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"XC_Laser" socket, mapped to "BeamAttachments.Meshes.BeamFlashLight": https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=771224948
"XC_FlashLight" socket mapped to "ConvAttachments.Meshes.SM_ConvLaserSight": https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=771226468
"XC_SuppressorA" socket mapped to "ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_SuppressorB":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=771227826
For those that don't care for how "Mod Everything" Breaks balance, but would still like to front load some visual changes to their pistols. The below is an example on where and how to add the attachments for visuals. Each weapon has seven open sockets that can be used. You don't have to worry about the order, just make sure the socket matches the referenced mesh your trying to apply.
Socket Ref:
XC_FlashLight = BeamAttachments.Meshes.BeamFlashLight
XC_Laser = ConvAttachments.Meshes.SM_ConvLaserSight
XC_StockA = MagShotgun.Meshes.SM_MagShotgun_ForegripB
XC_OpticA = ConvSniper.Meshes.SM_ConvSniper_OpticB
XC_OpticB = MagSniper.Meshes.SM_MagSniper_OpticC
XC_SuppressorA = ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_SuppressorB
XC_SuppressorB = MagShotgun.Meshes.SM_MagShotgun_SuppressorB
XC_Trigger = MagAttachments.Meshes.SM_MagTriggerB
XC_MagA = BeamCannon.Meshes.SM_BeamCannon_CoreA_Center
XC_MagB = BeamCannon.Meshes.SM_BeamCannon_CoreB_Center
In the \Steam\steamapps\workshop\content\268500\770772247\Config\XComCVWPXCMagPistol_Weapon.ini file.
[XComPistols_Enhanced.X2Item_CVWPXCMagPistol_Weapon]
;Model, attachments, weapon UI refs.
CVWPdata_DefaultAttach[0]=(AttachSocket=XC_SuppressorA, MeshName="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_SuppressorB", IconName=)
CVWPdata_DefaultAttach[1]=(AttachSocket=, MeshName="", IconName=)
CVWPdata_DefaultAttach[2]=(AttachSocket=, MeshName="", IconName=)
CVWPdata_DefaultAttach[3]=(AttachSocket=, MeshName="", IconName=)
CVWPdata_DefaultAttach[4]=(AttachSocket=, MeshName="", IconName=)
CVWPdata_DefaultAttach[5]=(AttachSocket=, MeshName="", IconName=)
CVWPdata_DefaultAttach[6]=(AttachSocket=, MeshName="", IconName=)
Ok I've added a few more attachment options that fall within the pistol themes. I'm also still poking at the Gauss rifle attachment request. That bugger is wonky so it's gonna take more fiddling with.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=780457934
;Theme attachment Beam Pistol
XC_StockB = BeamSniper.Meshes.SM_BeamSniper_HeatSinkA
XC_SuppressorC = BeamAssaultRifle.Meshes.SM_BeamAssaultRifle_SuppressorB
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=780457815
;Theme attachment Mag Pistol
XC_StockB = BeamSniper.Meshes.SM_BeamSniper_HeatSinkB
XC_SlideA = Grenades.Meshes.SM_Grenade_EMP
XC_SlideB = BeamCannon.Meshes.SM_BeamCannon_HeatSinkA
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=780457885
;Theme attachment Advent Pistol
XC_StockB = BeamCannon.Meshes.SM_BeamCannon_HeatSinkA
Any weapon template in this mod, you can set the upgrade trigger to whatever you want. You can as much control as anyone with the SDK without having to have the SDK.
Now if your infering to the default weapons having their stats swap etc...you'd want to poke at leveraging the XSkin mod.