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Now, having bought mag weapons, the old T1 weapons are still available in the loadout screen. But i have no further use for them. They're just bloating up the list.
I'd like to have a HideIfPurchased= flag for T1 and T2. As it currently is, the flag is there, but it's tied to the canbebuilt feature. That's cool, but not for me, as i don't want to build single weapons.
Is it possible to untie the HideIfPurchased flag so i can hide for example the T1 assault rifles after buying AssaultRifle_MG_Schematic?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=700872276
As Zyrrashijn mentioned you can change it to your personal preference.
Below are the sections of the config file that link to the optic mesh type.
[CVWeaponPackv2.X2Item_CVWPM16A4_Weapon]
;Model, attachments, weapon UI refs.
MeshName="Stoy79_M16A4_Assets.Meshes.XCOMM16A4_CarryHandle"
[CVWeaponPackv2.X2Item_CVWPM16A4_Upgrades]
;Optic_Crit (Small scope model)
MeshName="Stoy79_M16A4_Assets.Meshes.XCOMM16A4_AC11090"
;Optic_Aim (Large scope model)
MeshName="Stoy79_M16A4_Assets.Meshes.XCOMM16A4_VariableScope"
For the sniper abilities and stats you can use any of the sniper rifle config files as a reference.
Steyr Aug A1
RU-556 PSW
IMI Galil ARM
Sawn-off Remington 870
Pancor Jackhammer
PKM
WA 2000
The mobility can be set to whatever you want, and the SMGs have already been set with the MidShort range table LW mod uses.
Example using P90 that was recently added, under.
[CVWeaponPackv2.X2Ability_CVWPP90_AbilityBonus]
Change:
CVWPdata_Bonus[0]=(AbilityTemplate=CVWPP90_T1_AbilityBonus, MobilityBonus=0, DetectionRadius=0.0) ;P90 T1 template
To:
[CVWeaponPackv2.X2Ability_CVWPP90_AbilityBonus]
CVWPdata_Bonus[0]=(AbilityTemplate=CVWPP90_T1_AbilityBonus, MobilityBonus=3, DetectionRadius=0.2) ;P90 T1 template
Then under the following.
[CVWeaponPackv2.X2Item_CVWPP90_Weapon]
Change:
CVWPdata_StatSelectMode[0]=AssaultRifle_CV
To:
CVWPdata_StatSelectMode[0]=Custom
Now you can adjust the weapon stats to your personal preference. Change the following.
CVWPdata_WepBasedmg[0]=(Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")
To:
CVWPdata_WepBasedmg[0]=(Damage=3, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")
Thanks for a great mod. Included in my Immersion collection.
E3245 or AoD would be the ones to ask. They're fortunately still active, and won't charge a dime.
I was wondering if there was a possibilty to get Spark weapon skins? Perhaps based off of RL Crew-Served/Infantry Support Weapons such as 25mm autocannons or browning HMG's?
Thanks for your time,
TheAshenHat