XCOM 2
[WotC][LWotC] Global Weapon Stat Changer
 This topic has been pinned, so it's probably important
∑3245  [developer] 15 Sep, 2019 @ 1:03pm
Bug Report Thread
Found a bug? Report it here!

Please be very descriptive with your post (where it occurred, what was happening at the time of the occurance), and post your launch.log file or else I won't be able to help you.

Saying my game is broken because of this mod is not descriptive.
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Showing 1-14 of 14 comments
Kyne 16 Sep, 2019 @ 11:47pm 
I'm not too sure why this may be happening, but I think I have it narrowed down to this mod.'

In my LWOTC campaign I'm running, I noticed that the drones I was encountering early on were dealing 8-10 damage per shot, and prioritizing shooting over stunning. ADVENT sentries and troopers were also hitting for 9-10 without crits on some of the first missions I went on. This felt very off, but looking through both the config files packed with this mod and the LWOTC config files, as far as I can see drones should deal 1 damage with a potential to crit a flanked enemy for 1 more damage.

I have absolutely no idea why or how this mod may be changing the damage values for an enemy added by Long War, but removing it completely solved the issue and now drones and troops/sentries are correctly dealing 1/4-ish damage, respectively.

Sorry I don't have more specific details for you. Maybe this was just some phantom issue that doesn't even have anything to do with this, but since it's my best lead I wanted to leave a post here just in case anyone else runs in to this or has any ideas.

Thanks for your time!
∑3245  [developer] 17 Sep, 2019 @ 12:00am 
Originally posted by Ky:
I'm not too sure why this may be happening, but I think I have it narrowed down to this mod.'

In my LWOTC campaign I'm running, I noticed that the drones I was encountering early on were dealing 8-10 damage per shot, and prioritizing shooting over stunning. ADVENT sentries and troopers were also hitting for 9-10 without crits on some of the first missions I went on. This felt very off, but looking through both the config files packed with this mod and the LWOTC config files, as far as I can see drones should deal 1 damage with a potential to crit a flanked enemy for 1 more damage.

I have absolutely no idea why or how this mod may be changing the damage values for an enemy added by Long War, but removing it completely solved the issue and now drones and troops/sentries are correctly dealing 1/4-ish damage, respectively.

Sorry I don't have more specific details for you. Maybe this was just some phantom issue that doesn't even have anything to do with this, but since it's my best lead I wanted to leave a post here just in case anyone else runs in to this or has any ideas.

Thanks for your time!

It should be fixed now. Most, if not, all enemy weapons are now not affected by this mod.
Kyne 17 Sep, 2019 @ 12:24am 
Originally posted by ∑3245:
Originally posted by Ky:
I'm not too sure why this may be happening, but I think I have it narrowed down to this mod.'

In my LWOTC campaign I'm running, I noticed that the drones I was encountering early on were dealing 8-10 damage per shot, and prioritizing shooting over stunning. ADVENT sentries and troopers were also hitting for 9-10 without crits on some of the first missions I went on. This felt very off, but looking through both the config files packed with this mod and the LWOTC config files, as far as I can see drones should deal 1 damage with a potential to crit a flanked enemy for 1 more damage.

I have absolutely no idea why or how this mod may be changing the damage values for an enemy added by Long War, but removing it completely solved the issue and now drones and troops/sentries are correctly dealing 1/4-ish damage, respectively.

Sorry I don't have more specific details for you. Maybe this was just some phantom issue that doesn't even have anything to do with this, but since it's my best lead I wanted to leave a post here just in case anyone else runs in to this or has any ideas.

Thanks for your time!

It should be fixed now. Most, if not, all enemy weapons are now not affected by this mod.
Hey, thanks for the quick response! I hope I was able to give you enough info to make it easy to figure out what was up.
Kyne 17 Sep, 2019 @ 1:14am 
Update on this: I resubed to this mod (and your resistance weapons mod) and while drones correctly show 1 damage and deal 1 damage, ADVENT officers/troopers show 5-9 and deal damage along those lines.

Again, removing the mod reverts their damage output to 3-5 and 2-4.
Last edited by Kyne; 17 Sep, 2019 @ 1:20am
∑3245  [developer] 17 Sep, 2019 @ 3:51am 
Originally posted by Ky:
Update on this: I resubed to this mod (and your resistance weapons mod) and while drones correctly show 1 damage and deal 1 damage, ADVENT officers/troopers show 5-9 and deal damage along those lines.

Again, removing the mod reverts their damage output to 3-5 and 2-4.

Hopefully that's the last of the vanilla/Xpack enemy weapons.
Kyne 17 Sep, 2019 @ 1:05pm 
ADVENT officers and engineers are still incorrectly dealing 5-9 damage in Gatecrasher, instead of 3-5 and 3-3.

I'll stop bothering you about this piece by piece, but I wanted to let you know what I've found. Thanks!
∑3245  [developer] 17 Sep, 2019 @ 3:26pm 
Originally posted by Ky:
ADVENT officers and engineers are still incorrectly dealing 5-9 damage in Gatecrasher, instead of 3-5 and 3-3.

I'll stop bothering you about this piece by piece, but I wanted to let you know what I've found. Thanks!

Oh I must of missed those by accident. It's no longer affected by this mod anymore.
FAT WANZER 22 Sep, 2019 @ 12:13am 
Just wanted to report that this mod works with primary secondaries,but it's the magazine count./clipsize is bugged even if i change it's stat with alternative mod launcher it will still shown with 99 clipsize
Mister Maf 20 Nov, 2019 @ 11:29pm 
Submachine guns seem to not impart the concealment bonus that the stock SMG does for calculating infiltration time.
Jhereg 28 Nov, 2019 @ 4:29am 
Howdy,
ADVENT Pathfinders are dealing 5-9 with their tier 1 subbies, became priority number one to kill in that mission LOL.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1229048071
I don't know why, but for some reason the mod is doing the opposite effect as advertised. Instead of making the mod weapons match LWotC stats -(like damage, ammo, ect), the LWotC stats now match the mod weapons. At least when I compare the vanilla guns to the mod guns in the loudout screen. So now all my guns do the same damage as the mod weapons make.
Last edited by [95th] Phantom Civet; 20 Apr, 2020 @ 1:17am
Crescent 25 Apr, 2020 @ 6:14pm 
Some enemies still have incorrect damage values and aren't on the exclusion list. Off the top of my head, shieldbearers, stunlancers, and sidewinders are all missing from the exclusion list, and the m1 naja weapon is referred to in lwotc files as naja_wpn, while the override refers to it as najam1_wpn.
sloppygiuseppe 6 May, 2020 @ 10:36pm 
These advent/alien weapons are missing from the whitelist. Add the following lines to XcomDLC_GWSC.ini located in the mod's config files and the problem of Advent officers, engineers etc hitting for 5-9 damage when troopers are only doing 2-4 will be solved.

+WhitelistWeapon= AdvStunLancerM1_WPN
+WhitelistWeapon= AdvStunLancerM2_WPN
+WhitelistWeapon= AdvStunLancerM3_WPN
+WhitelistWeapon= AdvCaptainM1_WPN
+WhitelistWeapon= AdvCaptainM2_WPN
+WhitelistWeapon= AdvCaptainM3_WPN
+WhitelistWeapon= AdvShieldBearerM2_WPN
+WhitelistWeapon= AdvShieldBearerM3_WPN
+WhitelistWeapon= SidewinderM1_WPN
+WhitelistWeapon= SidewinderM2_WPN
+WhitelistWeapon= SidewinderM3_WPN
Last edited by sloppygiuseppe; 6 May, 2020 @ 10:37pm
Yo Gabba Gabba! 22 Apr, 2022 @ 5:14am 
The SMGs in particular seem out of sync with both the primary weapon SMGs and the secondary/pistol autopistol.
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