm 
Thanks.
Scuba Steve  [author] 24 Aug, 2017 @ 5:07am 
Vanilla game can use any of the versions of this mod. If you don't use LW2 then the LW2 settings are ignored.

To darkxeno2104, There are values that determin the min and max (and math) of damage for weapons that is specifically used by damage roulette. Although I did poke at these values a bit I didn't give it the attention I probably should. As my mods were aimed at being OP I went with the assumption that the player wouldn't use Damage Roulette as they would always want max damage... In hind site, that was a poor assumption... as most assumptions typically are.
LupisVolk 24 Aug, 2017 @ 12:22am 
is this for LW2 only or can Vanilla run it as well?
Primarch 21 Aug, 2017 @ 7:17am 
Curious, what are the values that made things like the shotgun have a 5 - 8 damage roulette?
Scuba Steve  [author] 11 Aug, 2017 @ 5:15pm 
The mod in its various versions only tweaks the vanila and LW2 weapons. You can always hand tweak other weapon mods by editing the .ini file for that mod.
NeoJD /Josh 22 Jul, 2017 @ 5:36am 
@Delta-118 i dont think so. only original weapons
Delta-118 21 Jul, 2017 @ 3:46am 
Is this mod compatible with modded weapon sets like the Halo Reach Weapons, and could it be made compatible if it isn't?
Wiggler-sempai 17 Jul, 2017 @ 3:51am 
I really like this mod with A Better Advent 2: It provides the edge you need to stop the huge clusters of overpowered enemies in that mod, without maing it a complete cakewalk as they can still wreck you if you let them live.
PK1 15 Jul, 2017 @ 2:13pm 
Is this only for Long War? Or does it work for the Vanilla game as well?
zoom 5 Jul, 2017 @ 7:15pm 
Thx, long war is a bitch and I flipped shit when it went back to single weapons purchases. This makes things slightly more bearable while maintaining the challenge.
Scuba Steve  [author] 17 Apr, 2017 @ 7:35pm 
I've seen this happen when the mod has been activated after a save file already exists. I also saw this in testing with the first soldiers you get. After they do a reload the rest of the game they will start with a full buffed magazine.
Demoylition 15 Apr, 2017 @ 6:32pm 
A bit overpowered in my opnion with the extra damage and 2-3+ magazine sizes,but good overall. i was wondering why the soliders spawn with the default amount of ammo though.
Groogo 11 Mar, 2017 @ 9:54am 
Nice Mod, thanks!
Scuba Steve  [author] 3 Mar, 2017 @ 8:10pm 
Really sorry about that.. the best solution is to pull my mod into your local MyGames space so that the workshop mods get loaded last. of course this would mean you will also need to pull LW2 into your local space.... and yea... this is a terrible workaround. It is frustrating that neither Firaxis nor 3rd party launchers give us any ability to force the order of mods. The only way really to get the Coil &Plasma tier swap mod to work (as far as I know) would be to have that mod author put out a new mod with the same content. This will get their mod stamped with a newer id and have it loaded after my mods... again another terrible workaround..
Scuba Steve  [author] 3 Mar, 2017 @ 8:10pm 
Really the best thing to do is edit my mod in C:\Program Files (x86)\Steam\steamapps\workshop\content\268500\862275801\Config\XComGameData_WeaponData.ini and delete out the coil and plasma blocks. This is the least terrible workaround as you have more control.

I hope this helps. Thanks for subscribing. I'll take a look at the Coil & Plasma mod and see if there is anything I can change in my mod to allow for the swap. I must be messing with a tier parameter of some sort.
ebeneezerdahk 3 Mar, 2017 @ 10:22am 
Hay Steve, thanks for your work on the mods. Please be aware there is an incompatibility between this mod 'A Better Arsenal for LW2 LITE' and the mod 'Coil & Plasma tier swap' also on the workshop.

I'm curious to know how, but somwhow your mod ALWAYS overrides any other mods altering the XComGameData_WeaponData.ini file, despite changing the mod load order, and ini file cleaning processes. This conflict is also not detected by the 'XCOM 2 Mod Launcher' (The good 3rd party tool, not the Firaxis/Steam launcher.)
hambil 22 Feb, 2017 @ 6:46am 
Choose your own person level of aid by mixing and matching six different difficulty mods that address stats for rookies, weapons and add starting resources. Very much recommended for a first time playthrough of LW2 . I found the regular versions to be a bit OP for me but using just this and A Better Start Lite I had a very enjoyable first LW2 experience while learning all the new mechanics and rules.
Scuba Steve  [author] 15 Feb, 2017 @ 5:41pm 
Great recomendation. I'll have to check that out.
Lord Bubba 15 Feb, 2017 @ 4:25pm 
I was able to resolve the issue with the removal of certain other mods.

But to be honest, "A Better Arsenal" is way over powered and I found the "Lite" version to be somewhat under powered. But I beleive I may have found a common middle ground: the "Advent Rifle" mod fills the gap nicely. The rifle can be upgraded in terms of accuracy, magazine size, and damage to a degree. It's a great stop gap weapon until you research magnetic based weaponry.
MaX-NOR 15 Feb, 2017 @ 8:43am 
Nice. Just startet playing so this a great help.
Scuba Steve  [author] 15 Feb, 2017 @ 8:16am 
Very interesting. I just played a few missions last night with the LITE version and saw the clipsize meter empty as I shot. The instructions for editing the same ini files this mod does are above in the description.

Also make sure you don't have both A Better Arsenal for LW2 and the LITE version enabled in the launch menu. That may be messing with it. Also are there any other mods that might be conflicting that mess with clipsizes and ammo. Last, you may want to consider a purge of your config directory under your MyGames folder if this persists.
Lord Bubba 15 Feb, 2017 @ 12:36am 
I thought you other mod 'A Better Arsenal for LW2' was cool if a bit overpowered. I guess you were tired of getting your ass kicked on Rookie level too!

I found you other mod 'A Better Arsenal for LW2 Lite' much better and more realistic. However I noticed a bug: whenever a weapon discharges, there is no indication of an expended round. The magazine remains full!

If I wanted too, how could I edited your mod?
Scuba Steve  [author] 13 Feb, 2017 @ 6:49am 
You guys are the best. Thanks for the great feedback. Happy to have finally hit the sweet spot with this mod idea.
ferret 13 Feb, 2017 @ 2:26am 
This works really great...a bit more power without being OTT
Magilla 12 Feb, 2017 @ 6:18pm 
Thank you so much for making this version of your mod
belfaborac 12 Feb, 2017 @ 4:22am 
Thanks a lot for making these Light versions! Haven't tried them yet, but they appear to be just right for making LW2 playable at the highest difficulties.

Great work, thanks once again.
ferret 12 Feb, 2017 @ 12:08am 
Yay...thx for doing this