XCOM 2
[WOTC] Weapon and Item Overhaul
 This topic has been pinned, so it's probably important
shiremct  [developer] 10 May, 2020 @ 8:44am
Compatibility Information/Requests
Compatibility Information
This sort of mod is a compatibility nightmare and there are a LOT of mods out there that add or change weapons, armor, and items. Below is a list of other mod-added items and their current compatibility status:

There are a lot of mods out there on the workshop and I don't use all of them myself, so this is also a place you can notify or make requests regarding compatibility with other mods.


Compatible with updated values:
  • LW2 Secondary Weapons - (handled in that mod, but designed hand-in-hand)
  • Iridar's Rocket Launchers - (pricing changes and turning on/off single build mode)
  • Musashi's Axe Mod - (have their own new variant stats)
  • Most visual-only weapons / packs - (should use standard weapon stats)


Compatible via exclusions or simply unaffected:
(These items are simply left unchanged and may or may not fit in well with other similar items and will NOT automatically flip between schematic and single-build modes for non-unique items)
  • Claus' Pathfinder Hunter Rifles
  • Ballistic Shields - (unaffected by changes)
  • Mitzruti's Chemthrowers & RustyDios' Xenolator - (unaffected by changes)
  • Ashlynne_Lee's Warlock Weapon - (unaffected by changes)
  • Alterd-Rushnano's Melee Glaive/Staff - (unaffected by changes)
  • Iridar's Cosmo Dragoon Pistols - (the stats here are not too far off...)
  • Iridar's Unarmed Weapons - (somewhat weaker now relative to swords...)
  • Farkyrie's ADVENT Duelist Pistols - (the stats here are not too far off...)
  • Farkyrie's ADVENT Sniper Rifles - (the rifles are very OP...)
  • CX Celatid Scimitars - (the stats here are not too far off...)
  • CX Armored Viper Weapons - (the rifles are WAY OP... sword is okay)
  • CX General Revamp Pistol - (the stats here are not too far off...)
  • Advent Armoury - (the flamethrower is excluded, everything else will probably just inherit normal weapon stats... untested)


Not yet compatible, but planned:
  • Musashi's Katanas and maybe Combat Knives - (all are excluded and use their original stats currently)


Known or expected incompatibilities:
  • RPG Overhaul, A Better Barracks, & LWotC - (these make their own sweeping changes to items)
  • LW SMGs - (use the cosmetic SMG-Bullpups instead)
  • Any non-cosmetic Coil/Laser tier replacer - (cosmetic-only changes should be fine, including WSR edits)
  • I have no idea how the attachment changes impact primary pistols...

  • Iridar's Beowulf Rifles - (needs exclusions setup - stats are pretty high...)
  • Iridar's Phaser Rifle - (needs exclusions setup - stats are pretty high...)
Last edited by shiremct; 11 May, 2020 @ 3:28pm
< >
Showing 1-15 of 41 comments
Crazyduck 11 May, 2020 @ 12:05am 
How does it work with ADVENT Avenger Ability tweaks mod? As far as I remember it does tweak vektor rifles and bullpup damage.
bstar 11 May, 2020 @ 12:56am 
Compatibility note for RPGO:

The mod has MCM options to disable all weapon & attachment changes, so it should be compatible as long as the user toggles off RPGO's own changes first. However, at the moment, this will also remove Suppression from Cannons and Squadsight from Sniper Rifles, which there are no other sources for in the mod. A temporary workaround would be adding these back with WSR until it's fixed in RPGO itself.
Last edited by bstar; 11 May, 2020 @ 1:08am
RustyDios 11 May, 2020 @ 1:28am 
You state the ADVENT Armoury Flamethrower is excluded... are Mitzruti's Chemthrower's excluded too ? (Mitzruti's Immolator/Cryolator, My Xenolator)

I also noted nothing for the SPARK weapons/armors ?
shiremct  [developer] 11 May, 2020 @ 5:31am 
I meant to check the chemthrowers in my last-minute wave of exclusions and forgot. I assumed they use their own weapon category (in which case they will not be affected), but need to check. If they use existing weapon categories like Advent Flamethrower does (shotgun), they will need exclusions.

I haven't done anything with SPARKs yet - I'll need to look further at MEC Troopers and Mechatronic Warfare to see how I want to proceed. If it's possible to let other things handle SPARK equipment, I may go that route. I don't have a ton of experience using them recently.


Regarding RPGO, an experienced mod user can do all kinds of things with the config options provided between the two mods, but they will take some work to integrate on the user's side. I haven't detailed all the options here yet, but you can choose which weapon categories and which weapon attachment changes you do or do not want to use. You can choose to simply let RPGO (or another mod, like Iridar's Autopistol overhaul) handle a weapon class, or add additional abilities to those weapons to bridge the gap through config here (each weapon class has a +Abilities array where Squadsight could be added to all Sniper Rifles, for example).

I have not done as well at setting up config options to turn on/off individual armor changes yet - I should probably do that.
Last edited by shiremct; 11 May, 2020 @ 6:28am
Dies Irae 11 May, 2020 @ 5:37am 
Will iridar's Beowulf rifle going to be included in the future
RustyDios 11 May, 2020 @ 7:24am 
Yes, Mitzruti's Chemthrowers have their own unique class/weapon type ...
primary weapon = "chemthrower"
(and secondary weapon = "canister" )
So by default they would not be affected :)

The other weapons I know of that are not in the list above (but would be unaffected for the same reason) are Ashlynne_Lee's Warlock Weapon ("psionicReaper") and Alterd-Rushnano's Melee Glaive/Staff ("glaive")

~not sure if that is useful information or not :)
shiremct  [developer] 11 May, 2020 @ 8:48am 
Yes, thanks, that is very useful - I'll add it to the top post.
DukeBurger 11 May, 2020 @ 2:51pm 
Last edited by DukeBurger; 11 May, 2020 @ 2:52pm
shiremct  [developer] 11 May, 2020 @ 3:13pm 
The stat changes setup on armors through that mod should still apply/stack with the stat improvements in this mod, but the UI Stat Markups in the armory will be removed I'm pretty sure.
shiremct  [developer] 11 May, 2020 @ 3:19pm 
@Dies Irea, Beowulf Rifles will need exclusions added. You can add them yourself in the meantime - template names are BeowulfRifle_CV, BeowulfRifle_MG, BeowulfRifle_BM.
SoloCross 15 May, 2020 @ 9:27pm 
Will the changes apply to Mercenary Plasma Weapons? Also, Metion Auto-shotgun from the custodian pack probably needs an exclusion.
shiremct  [developer] 16 May, 2020 @ 8:27am 
The changes should apply to the Mercenary Plasma Weapons, though I have not tried them yet. I checked the Metion Shotgun and it works as intended without an exclusion (at least the one in the combined Custodian pack).

The filtering logic that kicks things out without requiring an exclusion looks to see if the CanBeBuilt bool is False, the StartingItem bool is False, and that the CreaterTemplateName is not set. If all 3 of these conditions are correct, it ignores the item without requiring an exclusion. This catches most reward items which are granted from autopsies, etc.
Dies Irae 1 Jun, 2020 @ 11:18am 
Thanks for adding the beowulf exclusion. Will be using this on the next play trough
Flashstriker 10 Jun, 2020 @ 4:34am 
I assume this isn't compatible with Iridar's defensive item overhaul?
shiremct  [developer] 10 Jun, 2020 @ 3:30pm 
I'm not sure tbh. There is now a config toggle to disable my changes to armor but I'm not sure how they interact if actually used together.

The toggle is pretty basic right now, it disables everything when false, including cost changes and single-build item mode, etc.
Last edited by shiremct; 10 Jun, 2020 @ 5:29pm
< >
Showing 1-15 of 41 comments
Per page: 1530 50