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Assault Rifles and SMGs: Viper Assault Rifle (PA_ViperGun) or Sidewinder Scramgun (PA_SidewinderGun) for Viper varianrs, Muton Assault Rifle (PA_MutonGun) for Muton Variants.
TLP Cannons, or anything using their animations: Muton Cannon (PA_MutonCannon)
Sniper Rifle: Naja Sniper Rifle (PA_NajaGun)
Alien Rulers Bolt Caster: Viper Neonate Bolt Caster (ViperNeonate_WPN).
Not tested, but should work:
PA_AndromedonGun (for SMGs or assault rifles)
PA_MutonStalkerGun (Sniper rifles)
Shotguns could potentially work, but have not tried yet.
Bear in mind that the mod will use the original idle positions. For handheld weapons such as the above is not an issue, but vanilla Cannons are held in a completely different pose so they float in the air when replaced.
WSR apparently can be also used to on-the-fly allow different alien species to use regular XCOM weapons, without manual reskinning. WSR documentation on this command is here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1689878874
A command with the structure
+ANIMSET_REPLACEMENT=(ACCEPTOR_TEMPLATE = "XCOM_WEAPON", REQUIRE_CHARACTER_TEMPLATE = "PA_ALIEN TEMPLATE", DONOR_TEMPLATE="VANILLA ALIEN WEAPON/PA ALIEN WEAPON", REPLACE_SOLDIER_ANIMSETS=True) will result in the mesh, projectile, and texture of the original XCOM weapon being used with sounds and animations of the target alien weapon, but only if equipped on the soldier of the designated race. So Human soldiers will use Human animations, Vipers - Viper animations, Mutons - Muton Animations, etc.
I´ve tested it so far with Mutons, Viper aliens (biped aliens with regular dakka). With the Mutons the only issue is that they gun bash, rather than bayonet. Otherwise the animations work fine.
Sectoids and Archons are likely trickier because their weapons are not bipedal-designed and baked into their model. Andromedons can work because it´s large enough that the XCOM weapon just clips underneath their gun. Sectoids and Archons it´s very jarring, but with Andromedons (assault rifles, or shotguns would work fine). Berserkers don´t matter for this, since they have no weapon.
Vipers: Sniper Rifles, SMG and ARs work
Mutons: Tested AR, LMG. Other weapons should work (e.g. SPARK weapons) as well)
Andromedons: ARs work fine. SPARK weapons might work but because of the acid blob gun they will clip
The point of attachment can also be altered if the weapon looks a bit off in that class via SET_DEFAULT_SOCKET key.
However, the full weapon replacement (+ANIMSET_REPLACEMENT) is NOT conditional; so you´ll be stuck with whatever alien animation
Main issues:
Firing mode will be from the alien weapon. So ARs will fire a single projectile for all tiers, rather than the multiple projectiles fired by most non-beam ones. The sounds will be those of the target animation as well, so there is a disconnect between the single shot and charging compared to the burst fire of the original , which can be a bit confusing.
Most animations work fine but e.g. when the Alien holds the weapon with the foregrip (Muton Slash) hand clips a bit. It also looks a bit like Puny Human Gave Me A Puny Weapon. The Bayonet visual as far as I can tell does not show on the weapon; the animation is independent of the item as far as WSR is concerned. The skills I could test which have alien animations (Muton Grenading, Tongue Pull, Poison Spit, Acid Blob, etc...) are fine, guess they are attached to the body template.
Every weapon mesh (including XSkin) needs to be manually added for each character to have a replacement.
Some abilities (such as Bayonet Master or Excessive Force) rely on the weapon being either PaMutonGun or PaMutonCannon classes. So they won´t work with human weapons; if you are using this method I would suggest also replacing them in the skill trees with other abilities.
LWOTC and base game weapons, including DLCs except TLP (see below why)
Kiruka´s Battle and Strike rifles
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2278034718
Pathfinder´s Hunter Rifles
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1229048071
Armored Viper Gatling Rifle
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1505294997
CX Plasma EU weapons
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1531908100
TLP Weapons with Modular Upgrades
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1726550197
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2058741060
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1750855914
Chimera Squad Weapons
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2377215692
Note you´ll need to add the weapon restrictions to the PA classes individually; alone, this does nothing unless you equip the alien with the weapon.
I do not own any of these, Playable Aliens or WSR; I just monkeyed out all of the config lines and thought could be useful. They can all be bulk copied as if you don´t have the mod installed they won´t do squat.
Paste these in WSR´s config file. I also added a replacement of the Muton Hunter rifle because my eyes.
I´ll be adding more stuff as I go on, but the first batch will be pretty much a mess in terms of order as I do things once I see them bonk in game.