XCOM 2
Buildable Hunter Weapons
eastpaw 27 May, 2018 @ 3:25pm
Making this work in LW2
After reading all the relevant comments and trying out various things, I've found this to work:

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in the Buildable Hunter Weapons mod's XComLW_Overhaul.ini
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delete or comment out all existing entries except:

+TechTable=(TechTemplateName="Tech_ReverseEngineerRifle", ProvingGround=false, ResearchPointCost=6000, ModPointsToCompleteOnly=false) +TechTable=(TechTemplateName="Tech_ReverseEngineerAxe", ProvingGround=false, ResearchPointCost=6000, ModPointsToCompleteOnly=false) +TechTable=(TechTemplateName="Tech_ReverseEngineerPistol", ProvingGround=false, ResearchPointCost=6000, ModPointsToCompleteOnly=false) +TechTable=(TechTemplateName="Tech_ReverseEngineerFrost", ProvingGround=false, ResearchPointCost=6000, ModPointsToCompleteOnly=false)

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in LW2's XComLW_Overhaul.ini
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change the hunter weapon entries to the following:

+ItemTable=(ItemTemplateName="AlienHunterRifle_CV", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerRifle", RequiredTech2="", SupplyCost=35, AlloyCost=0, CrystalCost=0, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=5, RequiredEngineeringScore=0, PointsToComplete=100) +ItemTable=(ItemTemplateName="AlienHunterRifle_MG", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerRifle", RequiredTech2="MagnetizedWeapons", SupplyCost=50, AlloyCost=2, CrystalCost=2, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=15, RequiredEngineeringScore=20, PointsToComplete=100) +ItemTable=(ItemTemplateName="AlienHunterRifle_BM", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerRifle", RequiredTech2="PlasmaRifle", SupplyCost=80, AlloyCost=4, CrystalCost=10, CoreCost=1, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=40, PointsToComplete=100) +ItemTable=(ItemTemplateName="AlienHunterPistol_CV",Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerPistol", RequiredTech2="", SupplyCost=15, AlloyCost=0, CrystalCost=0, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=5, RequiredEngineeringScore=0, PointsToComplete=100) +ItemTable=(ItemTemplateName="AlienHunterPistol_MG",Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerPistol", RequiredTech2="MagnetizedWeapons", SupplyCost=25, AlloyCost=1, CrystalCost=2, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=15, RequiredEngineeringScore=20, PointsToComplete=100) +ItemTable=(ItemTemplateName="AlienHunterPistol_BM",Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerPistol", RequiredTech2="PlasmaRifle", SupplyCost=45, AlloyCost=2, CrystalCost=3, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=25, RequiredEngineeringScore=40, PointsToComplete=100) +ItemTable=(ItemTemplateName="AlienHunterAxe_CV", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerAxe", RequiredTech2="", SupplyCost=35, AlloyCost=0, CrystalCost=0, CoreCost=0, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=5, RequiredEngineeringScore=0, PointsToComplete=100) +ItemTable=(ItemTemplateName="AlienHunterAxe_MG", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerAxe", RequiredTech2="AutopsyAdventStunLance", SupplyCost=45, AlloyCost=2, CrystalCost=1, CoreCost=0, SpecialItemTemplateName="CorpseAdventStunLancer", SpecialItemCost=1, TradingPostValue=15, RequiredEngineeringScore=20, PointsToComplete=100) +ItemTable=(ItemTemplateName="AlienHunterAxe_BM", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerAxe", RequiredTech2="AutopsyArchon", SupplyCost=75, AlloyCost=4, CrystalCost=4, CoreCost=1, SpecialItemTemplateName="CorpseArchon", SpecialItemCost=1, TradingPostValue=15, RequiredEngineeringScore=40, PointsToComplete=100) +ItemTable=(ItemTemplateName="FrostBomb", Slots=0,Starting=false, Infinite=false, Buildable=true, RequiredTech1="Tech_ReverseEngineerFrost", RequiredTech2="", SupplyCost=45, AlloyCost=1, CrystalCost=0 CoreCost=1, SpecialItemTemplateName="", SpecialItemCost=0, TradingPostValue=15, RequiredEngineeringScore=0, PointsToComplete=100, Weight=1)
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JustAGuy 11 Jun, 2018 @ 8:43pm 
I did this and it didn't seem to work. Do I have to make sure this these edits are made before I try researching the weapons?

Edit: Nvm I thought they were supposed to be in the Proving Grounds but they appear to just be in the Build Item screen. Thanks for the help though.
Last edited by JustAGuy; 11 Jun, 2018 @ 8:56pm
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