XCOM 2
[WotC] Resistance Firearms - Main Module
 This topic has been pinned, so it's probably important
∑3245  [developer] 10 Sep, 2017 @ 8:31pm
Bug Report Thread
BEFORE YOU REPORT A BUG, READ THIS!!!

9/23/17: The bug that gives people on covert actions default weapons instead of their gear is a WotC bug, not a bug caused by me.

STATUS: FIXED!

Proof:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1132835147/1474222595306563689/?tscn=1506142512#c1496741765133336770

=====================================================================

12/1/17: Loading any game swaps any mods from other customized weapon to the top of the list (G3, Jackhammer, L96, M249, EBR-800, etc).

STATUS: FIXED!

Note: Definitely a WotC bug, but developers assumed that there would be no modded weapons that would be above the vanilla weapons. Reverted the tier to always be lower than the default vanilla weapons, subverting the problem for now.

=====================================================================

10/7/18: Modded weapons don't reload.

STATUS: Inconclusive

Note: It's caused by a mod but no one is certain which one. Please share modlist if this happens to you.

=====================================================================

5/29/19: Weapons appear purple/pink.

STATUS: Inconclusive, try it and see if it works for you

Instructions on how to fix:
  1. Unsubscribe to Resistance Firearms - Main Module, Resistance Firearms - Assets, and Resistance Firearms - Attachments
  2. Subscribe in this order:
    1. Resistance Firearms - Attachments
    2. Resistance Firearms - Assets
    3. Resistance Firearms - Main Module
  3. Test and see if the issue is resolved.

If you are still getting purple weapons, please reply in this thread and post your Launch.log.

=====================================================================

Please post bugs that you found, but be warned that I may or may not be able to help.
Last edited by ∑3245; 29 May, 2019 @ 7:50pm
< >
Showing 91-105 of 291 comments
Revan 20 Sep, 2017 @ 1:33am 
WOTC_STATS_RPR_VEKTOR_SNIPER_RIFLE_T1_BASEDAMAGE = (Damage=6, Spread=1, yada yada yada) and I repeated this damage change for tiers and weapons for factions but it still doesn't apply when I head in game.
rexounnet 20 Sep, 2017 @ 4:02am 
Hi E3245!
Not a big deal, but I guess there's a mistake in the ini files of the weapons :
CVWPdata_T2_iNumOfResources = 2
CVWPdata_T2_Resources[0] = (ResourceName=Supplies, ResourceQuantity=25)
CVWPdata_T2_Resources[0] = (ResourceName=AlienAlloy, ResourceQuantity=10)

shouldn't it be [1] instead of [0] here ?
CVWPdata_T2_Resources[1] = (ResourceName=AlienAlloy, ResourceQuantity=10)

This only appears for Tier 2 and I noticed it when I was modifying your ini to have the weapons "canbebuilt" as I did not want them infinite lol.
Just to report it :-)

(By the way, do you know in this case how to make Tier 1 unavailable when you upgraded to Tier 2 and so on when the weapons are not infinite ? thanks)
∑3245  [developer] 20 Sep, 2017 @ 7:43am 
Originally posted by Tzeentch v Creed snakes&ladders:
WOTC_STATS_RPR_VEKTOR_SNIPER_RIFLE_T1_BASEDAMAGE = (Damage=6, Spread=1, yada yada yada) and I repeated this damage change for tiers and weapons for factions but it still doesn't apply when I head in game.

You might have to start a new game for the changes to commit because the saves are probably storing the old values, and rejecting the new values.

That, or clear the inis in My Docs/My Games and let the official launcher regenerate them.

It's a 50/50 chance for ini changes to work. It works for others or it doesn't.

Originally posted by rexounnet:
Hi E3245!
Not a big deal, but I guess there's a mistake in the ini files of the weapons :
CVWPdata_T2_iNumOfResources = 2
CVWPdata_T2_Resources[0] = (ResourceName=Supplies, ResourceQuantity=25)
CVWPdata_T2_Resources[0] = (ResourceName=AlienAlloy, ResourceQuantity=10)

shouldn't it be [1] instead of [0] here ?
CVWPdata_T2_Resources[1] = (ResourceName=AlienAlloy, ResourceQuantity=10)

This only appears for Tier 2 and I noticed it when I was modifying your ini to have the weapons "canbebuilt" as I did not want them infinite lol.
Just to report it :-)

(By the way, do you know in this case how to make Tier 1 unavailable when you upgraded to Tier 2 and so on when the weapons are not infinite ? thanks)

I don't touch that because I usually delegate that to the vanilla schematics.

Make sure that _HideIfPurchased's toggle is true with the name of the schematic in the second field.
HashiriyaR32 21 Sep, 2017 @ 7:31pm 
I'm manually adjusting the damage values of pistols and machine pistols to be in line with the values from "Pistols Rebalanced", but the changes I make to the inis are not reflected in-game.
∑3245  [developer] 21 Sep, 2017 @ 7:35pm 
Originally posted by Matty:
I'm manually adjusting the damage values of pistols and machine pistols to be in line with the values from "Pistols Rebalanced", but the changes I make to the inis are not reflected in-game.

Start a new game?

I answered this type of query in the FAQ.
Last edited by ∑3245; 21 Sep, 2017 @ 7:36pm
kregano 21 Sep, 2017 @ 7:39pm 
Originally posted by Matty:
I'm manually adjusting the damage values of pistols and machine pistols to be in line with the values from "Pistols Rebalanced", but the changes I make to the inis are not reflected in-game.
Well, first, make sure they didn't get wiped out by an update. Second, is this on the tactical layer or the strategy layer? Because if you changed them in the global weapons .ini or the specific weapon ones, it won't affect one mode or the other.

I noticed this when playing earlier today. Even though I modded the guns to have Pistols Rebalanced values and Suppression, but only Suppression displayed on the tactical layer.
DrunKraken  [developer] 22 Sep, 2017 @ 9:55pm 
For those wondering why during the ambush missions, your guns are swapped. This is core game behavior.

There's several things going on. Original game assumes only 1 weapon per class it has to pick highest tier for.

The undesired case we hit happens, since the Ambush missions skip the squad select UI, and throws the player straight into the mission assuming 1 weapon type per class. Usually not a problem untill there's suddenly a blob of new templates per class available. Thus you can have the oddball situation where you end up with say all Jackhammer shotguns if you were like me and let all classes use any weapons.

This behavior also shows up with the unequip in barracks button.

==========================================================================

Work arounds:

Doing an override of "XComGameState_MissionSiteChosenAmbush" may be a way to work around the issue by letting ppl use the squad select UI again.

Another is to extend the defaultloadout function in "XComGameState_Unit" for the higher ranks past squaddie.
vcf55 23 Sep, 2017 @ 5:15pm 
There is a bug where when you do the Alien Nest mission from the alien hunters DLC bradford does not use his rifle and instead uses a default rifle from this mod, allowing me to use that rifle on anyone outside of that mission, i am using teir 2 rifles if that helps, cheers.
kregano 23 Sep, 2017 @ 5:27pm 
Originally posted by vcf55:
There is a bug where when you do the Alien Nest mission from the alien hunters DLC bradford does not use his rifle and instead uses a default rifle from this mod, allowing me to use that rifle on anyone outside of that mission, i am using teir 2 rifles if that helps, cheers.
I'm not sure that qualifies as a bug, because the Multi-Purpose Combat Rifle is pretty damn cool.
∑3245  [developer] 23 Sep, 2017 @ 5:30pm 
Originally posted by vcf55:
There is a bug where when you do the Alien Nest mission from the alien hunters DLC bradford does not use his rifle and instead uses a default rifle from this mod, allowing me to use that rifle on anyone outside of that mission, i am using teir 2 rifles if that helps, cheers.

Probably related to the bug above.
Valkynaz 23 Sep, 2017 @ 5:30pm 
@vcf55 that's likely not this mod, but instead the base game flaw showing it's ugly head again (For some reason, the game just seemingly wings it when it comes to giving soldiers loadouts when you don't have access to the loadout screen, and will just give them the default equipment unless you've defined their equipment beforehand, and even then it appears to be a 50/50 at best if it does this correctly)
koksi 26 Sep, 2017 @ 7:46am 
is it possible to diable AK47s for militia (and the occasional additional unit that sometimes tags along)? I am running into an issue where the game crashes when loading missions that have militia in them. Game runs fine otherwise, with mod enabled. Once i disable the mod, the level that crashed it (usually advent atttack on an outpost) loads fine again. I think by disabling other units getting the mod's weapons it might fix this (this is likely a conflict with another mod, which one i am not sure; if it helps i can post the modlist..)
∑3245  [developer] 26 Sep, 2017 @ 7:55am 
Originally posted by koksi:
is it possible to diable AK47s for militia (and the occasional additional unit that sometimes tags along)? I am running into an issue where the game crashes when loading missions that have militia in them. Game runs fine otherwise, with mod enabled. Once i disable the mod, the level that crashed it (usually advent atttack on an outpost) loads fine again. I think by disabling other units getting the mod's weapons it might fix this (this is likely a conflict with another mod, which one i am not sure; if it helps i can post the modlist..)

It's probably a conflict with another mod if I had to guess.
Tyrant 27 Sep, 2017 @ 4:12am 
The Highlander mod is looking for someone who can fix the weapon unequip bug. Highlander mods allow for greater control over the game's behaviors so this is the best place to do it.

https://github.com/X2CommunityCore/X2WOTCCommunityHighlander/issues/38
koksi 28 Sep, 2017 @ 1:43am 
Originally posted by E3245:
Originally posted by koksi:
is it possible to diable AK47s for militia (and the occasional additional unit that sometimes tags along)? I am running into an issue where the game crashes when loading missions that have militia in them. Game runs fine otherwise, with mod enabled. Once i disable the mod, the level that crashed it (usually advent atttack on an outpost) loads fine again. I think by disabling other units getting the mod's weapons it might fix this (this is likely a conflict with another mod, which one i am not sure; if it helps i can post the modlist..)

It's probably a conflict with another mod if I had to guess.


Yes I would agree that this is likely the case. Would it help if I post the list of mods I have loaded? Maybe one of them stands out as being known to cause issues...
< >
Showing 91-105 of 291 comments
Per page: 1530 50