XCOM 2
CVWeaponPackv2
DrunKraken  [developer] 7 Jun, 2016 @ 11:56pm
Feature Requests
Your feature requests here.
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Showing 1-15 of 23 comments
Zyrrashijn 9 Jun, 2016 @ 10:18pm 
Okay, here we go. It's simple, i guess. I am using CVWPv2 alongside with the defaultschematics config you provided, for less micromanagement. I just want the different weapon models.
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?
DrunKraken  [developer] 10 Jun, 2016 @ 12:32am 
Ok, that makes more sense now, I can move that to a global.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=700872276
Last edited by DrunKraken; 10 Jun, 2016 @ 1:25am
Zyrrashijn 10 Jun, 2016 @ 12:35am 
Hooray! I figured it was just a misunderstanding. You likely have tons of things on your mind.
BadMoon 7 Aug, 2016 @ 3:42pm 
Just an idea, but since the M16A4 gets a bad-ass high-zoom scope when you upgrade it, maybe you can use this as an asset to make a sniper rifle out of it? That is, maybe you can make a version of the M16A4 that functions as a single-shot marksman rifle, e.g. like the Mk12? I would simply love to see my marksmen running around with one of those babies :p
Zyrrashijn 7 Aug, 2016 @ 10:19pm 
You can modify the m16a4 all for yourself, even make it a sniper rifle.
DrunKraken  [developer] 13 Aug, 2016 @ 11:35pm 
Originally posted by BadMoonRising:
Just an idea, but since the M16A4 gets a bad-ass high-zoom scope when you upgrade it, maybe you can use this as an asset to make a sniper rifle out of it? That is, maybe you can make a version of the M16A4 that functions as a single-shot marksman rifle, e.g. like the Mk12? I would simply love to see my marksmen running around with one of those babies :p

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.
BadMoon 14 Aug, 2016 @ 5:57am 
Pardon my ignorance and thank you for the reply!
a8a 20 Aug, 2016 @ 5:52pm 
This is such a comprehensive mod, and you've done such a great job in allowing it to be tailored for everyone's preferences that my only feature request would be to incorporate some more of E3245's gun models that have been released since.

Assault Rifles

Steyr Aug A1
RU-556 PSW
IMI Galil ARM

Shotguns

Sawn-off Remington 870
Pancor Jackhammer

Heavy Weapons

PKM

Sniper Rifles

WA 2000
Last edited by a8a; 20 Aug, 2016 @ 5:55pm
NOVEMBER [35thID] 18 Sep, 2016 @ 1:11am 
I'd like a version of the mod where all the SMG's are the Long War type, so I can use them on my LW classes.
Last edited by NOVEMBER [35thID]; 18 Sep, 2016 @ 1:12am
DrunKraken  [developer] 18 Sep, 2016 @ 12:24pm 
Originally posted by Gryff:
I'd like a version of the mod where all the SMG's are the Long War type, so I can use them on my LW classes.

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")
Last edited by DrunKraken; 18 Sep, 2016 @ 12:38pm
75338 7 Oct, 2016 @ 10:06am 
I'd pay to see the FR F2 https://en.wikipedia.org/wiki/FR_F2_sniper_rifle

Thanks for a great mod. Included in my Immersion collection.
DrunKraken  [developer] 7 Oct, 2016 @ 7:49pm 
Originally posted by Oathed:
I'd pay to see the FR F2 https://en.wikipedia.org/wiki/FR_F2_sniper_rifle

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.
T'erissk 8 Oct, 2016 @ 1:23pm 
Woukd it be possible to get a SPAS-12 shotgun?
75338 8 Oct, 2016 @ 9:14pm 
Thank you.
TheAshenHat 23 Oct, 2016 @ 1:41am 
Hello There,

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
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