XCOM 2
LW2 ARMAT M41A Pulse Rifle (Not WotC Compatible)
62 Comments
Element UK 9 Apr @ 12:54pm 
Such a shame you can't upgrade the guns as you go. So I play with these as long as possible making researching anything that upgrades enemies the last research. Can't you enlist help to make them upgrade-able ?
cheeplives  [author] 21 Mar, 2018 @ 8:13pm 
This mod will not be seeing WotC compatibility. The Digital Assets for the Model are hitting a shader error and I do not have access to the original assets that were used to create the Model to recreate them. Sorry, all.
Tsunami 17 Feb, 2018 @ 2:25am 
Rifle not show on the list of avaible weapon...
DawnQuixote 5 Nov, 2017 @ 12:58am 
man I am willing to donate for your hard work and effort on this

I wish :(
mynameactually 7 Sep, 2017 @ 9:20am 
Best of luck.
cheeplives  [author] 7 Sep, 2017 @ 8:59am 
WotC Version is hitting some issues. I'm having problems with the UPK files that Platoon (RIP) made for the gun. I have no abilities/software to modify/recreate these files, so things are stuck while I troubleshoot to figure out what's wrong. If anyone has any advice on how I can learn to modify UPK files, point me to a resource and I'll try digging around. I'll try to keep people informed on my progress.
mynameactually 7 Sep, 2017 @ 3:29am 
WotC compatible?
Chaturga 19 Aug, 2017 @ 3:35pm 
Hey @cheeplives what am I suposed to alter in the XComLW_Overhaul.ini to get the updrages to work? Took a quick look and got lost with all the Trues and Flases 1's and 0's.....HuH?!
Greslin 16 Aug, 2017 @ 2:03pm 
Just wanted to say that I love this gun. I don't have much use for it at T1, but especially once you hit Mags with T3, it's my go-to infantry rifle. Nothing like the sound of M41A screams as you're ripping apart a Regional HQ. Nice work.
Grimjack Hex 3 Aug, 2017 @ 3:51pm 
Any way to get the underslung grenade launcher to work? Anyone already mention that?
Grimjack Hex 3 Aug, 2017 @ 3:50pm 
Ths visuals on this arent very good. I mean the shape is there but changing colors or camo does nothing.
cheeplives  [author] 18 Jun, 2017 @ 9:46am 
Yeah, the LW Moved the upgrade slots setting to XComLW_Overhaul.ini.
=[NK]= Col. Jack O'Neil 18 Jun, 2017 @ 6:44am 
@Venolf Change the number of slots in XComLW_Overhaul.ini file, I actually did it to both that and XComGameData_WeaponData.ini and it works fine
venolf 17 Jun, 2017 @ 7:53am 
According to ini file, I could modify the number of upgrade slots but in game, there is no upgrade slots at all. Thus, I can't equip any upgrade parts to the gun. Is this normal or is there any way I could fix this??
cheeplives  [author] 28 Apr, 2017 @ 6:13pm 
Well, as it stands, I haven't been able to fix the code in any way to allow for the grenade ability, so it's kind of a moot point. If I ever do figure out how, I'll reduce the damage of the rifle to account for the added grenade ability, most likely.
Insufferable Smartypants 28 Mar, 2017 @ 10:45am 
These were the standard issue rifle for the colonial marines. It's not about giving anybody anything - its a recreation of an iconic weapon from a classic film.
Lord Bubba 28 Mar, 2017 @ 10:19am 
Or you could just assign the rifle to grenadiers only. Why give EVERYONE the ability to launch grenades? That just seems a little overpowered. But I could be wrong...
rkelly1 28 Mar, 2017 @ 4:24am 
about the nade launcher maybe you can ask other modders on how to implement it
Insufferable Smartypants 25 Mar, 2017 @ 11:34am 
I'm really enjoying these rifles. I don't care how old they are. The sound takes me right back to Aliens.
cheeplives  [author] 25 Mar, 2017 @ 11:31am 
No Grenade Launcher. I've been trying to find a way to make it work, but so far unsuccessfully.
Lord Bubba 24 Mar, 2017 @ 1:17am 
Does it have the grenade launcher?
| Pulsar | 7 Mar, 2017 @ 1:43pm 
I used a program called "umodel" that allows you to look at packages as a whole, so in the case of the pusle rifle is shows the various texture files and you can also see the gun model with the texture applied. One of the options in the program allows you to export that entire thing, so it breaks the .upk down into it's separate parts like the wire frame, the textures etc. That's how I got access to the textures themselves allowing me to change the colour. I've dabbled with the XCOM 2 Dev Tools but only briefly when I was messing around making a custom class and a voice pack, I haven't tried using it in terms of weaponry. Sadly there's very little to no tutorial videos on making mods for XCOM 2, most only cover the basics. So I'm having to learn what I can by trial and error and just meticulously looking through everything. What I wouldn't give to be able to pick the brains of Nigel or the CreativeXenos crew on how they go about making their mods lol.
cheeplives  [author] 7 Mar, 2017 @ 9:31am 
What are you using to modify the models, Pulsar? You'd need the XCOM 2 Development Tools to re-build the package into something the game can read... I just don't even know what software I'd use to mess around with the graphical/audio assets.
| Pulsar | 6 Mar, 2017 @ 6:46pm 
Well, I managed to extract the textures on the gun and change the green into a grey colour (so it'll go with more armour colours better) but that's as far as I've been able to get so far, still trying to figure out how to "rebuild" the package I took apart to get access to them. If I can do that then at least I know how to edit the gun texture, once I can figure that out I can start looking into how one goes about making it so the colour the player picks in game is applied to said area, but I think that might be out of my skill range as I think it'll require coding knowledge of which I have practically none.
| Pulsar | 6 Mar, 2017 @ 10:57am 
oooo, being able to use the grenade launcher would be pretty sick. I'm no coder, but maybe there'd be a way to copy the ammo limit code from something like the rocket launcher or the grenades? and past that to the grenade skill you've made/attached to the gun? As far as the model editing goes, I was tempted to look into just changing it myself, if I figure anything out though I'll share it with you so you can use it on the mod if you want to.
Insufferable Smartypants 6 Mar, 2017 @ 10:30am 
Having the working sounds on the gun made a huge difference. Thanks, Cheeplives!
cheeplives  [author] 6 Mar, 2017 @ 7:50am 
Sadly, I have no ability to change the acutal models... just the code on how the game works. If anyone has any tutorials on how to make model changes, I'll see if I can teach myself how to do it. Right now, I've almost got a grenade launcher added to the gun... just trying to figure out how to separate the ammunition supply (right now the gun and GL use the same ammo).
| Pulsar | 5 Mar, 2017 @ 9:14pm 
Very interested in seeing what the changes are, I hope one of them is the ability to colour the green part of the weapon, that's about the only thing I don't like, I can't get it to match any armor colours I have available lol. After all, you have to kill aliens with style.
cheeplives  [author] 27 Feb, 2017 @ 3:19pm 
You are bugged. Weapons have the sound from the movies. Probably best to unsubscribe, make sure the \SteamApps\workshop\content\268500\867966515 folder is deleted and then resubscribe.
Insufferable Smartypants 27 Feb, 2017 @ 3:14pm 
Are the weapons meant to be silent, or am I bugged?
cheeplives  [author] 27 Feb, 2017 @ 12:10pm 
There is a possible big change coming up... doing some testing now, but things are looking good.
Insufferable Smartypants 27 Feb, 2017 @ 10:47am 
I was wondering about that. No mobility bonus here too.
Dying 27 Feb, 2017 @ 1:20am 
I just have the problem that the mobility bonus doesn't work. The model itself is very nice, tintable would be awesome.
Klord68 27 Feb, 2017 @ 1:03am 
i had no probly with a in progress campaign. but i did clear out my config folder everytime i add in new mods. its in the docs/games/xcom2 folder. not the correct path exactly. but you should have a good ideal where to look . its also listed in trouble shooting mods section.
Dalthius 26 Feb, 2017 @ 9:00am 
I'd rather not have to restart. Is there a way to get them to show up in an ongoing campaign?
Insufferable Smartypants 24 Feb, 2017 @ 10:14pm 
It was obvious when they showed up. No problem here - Just deleted my old saves and started over. There were other things I was changing up too.
Dalthius 24 Feb, 2017 @ 9:38pm 
I'm having the same issue as Insufferable; added it mid-game, and they are nowhere to be found. I may be looking in the wrong area, perhaps...I'll check again.
cheeplives  [author] 23 Feb, 2017 @ 8:15pm 
Huh... I'll dig around, but there's code in there to add them to inventory for existing games.
Insufferable Smartypants 23 Feb, 2017 @ 7:21pm 
I'm using LW2. For some reason, I had to start a new game and they appeared immediately.
cheeplives  [author] 23 Feb, 2017 @ 4:15pm 
Are you using the Long War 2 Mod? If so, they should appearra in your list for existing games or new gamess. If you're not using LW2, then you should subscribe to the "vanilla" version linked above.
Insufferable Smartypants 23 Feb, 2017 @ 1:44pm 
Do I have to do anything to get them to appear? I subscribed to this in an existing game and they're not appearing.
R2_Opus2 23 Feb, 2017 @ 7:32am 
It seems to work on existing campaigns so no worries there. I hope somebody gerts around to doing other Aliens bits for the game. I've already got a squad called Ultimate Badasses :)
cheeplives  [author] 22 Feb, 2017 @ 5:41pm 
Yeah, the mobility mod requires a bit more code that I hadn't fully grokked. If I can figure it out, I'l update.
matthias 22 Feb, 2017 @ 4:40pm 
My edits in mobility do not apply. Other edits do. Nice futuristic weapon.
R2_Opus2 22 Feb, 2017 @ 2:09am 
Will try it out on an existing campaign just to see what happens. Using the previous version, only the first tier variant seems to show from that one. Anyway, love the weapon, its a nice general purpose kinda thing and winds up being a nice default weapon to go to when you are lacking other weapon types.
Silent_lord 21 Feb, 2017 @ 7:04pm 
dude your amazing just for adding it! don't worry about the rest. :D
cheeplives  [author] 21 Feb, 2017 @ 5:58pm 
I can't do anything with textures or re-coloring... I am a coder, not a visual asset guy. Sorry!
Silent_lord 21 Feb, 2017 @ 5:24am 
lovin' it sofar, just wish it was alittle smaller. its big! lol
Falcon7 20 Feb, 2017 @ 11:05pm 
Are there any way to recolor the weapon or apply a pattern?.

Great mod anyway, thnx.
edgarcabrera 20 Feb, 2017 @ 10:27pm 
The texture of the Tier 1 is missing, I've got the arm, white with radom colour, but not the real texture as in the picture.