XCOM 2
Vektor Crossbow for LWOTC
 This topic has been pinned, so it's probably important
Nero 11 Dec, 2024 @ 12:18am
LWOTC Vektor Crossbow Converted for WOTC use
this is built following the CI progression for 5 tier overhaul (CV-LS-MG-CG-BM)
head to the mod's XComStrategyTuning.ini
replace the archer plating parts with these
[Archer_Plating1 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="ArcherPlatingProject", RequiredTechs[1]="PlatedArmor") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventTrooper", Quantity=1)) [Archer_Plating2 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="ArcherPlatingProject", RequiredTechs[1]="PlatedArmor") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventTrooper", Quantity=1)) [Archer_Plating3 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="ArcherPlatingProject", RequiredTechs[1]="PlatedArmor") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventTrooper", Quantity=1)) [Archer_Plating4 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="PoweredArmor", RequiredTechs[1]="ArcherPlatingProject") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseMuton", Quantity=1)) [Archer_Plating5 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="PoweredArmor", RequiredTechs[1]="ArcherPlatingProject") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseMuton", Quantity=1))
to match the cost with the ones in lw_overhaul

Now towards XComWeaponTuning.ini
replace everything in this ini file with this
[Zero_Crossbow_Laser X2WeaponTemplate] Requirements=(RequiredTechs[0]="LaserWeaponsTech_LW", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=1), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Laser_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=1), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Magnetic X2WeaponTemplate] Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=2), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Magnetic_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=3), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Coil X2WeaponTemplate] Requirements=(RequiredTechs[0]="CoilGunTech_LW", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=3), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Coil_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=4), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2)) [Zero_Crossbow_Beam X2WeaponTemplate] Requirements=(RequiredTechs[0]="PlasmaRifle", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=4), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2), ResourceCosts[3]=(ItemTemplateName="EleriumCore", Quantity=1)) [Zero_Crossbow_Beam_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2), ResourceCosts[3]=(ItemTemplateName="EleriumCore", Quantity=1))
this sets up the build requirements to the correct tech name for 5 tier wotc
Last edited by Nero; 11 Dec, 2024 @ 12:27am
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Showing 1-11 of 11 comments
Nero 11 Dec, 2024 @ 12:21am 
Next up, you need to create a new ini file named XComTemplateEditor.ini
and copy paste this inside of it
+Edit_X2TechTemplate = (T = "SaboteurBoltsProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsyAdventTrooper")) +Edit_X2TechTemplate = (T = "DisruptorBoltsProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsyViper")) +Edit_X2TechTemplate = (T = "BombardierBoltsProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsyMuton")) +Edit_X2TechTemplate = (T = "AssassinBoltsProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsySectoid")) +Edit_X2TechTemplate = (T = "QuiverProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "PlatedArmor")) +Edit_X2TechTemplate = (T = "ArcherPlatingProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsyAdventTrooper"))
Nero 11 Dec, 2024 @ 12:23am 
Extra : Covert Infiltration - infiltration times and risk reduction
create an .ini file called XComInfiltration.ini
copy paste this
[CovertInfiltration.X2InfiltrationMod] +InfilModifiers=(DataName="ZERO_CROSSBOW_CONVENTIONAL", InfilHoursAdded=-6, RiskReductionPercent=0) +InfilModifiers=(DataName="ZERO_CROSSBOW_LASER", InfilHoursAdded=-6, RiskReductionPercent=1) +InfilModifiers=(DataName="Zero_Crossbow_MAGNETIC", InfilHoursAdded=-6, RiskReductionPercent=1) +InfilModifiers=(DataName="Zero_Crossbow_COIL", InfilHoursAdded=-6, RiskReductionPercent=2) +InfilModifiers=(DataName="Zero_Crossbow_BEAM", InfilHoursAdded=-6, RiskReductionPercent=2)
Last edited by Nero; 11 Dec, 2024 @ 12:23am
Nero 11 Dec, 2024 @ 12:26am 
Extra : Open Class Weapon Restrictions - all class that uses vektor rifles can also use vektor crossbows
create an .ini file called XComWOTCOpenWeaponRestrictions.ini
copy paste this
[WOTCOpenWeaponRestrictions.X2DownloadableContentInfo_WOTCOpenWeaponRestrictions] +GRANT_WEAPON=(AllowedWeaponType[0]="vektor_rifle", GrantWeaponType[0]="Zero_crossbow", Slot[0]=eInvSlot_PrimaryWeapon)
Nero 11 Dec, 2024 @ 12:30am 
reminder that this is built with (CV-LS-MG-CG-BM) progression in mind
if you want to use this with normal iridar's 5two, you'll need to switch around the resource cost in XComWeaponTuning.ini as well as switching the stats around in in XComXbowStats.ini
Nero 11 Dec, 2024 @ 12:32am 
Originally posted by TrooperCoon:
reminder that this is built with (CV-LS-MG-CG-BM) progression in mind
if you want to use this with normal iridar's 5two, you'll need to switch around the resource cost in XComWeaponTuning.ini as well as switching the stats around in in XComXbowStats.ini
for iridar's 5two (CV-MG-CG-LS-BM)
XComWeaponTuning.ini
[Zero_Crossbow_Magnetic X2WeaponTemplate] Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=1), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Magnetic_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=1), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Coil X2WeaponTemplate] Requirements=(RequiredTechs[0]="CoilGunTech_LW", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=2), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Coil_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=3), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Laser X2WeaponTemplate] Requirements=(RequiredTechs[0]="LaserWeaponsTech_LW", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=3), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Laser_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=4), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2)) [Zero_Crossbow_Beam X2WeaponTemplate] Requirements=(RequiredTechs[0]="PlasmaRifle", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=4), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2), ResourceCosts[3]=(ItemTemplateName="EleriumCore", Quantity=1)) [Zero_Crossbow_Beam_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2), ResourceCosts[3]=(ItemTemplateName="EleriumCore", Quantity=1))
Nero 11 Dec, 2024 @ 12:35am 
for (CV-MG-CG-LS-BM) progression
in the mod's XComXbowStats.ini, change the everything below line 50 with these
ZERO_CROSSBOW_CONVENTIONAL_BASEDAMAGE= (Damage=4, Spread=0, PlusOne=0, Crit=2, Pierce=1, Shred=0, Tag="", DamageType="Projectile_Conventional") ZERO_CROSSBOW_MAGNETIC_BASEDAMAGE= (Damage=5, Spread=0, PlusOne=50, Crit=2, Pierce=1, Shred=0, Tag="", DamageType="Projectile_MagXCom") ZERO_CROSSBOW_COIL_BASEDAMAGE= (Damage=7, Spread=0, PlusOne=0, Crit=3, Pierce=2, Shred=0, Tag="", DamageType="Projectile_MagXCom") ZERO_CROSSBOW_LASER_BASEDAMAGE= (Damage=8, Spread=0, PlusOne=50, Crit=4, Pierce=4, Shred=0, Tag="", DamageType="Projectile_BeamXCom") ZERO_CROSSBOW_BEAM_BASEDAMAGE= (Damage=10, Spread=0, PlusOne=0, Crit=5, Pierce=2, Shred=0, Rupture=1, Tag="", DamageType="Projectile_BeamXCom") ; *** CONVENTIONAL *** ZERO_CROSSBOW_CONVENTIONAL_AIM = 0 ZERO_CROSSBOW_CONVENTIONAL_CRITCHANCE = 0 ZERO_CROSSBOW_CONVENTIONAL_ICLIPSIZE = 1 ZERO_CROSSBOW_CONVENTIONAL_ISOUNDRANGE= 5 ZERO_CROSSBOW_CONVENTIONAL_IENVIRONMENTDAMAGE = 1 ZERO_CROSSBOW_CONVENTIONAL_UPGRADESLOTS = 1 ; *** MAGNETIC *** ZERO_CROSSBOW_MAGNETIC_AIM = 0 ZERO_CROSSBOW_MAGNETIC_CRITCHANCE = 0 ZERO_CROSSBOW_MAGNETIC_ICLIPSIZE = 1 ZERO_CROSSBOW_MAGNETIC_ISOUNDRANGE = 1 ZERO_CROSSBOW_MAGNETIC_IENVIRONMENTDAMAGE = 5 ZERO_CROSSBOW_MAGNETIC_UPGRADESLOTS = 1 ZERO_CROSSBOW_MAGNETIC_BLACKMARKET_VALUE = 10 ; *** COIL *** ZERO_CROSSBOW_COIL_AIM = 0 ZERO_CROSSBOW_COIL_CRITCHANCE = 0 ZERO_CROSSBOW_COIL_ICLIPSIZE = 1 ZERO_CROSSBOW_COIL_ISOUNDRANGE = 1 ZERO_CROSSBOW_COIL_IENVIRONMENTDAMAGE = 2 ZERO_CROSSBOW_COIL_UPGRADESLOTS = 2 ZERO_CROSSBOW_COIL_BLACKMARKET_VALUE = 15 ; *** LASER *** ZERO_CROSSBOW_LASER_AIM = 5 ZERO_CROSSBOW_LASER_CRITCHANCE = 0 ZERO_CROSSBOW_LASER_ICLIPSIZE = 1 ZERO_CROSSBOW_LASER_ISOUNDRANGE = 0 ZERO_CROSSBOW_LASER_IENVIRONMENTDAMAGE = 0 ZERO_CROSSBOW_LASER_UPGRADESLOTS = 2 ZERO_CROSSBOW_LASER_BLACKMARKET_VALUE = 25 ; *** BEAM *** ZERO_CROSSBOW_BEAM_AIM = 0 ZERO_CROSSBOW_BEAM_CRITCHANCE = 0 ZERO_CROSSBOW_BEAM_ICLIPSIZE = 1 ZERO_CROSSBOW_BEAM_ISOUNDRANGE = 0 ZERO_CROSSBOW_BEAM_IENVIRONMENTDAMAGE = 3 ZERO_CROSSBOW_BEAM_UPGRADESLOTS = 3 ZERO_CROSSBOW_BEAM_BLACKMARKET_VALUE = 30
do not touch the range tables
Last edited by Nero; 13 Dec, 2024 @ 3:33am
Nero 11 Dec, 2024 @ 12:37am 
Extra : Infiltration Times for 5two (CV-MG-CG-LS-BM Progression)
[CovertInfiltration.X2InfiltrationMod] +InfilModifiers=(DataName="ZERO_CROSSBOW_CONVENTIONAL", InfilHoursAdded=-6, RiskReductionPercent=0) +InfilModifiers=(DataName="Zero_Crossbow_MAGNETIC", InfilHoursAdded=-6, RiskReductionPercent=1) +InfilModifiers=(DataName="Zero_Crossbow_COIL", InfilHoursAdded=-6, RiskReductionPercent=1) +InfilModifiers=(DataName="ZERO_CROSSBOW_LASER", InfilHoursAdded=-6, RiskReductionPercent=2) +InfilModifiers=(DataName="Zero_Crossbow_BEAM", InfilHoursAdded=-6, RiskReductionPercent=2)
Last edited by Nero; 13 Dec, 2024 @ 3:32am
Zero  [developer] 12 Dec, 2024 @ 2:02pm 
Wow thanks!
AZL4N 29 Jun @ 1:52am 
I'm not seeing the weapon model appearing on my soldiers when I equip them. Any ideas?

Totally happy to own this may be my own stupidity because the author very explicitly states this REQUIRES LWOTC, and I'm instead playing WOTC with RPGO, but thought I'd ask for help anyway.
Zero  [developer] 10 Jul @ 10:06am 
@nero
How much of this can I add to the crossbow configs so that it works in both environments without people needing to edit configs?
Nero 11 Jul @ 2:02am 
Originally posted by Zero:
@nero
How much of this can I add to the crossbow configs so that it works in both environments without people needing to edit configs?
not sure but just to be safe i'd put the config changes as a seperate addon mod if you want to run it without lwotc
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