XCOM 2
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Total Advent Weaponry - WOTC
   
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172.001 MB
16 Sep, 2017 @ 5:01am
25 Sep, 2017 @ 3:44pm
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Total Advent Weaponry - WOTC

In 1 collection by [OG]CombatMedic02
CombatMedic's ADVENT Gear Collection
8 items
Description
The Total Advent Weaponry Mod, updated for War of The Chosen. All credit goes to CMDBob, the original creator of the mod, I just updated it to work with War of the Chosen and fixed a few of the bugs.

Original Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=682156617
CMDBob: https://steamhost.cn/steamcommunity_com/id/CMDBob

Please note that while I have updated this mod to work with War of the Chosen I don't intend to support it. CMDBob is a far greater modder than me, I'll try to fix any War Of The Chosen related issues but I DO NOT plan on adding any new content to this mod. That being said, it mostly seems to be working just fine, let me know if you come across any bugs and I'll try my very best to fix them. No promises though, like I said, CMDBob is a far greater modder than me. Anyway, Enjoy! :D

Below I have included the orginal upload description.

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LATEST UPDATE:
I've added support for the Mod Config Menu mod. It adds a nice configuration menu to the mod, allowing you to edit most of the settings easily. (Not all settings are included, the SMG stats are still in the same place they were before.)

You can get Mod Config Menu here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=667104300

EDIT: There seem to be a fair few problems. I'm investigating!
DOUBLE EDIT: If it's updated to the MCM version of the mod, make sure you go into the options menu, save the settings for this and then restart XCOM 2, as XCOM 2 has to rebuild the templates and it doesn't do this dynamically. If you alter any settings that enable/disable weapons or schematics, make sure you restart XCOM 2! I'll be adding a warning for the first boot soon.
TRIPLE EDIT: I've uploaded a new version of the mod. This time, when the mod first runs, it'll pop up a small menu on the frontend, click OK then restart XCOM 2. All the button does is write a default set of settings if none exist, and once this has been done, the button will go away and not pop up again.

NEWS:
DerBK's using these models in his "A Better Advent" mod! Go check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1126623381

Ever wanted to give your soldiers the cool looking weapons that ADVENT uses? (Let’s face it, they ARE cool.) Then this is your mod.

Total ADVENT Weaponry adds an entire set of Advent Weaponry for XCOM 2, as stock XCOM 2 only has 4 ADVENT weapons in by default. It adds a shotgun, a sniper rifle, a grenade launcher, a cannon (based on the MEC’s gun) and a Long War Studios inspired SMG, and a GREMLIN drone!

Each weapon has 3 versions of it for XCOM to use, a tier 1 Conventional strength weapon; a tier 2 Magnetic strength weapon and a tier 3 Plasma strength weapon. (Except for the grenade launcher, that only has the original two tiered set.) Each tier has its own set of upgrades that have to be purchased, and you can only purchase the upgrades for the ADVENT weaponry if you have the corresponding XCOM version of the weapon. Plus, you can set whether or not you want the tier 1 weapons to automatically be added to your inventory at the start of a new game or whether they need to be purchased.

Want your soldiers to have extremely tacky versions of these weapons? Then worry no more as these weapons have support for weapon paints! I've done the paints in the same style as the ADVENT pistol, which already came with weapon paint support. (Weird, but it's there...)

With a wealth of options, all handily exposed in one useful options menu, thanks to the Mod Config Menu mod, it's easier than ever to get your ADVENT weapon experience just the way you want it.

Thanks to Long War Studios for their SMG mod, parts of which I’ve adapted for my mod. The mod is compatible with or without it.

This mod also goes great with Dor's Advent Armour Mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=621966098

Now with Loot Tables for Grimy's Loot Mod! Now you too can get a random Advent Weapon from a lockbox! Ain't that great?

Can I use these models in my own mod?
Yeah, sure. Just add a credit and send me a comment on the mod page. :)

NOTE:
This might not get added to an existing game quite right, the code is fine, it uses the same stuff as the examples, but XCOM2 seems to ignore it. The Tier 2 and 3 versions will be available to purchase but the tier 1 versions probably won't. Very odd but that's XCOM! I think Alien Hunters might have fixed it.
262 Comments
[OG]CombatMedic02  [author] 7 May @ 5:05am 
I don't think I've ever used them both at the same time. I don't think they would? Pretty sure I used custom weapon names for the flamethrower mod. I feel like you'd be fine. Probably worth trying out anyway.
blasterscope 6 May @ 4:51pm 
Will this mod come into conflict with advent armory war of the chosen its the one with flamethrower weapon?
AgentSrell777 6 May @ 4:40pm 
is there any way to make this compatible with prototype armory? That mod makes it so that items are single build, and not upgrades. I imagine you won't want to do it, but do you know if it would be possible?
GATC 3 Aug, 2024 @ 2:59am 
It's a simple if/else.
It's present on the conventionnal sniper (lign 290) but not on the Mag nor Beam (lign 840 and 1265)
[OG]CombatMedic02  [author] 3 Aug, 2024 @ 1:50am 
Unfortunately, it has been quite some time since I looked at the code for this mod, I don't remember how the long sniper was set up. I don't think I even have the mod tools installed at the moment to check. I remember it being a little different though when I had to fix a bug with it early after release. Pretty sure it confused me too until I managed to work out how it was set up.
GATC 3 Aug, 2024 @ 1:18am 
Just fumbled on this bug in the code:
X2Item_AdventWeaponry.uc
Lign 840 and 1265
For the sniper, unlike lign 290, there is no selector for the "long" sniper model.
[OG]CombatMedic02  [author] 29 Jul, 2024 @ 10:43am 
@GATC Sure, have at it, fine by me.
GATC 29 Jul, 2024 @ 10:06am 
I got a project to change all the weapons values to make each one unique.
Unfortunatly, I can't find how to do all of the change I wish to make without rewriting part of the code...
Can I reuse the code of this mode to do my alternative? (Credits for you and CMDBob of course)
[OG]CombatMedic02  [author] 23 Jul, 2024 @ 11:45am 
@Haerzog Not sure that would be possible due to how the game handles loot, don't think you can add a weapon into the dropped loot table. At least I haven't seen it don't before.
Haerzog 22 Jul, 2024 @ 12:01pm 
As far as compatibility with LWOTC, it seems to me that it would be better to, instead of being able to build these, make them found weapons only, part of the drop tables i mean, or something you have to get from the black market. Not sure if that is possible though.