XCOM 2
Additional Weapon Pack
93 Comments
Ms. Fortune 18 Feb @ 12:32pm 
Is there any way to add more upgrade slots to these guns? I couldn't find any line referencing the slots in the config and mods that add more slots for vanilla weapons do nothing with this pacck, obviously
Dęąth Viper 27 Dec, 2024 @ 9:46am 
@MrBananaClipps Yes. I am going to update this into a big pack weapon overhaul system to use with my class pack... Other modders can add compatibility as they see fit when its done
MrBananaClipps 3 Mar, 2023 @ 11:58pm 
Does anyone plan on updating this? :(
Agent Nahman Jayden 5 Jul, 2022 @ 8:00pm 
hey James, the SAW bypasses volume settings and fires at max volume. Loud as a mfer. Any way to fix that? Also, is there any way to rename the weapons? I DL'd Spart117's weapons too and the names are almost identical.
Vermoin 17 Apr, 2022 @ 9:34am 
Any chance that this could be updated to work with Long War of the Chosen?
PeterSada 20 Jun, 2021 @ 11:30am 
Weapons template names

:LMG
RM_LMGX1_CV
RM_LMGX1_MG
RM_LMGX1_BM

:SAW
RM_SAWX1_CV
RM_SAWX1_MG
RM_SAWX1_BM

:AutoShotgun
RM_ASX1_CV
RM_ASX1_MG
RM_ASX1_BM

:MarksmanRifle
RM_MRX1_CV
RM_MRX1_MG
RM_MRX1_BM

:CarbineRifle
RM_CRX1_CV
RM_CRX1_MG
RM_CRX1_BM
Pzaroj 14 May, 2021 @ 2:29pm 
This is amazing. There was a vacuum between the psuedo-realistic aesthetic of vanilla xcom and the ultra realistic mods that this mod occupies excellently. :steamthumbsup:
TheChazman 25 Oct, 2020 @ 8:42pm 
Late to the party, but I am noticing Tactical Legacy Pack (and even regular weapons) being overriden by these new weapons. Anyone got a fix for that?
Bluemethod 26 Jun, 2020 @ 8:35am 
Is there a way to change or remove the upgrade costs?
MakingGood 29 Apr, 2020 @ 1:55am 
James, I love the visuals for this mod, and everything works perfectly, but I wanted to modify the mobility bonus like in Spart's Carbine ini files that allow for mobility bonus editing. Could you update this mod to allow mobility bonus editing our just post the variable or line we could use in the ini that might work or trigger that value?
Sir George 30 Mar, 2020 @ 12:23pm 
this is great thank you!!! do you have the same for war of the chosen dose it work with the expansion. thank you.
Witt 5 Oct, 2019 @ 5:43am 
Any easy way to change the number of upgrade slots on these?
Postmo 18 Sep, 2019 @ 2:40pm 
now that LWOTC is out, any chance of adding the LW tiers too?
Joe, the Eternity Warden 29 Jul, 2019 @ 9:30pm 
@james Hey, man. It's been awhile. You mentioned that you were planning on adding a configurable amount of upgrade slots to these weapons. Are you still planning on doing that? Just curious because I still regularly use this mod and it's something I've been keeping an eye out for.
flashfireball 29 Mar, 2019 @ 10:15am 
@james may have found a bug see my last
flashfireball 29 Mar, 2019 @ 9:59am 
found something digging through the inis. seems the auto shotgun has only a mag of 4 once it gets to mag and plasma, not 5 like the first level.
HeadHunter996 12 Mar, 2019 @ 8:42pm 
@Alyfox, a SAW is an LMG, interchangeable terms for that class of weapon. bit of a gun-nut...
HolyWarrior1116 6 Mar, 2019 @ 3:46pm 
Any Chance of adding a semiauto pistol?
Alyfox 15 Feb, 2019 @ 11:56am 
I'm not a military expert, but I think that technically the LMG and SAW should be swapped?
Californiadreaming 7 Jan, 2019 @ 2:43am 
@marshmallowjustice: I actually unsubbed when I found the Sparts carbine port - it worked better for me with just a little .ini work.
marshmallow justice 26 Dec, 2018 @ 11:42pm 
@Californiadreaming still having this issue?
Albob 29 Nov, 2018 @ 6:34am 
is the SAW supposed to be like 100 dB? extremely unpleasant
Newt 19 Nov, 2018 @ 8:01pm 
for 4-5 dmg You write Damage=4 PlusOne=50 (its a % value)
yes_commander 19 Nov, 2018 @ 11:32am 
So I dug into the inis for this because the marksman rifle only ever deals 3 damage for me, and I had to prove to myself that there was an actual range of damage, as stated in the weapon description. I swear. I've probably used this mod for 150+ hours, I pretty much always bring someone with the marksman rifle, and the 3s are so real it hurts.

I have a question though, now that I'm done griping: I see the Spread setting to allow a range of damage, but can it be set to allow something along the lines of 4-5 instead of the current 3-5? Maybe if I set Damage=4.5, and Spread=0.5? Not sure if I can use decimals in the stat settings. :/
Californiadreaming 11 Nov, 2018 @ 10:54pm 
Possible issue with this mod: I've been playing with TLP weapons for a while and the Marksman Rifle from TLP suddenly disappeared and has been replaced with your Marksman Rifle with a scope. Is there any way to correct that?
Californiadreaming 4 Nov, 2018 @ 12:31am 
Great Mod! I would like to remove one weapon from the game though. Is there a way to do that via the .ini file?
yes_commander 27 Oct, 2018 @ 7:07pm 
Man, these are gorgeous. I don't mind the lack of tier upgrade visuals at all because I actually like ballistics more than plasma. I do think I'm going to try to add a point of mobility to the carbine just to help differentiate it from the standard rifle in a slightly more concrete way, since range is an invisible stat (c'mon, Firaxis, stop hiding information). Are the stats accessible in the mod files? Hope so.

Anyway, thanks for providing this!
Remlap1223 24 Oct, 2018 @ 2:46am 
I've got a gripe and a legit bug.

Gripe: The carbine has literally no advantage over the assault rifle in the latest update, it's an inferior assault rifle. At least in the conventional tier. The auto shotgun has at least more rounds, and the LMG has an aim bonus, and the SAW has the ammo bonus, but the rifle has nothing for it.
Bug: Attaching mods is worthless because the weapon disappears if you remove it from a soldier. This isn't just with your mod though, I think it's got something to do with the game code because this happens with other cosmetic items too. IF you could find a workaround that'd be great but don't rack your brain.
Newt 20 Oct, 2018 @ 8:13am 
how i can modify upgrade slot?
Champion 14 Oct, 2018 @ 4:22pm 
Is there any code in the ini's or can be added to tune the upgrade costs of the weapons to tier 2 and tier 3? i looked in the ini but didn't see anything.

For comparison...the Long War SMG pack has the following to allow for easy tuning with the below code...I'm not an expert in modding by any stretch so i dont know if something like this an easy fix/add.

[LW_SMGPack_WotC.X2Item_SMGSchematics]
; ***** Costs for Upgrading Schematics *****
SMG_MAGNETIC_SCHEMATIC_SUPPLYCOST = 125
SMG_MAGNETIC_SCHEMATIC_ALLOYCOST = 10
SMG_MAGNETIC_SCHEMATIC_ELERIUMCOST = 0

SMG_BEAM_SCHEMATIC_SUPPLYCOST = 250
SMG_BEAM_SCHEMATIC_ALLOYCOST = 20
SMG_BEAM_SCHEMATIC_ELERIUMCOST = 10

Experiments 10 Oct, 2018 @ 3:31pm 
A version of this using the TLP weapons for some of the higher tier variants would be a perfect mod. Any plans?
Mice 10 Oct, 2018 @ 12:28pm 
Regardless, love these always enjoyed sidegrades to my weapons!
Mice 10 Oct, 2018 @ 12:28pm 
I'm not able to get supression working on the SAW, am I missing something? (Weapon is incompatible or something like that pops up while hovering over the grayed out option)
James  [author] 10 Oct, 2018 @ 10:45am 
@MightNight I've been using it fine with RPGO as is.

@MrJoeUniverse It's on the to do list bud.
Joe, the Eternity Warden 10 Oct, 2018 @ 5:55am 
@James These are really cool. I'm a huge fan of all of the weapons in this mod. Is there a way you can update it so that each weapon can have configurable upgrade slots? If you add that, you'd really improve the overall quality of the work.
MightNight 9 Oct, 2018 @ 11:01pm 
Subscirbed to thread in hope of getting a RPGO compatch at some point :P
Austere Hare 26 Sep, 2018 @ 11:37am 
thisis f'n cool. excelsior!
chromedbustop 22 Sep, 2018 @ 7:14pm 
These are some really nice additions to XCOM's aresenal and I found myself using them quite often. Very nice work.
Medicman 21 Sep, 2018 @ 3:21am 
can you make it so they don't take priority and auto replace my soilders weapons? (Like T2 or T3 do)
miguelmonte2005 19 Sep, 2018 @ 5:54am 
any update on the RPGO compatibility? seem a perferct fit for this extra weapons...
Traveler 17 Sep, 2018 @ 2:17pm 
Is this compatible with Grimy's Loot Mod?
James  [author] 16 Sep, 2018 @ 12:20am 
@bonner.joint I will get round to it at some point.
bonner.johnt 15 Sep, 2018 @ 7:03pm 
Are you gonna add upgrade slot configurations?
Blackphantom 15 Sep, 2018 @ 5:09am 
The marksman rifle makes me which we could have the sharpshooter go prone and gain a bonus of accuracy, maybe a trade off would be increasing critical chance from incoming attack and reduce moment the turn you get back up.
swl2072 14 Sep, 2018 @ 11:18am 
Thank you powercore2000!
James  [author] 14 Sep, 2018 @ 5:44am 
When you don't move it has squadsight.
Powercore2000 14 Sep, 2018 @ 4:49am 
as a side balance note, I think the marksman rifle needs to be a bit better to make it worthwile, as it stands it does the damage and has similar range to an assult rifle, so it beggs the question of whats the point of taking it over a nomral assault rifle?
Powercore2000 14 Sep, 2018 @ 3:39am 
@swl2072 yup there istn any conflic as far as i can tell, theyre just new weapons on the list, and both are usable
swl2072 14 Sep, 2018 @ 2:45am 
powercore2000...thank you. Let me know what you find.
James  [author] 13 Sep, 2018 @ 11:26pm 
Appreciate all the kind words guys and all the positive ratings, makes the hours of work worthwhile!

Will look at adding the multi purpose rifle in the future though another modder seems to be doing a great job porting some of Spart's other kitbashes so it may already be en route.