XCOM 2
[ABANDONED/DEAD] E3245's Weapon Rebalance Mod :: LW2 Edition
 This topic has been pinned, so it's probably important
∑3245  [developer] 22 Jan, 2017 @ 3:50pm
Bug Report Thread
This is the thread to report a bug or incompatibles when using this mod. This is not the thread for feedback; that goes to the General Feedback Thread. Rules still apply.
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Showing 1-15 of 23 comments
BelowTheSun 23 Jan, 2017 @ 6:34am 
The Uzi doesn't seem to be working, unless I'm just being very dense and missing something. Its values don't change in the in-game armory, regardless of what they're set to in the .ini files. Every other weapon, as far as I can tell, is working perfectly, but not the Uzi.
∑3245  [developer] 23 Jan, 2017 @ 9:37am 
Originally posted by BelowTheSun:
The Uzi doesn't seem to be working, unless I'm just being very dense and missing something. Its values don't change in the in-game armory, regardless of what they're set to in the .ini files. Every other weapon, as far as I can tell, is working perfectly, but not the Uzi.

This should now be fixed.
blue chew demon 25 Jan, 2017 @ 8:50pm 
This was working perfectly before but now it seems the pistols wont show up to equip in the secondary weapons slot, only as a utility item.
∑3245  [developer] 25 Jan, 2017 @ 8:52pm 
Originally posted by s u c c m e:
This was working perfectly before but now it seems the pistols wont show up to equip in the secondary weapons slot, only as a utility item.

This is intended, since LW2 changed the way pistols work.
blue chew demon 25 Jan, 2017 @ 10:01pm 
Oh I see. Is there something I can edit to make them show up again?
∑3245  [developer] 25 Jan, 2017 @ 10:03pm 
Originally posted by s u c c m e:
Oh I see. Is there something I can edit to make them show up again?

You'll have to edit the templates of every pistol to remove this feature.
∑3245  [developer] 25 Jan, 2017 @ 10:24pm 
Originally posted by s u c c m e:
In the XComLW_Overhaul.ini?

Nope. The actual templates within the weapon mods themselves.
i tried making the barret cost more mobility but it didnt work for me. only think that did work for me was the damage it did
∑3245  [developer] 5 Feb, 2017 @ 9:07am 
Originally posted by DJ Chicky Nuggs:
i tried making the barret cost more mobility but it didnt work for me. only think that did work for me was the damage it did

For some reason, the changing the mobility of any weapon via this ini doesn't work, but going to the weapon root and changing it there works.
Thegn 11 Feb, 2017 @ 4:11am 
Hi, while playing Long War 2, I noticed that when being able to research laser weapons, I was able to research magnetic weapons as well. Not only that, the research time was instant and costed 50 supplies and some alloys (as if i was building them in vanilla xcom 2). This gave me the normal mag weapons and all of your weapons I subcribed to's magnetic variants.

As I have no other mods that add weapons or change them apart from LW2 and your weapons mods, do you think this could be caused by your mod?
∑3245  [developer] 11 Feb, 2017 @ 10:36am 
Originally posted by Ignisthir:
Hi, while playing Long War 2, I noticed that when being able to research laser weapons, I was able to research magnetic weapons as well. Not only that, the research time was instant and costed 50 supplies and some alloys (as if i was building them in vanilla xcom 2). This gave me the normal mag weapons and all of your weapons I subcribed to's magnetic variants.

As I have no other mods that add weapons or change them apart from LW2 and your weapons mods, do you think this could be caused by your mod?

I thought that Laser Tech was the prerequisite to researching Magnetic Weapons.

As for the second problem, I doubt that it's supposed to do that, since LW2 is supposed to kill the schematics in favor of its own system. I'll look into it.
Thegn 11 Feb, 2017 @ 10:57am 
Thanks. One more thing, I removed some of the weapons I wasn't using and started a new campaign and the bug did not reoccur. Unfortunately, I cannot remember which guns I unsubscribed to.

Also, to clarify, both techs showed up at the same time, with the laser tech looking like normal research.
Thegn 11 Feb, 2017 @ 12:51pm 
Scratch that, the same magnetic research appeared after the officer autopsy. This is meant to happen in the tech tree but its still has an instant research time.
∑3245  [developer] 11 Feb, 2017 @ 1:15pm 
Originally posted by Ignisthir:
Scratch that, the same magnetic research appeared after the officer autopsy. This is meant to happen in the tech tree but its still has an instant research time.

My mod doesn't mess with the research schematics, so something else is going on.
Last edited by ∑3245; 11 Feb, 2017 @ 1:15pm
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