XCOM 2
[WOTC] Iridar's Five Tier Weapon Overhaul - Vanilla Balance
423 Comments
Lord Of The Kink 6 Jun @ 5:39pm 
Nevermind, I disabled https://sp.zhabite.com/sharedfiles/filedetails/?id=1267164077 and the research showed up.
Lord Of The Kink 6 Jun @ 12:14pm 
Hi, for some reason the option for Magnetic Weapons never shows up for me. I disabled just the overhaul mod and they appeared. Am I missing a prerequisite tech or have I messed up my mods?
ALEXX 22 Apr @ 11:37am 
Oh, thank you so much, commander!
Iridar  [author] 22 Apr @ 3:55am 
You will get T2 TLP weapons when you acquire coil weapons (T3 with this mod) and T3 when you acquire beam weapons (T5 with this mod).
ALEXX 22 Apr @ 2:30am 
Still have a question about TLP weapons. Just started a new campaign and unlocked the magnetic tier. Will I receive the "Tier 3" (2) TLP weapons when I research and build the laser (tier 3 according to the mod) tier?
b9thirty99 12 Apr @ 12:50pm 
No I was asking about the conflicts. Thanks a lot! Take care.
Iridar  [author] 12 Apr @ 11:37am 
It works in the sense that there are no conflicts. There are no laser and coil variants of TLP weapons in this mod, if that's what you're asking.
b9thirty99 12 Apr @ 5:30am 
Does this work with TLP dlc weapons too?
Iridar  [author] 1 Feb @ 6:54am 
If you're using old Primary Secondaries, the duplicates you're seeing are likely the primary versions of pistols and autopistols.
Bantichai 1 Feb @ 5:47am 
In relation to what Kjades was saying. So I'm using Prototype Armoury and I've made the adjustment in the config files to make the weapons single/finite build.

I tested this on a brand new campaign, all required mods are subbed.

My issue is despite the items being finite build, there are still technically "duplicates".

I see two options to build single/finite "Mag Autopistols" and single finite "Mag Pistols". I also tested this mod on my current playthrough and I can see duplicate for other techs like laser/coil which is why I opted to start a new campaign just to confirm.

Other weapons like the magnetic rifle, DOES NOT have a duplicate though and just has the one option to build single/finite. I'd have thought that would also have a duplicate but it doesn't.

Any way to resolve this?
Kjades 22 Jan @ 1:48am 
Ok, thanks again.
Iridar  [author] 22 Jan @ 1:07am 
You can switch this mod into single-buildable system, read the description above for instructions.
Kjades 22 Jan @ 12:32am 
Oh, I see, that is what may be causing the whole thing...
Should I disable it, ignore it or tune it in some way?
Thanks for the help in any case.
Iridar  [author] 21 Jan @ 3:26pm 
If you have Covert Infiltration, you probably have Prototype Armory as well.
Kjades 21 Jan @ 12:02pm 
No, I did not touch the mod at all, I am not that savvy...
I am not using LWotC (except for one LW perk pack), only Amalgamation + Covert Infiltration.
Is there anything that I need to do to use them properly?
RustyDios 21 Jan @ 11:09am 
Did you make the change in this mod to go to "single build" mode by editing the config as detailed in the description ?
As it looks like you are using either LWotC or CI/Prototype Armoury
Kjades 21 Jan @ 9:55am 
Hi Iridar, thanks for the help.
Here's two screenshots.

https://sp.zhabite.com/sharedfiles/filedetails/?id=3411933070

https://sp.zhabite.com/sharedfiles/filedetails/?id=3411933213

I am starting to think that there may be some hidden overlap/conflict between mods,
despite AML not showing it.
The thing is, this is the only weapon overhaul I am using, apart from [WOTC] LW2 Secondary Weapons.
Iridar  [author] 20 Jan @ 4:50pm 
Hi. I don't understand the question. My mod has no such mechanics. Can you make a screenshot?
Kjades 20 Jan @ 9:38am 
Hi, I'm using this mod and I find it really nice, especially having a smoother development of my squad's firepower. I have a question: in the "build items" section, under weapons, there's the possibility to upgrade specific groups of weapons. How does this work? What does the upgrade consist in? I do not seem to find any difference between a specific weapon before and after upgrading it...
Not talking about the faction soldier's weapons (reaper, templar...), just the general upgrades.
Thanks.
Zyxzy 17 Dec, 2024 @ 3:01pm 
Turns out it wasn't this mod causing the conflict, it was not having shiremct's overhaul enabled even though the AML shows no dependencies on it.
Iridar  [author] 16 Dec, 2024 @ 11:16pm 
Presumably some other mod you have is messing with research via Template Master.
Zyxzy 16 Dec, 2024 @ 7:02pm 
Oh I meant Resistance Comm. Starting a new game with this mod and its dependencies off did fix it, so I don't know where else the conflict could be.
Iridar  [author] 16 Dec, 2024 @ 5:36pm 
There's absolutely no way this mod would be involved with it in any way.
Zyxzy 16 Dec, 2024 @ 5:24pm 
I'm having an issue with this mod where Resistance Radio isn't a research option, though it's the only one missing. I don't know what other mod is conflicting with this one, but I know it is involved.
Medias 11 Nov, 2024 @ 12:37am 
This is one of the best things since sliced bread, thanks for your hard work making and maintaining this mod!
Melan 29 Oct, 2024 @ 11:25am 
I´ve figured out why it happened. Coilguns which is a requirement for yours, has SMGs as a requirement. All those nested requirements can become dizzying sometimes.
Iridar  [author] 29 Oct, 2024 @ 11:17am 
No, it's not supposed to happen.
Melan 29 Oct, 2024 @ 10:58am 
When I subscribed to this mod, it also downloaded the SMG mod. Is that supposed to happen since it´s not listed as a requirement? Don´t really bother me, since I was going to have SMGs anyway. But just curious.
Iridar  [author] 13 Oct, 2024 @ 1:26am 
Prototype Armory, probably.
Yabbamann 13 Oct, 2024 @ 1:23am 
Hi everyone. Not sure what feature usually gives this, but I saw either Marbozir or Odd got a free weapon of the new tier after researching the tech, but I don't. Where would that interaction be coming from?
Iridar  [author] 11 Oct, 2024 @ 3:43pm 
Yes, it's not compatible with WIO.
ViivviiX 11 Oct, 2024 @ 3:21pm 
@Iridar Oh okay, I actually don't have Prototype Armory (Just CI). I'm testing out over and over to see if I can remove/turn off a few mods at a time to see if anything fixes it. I will report back if I find a definite answer.
This is the last bug I need to get worked out and then I'll finally be able to play a full campaign with my current mod set up.

And as I was writing this, I seemed to finally get it to work. Just did a test run and used some console commands to jump to doing the research/purchasing the upgrades, and after buying them, they are showing up now.

It seem to be because of
https://sp.zhabite.com/sharedfiles/filedetails/?id=2091410349
and
https://sp.zhabite.com/sharedfiles/filedetails/?id=2873101651

Maybe it was kind of obvious based on what these mods do, but I'm new to modding and must've over looked something when reading through the descriptions and all that.
Thanks for your quick responses and the work you do.
Iridar  [author] 11 Oct, 2024 @ 2:16pm 
Prototype Armory would be my first guess.
Iridar  [author] 11 Oct, 2024 @ 2:11pm 
Unlikely Tactical Armory UI would have any issues with this mod. Must be something else.
ViivviiX 11 Oct, 2024 @ 1:09pm 
Any idea of any kind of mods that may conflict with this to where when even after I research the upgrades, purchase them from Shen (the "Squad Upgrades") and then when I go to my armory, I don't see the upgraded weapons to upgrade.

I got magnetic upgrades, but for some reason the only one I have seen show up I can equip is the "Mag Shorty" (Magnetic Sawed Off). But none of the others are. I have all required mods.
Could something like "Tactical Armory UI" cause them to not show up? I click the filter to show magnetic weapons, and none are there.
Thanks for any clarification.
Iridar  [author] 9 Oct, 2024 @ 2:00pm 
You can always visually reskin weapons with Weapon Skin Replacer or XSkin.
RottenDub 8 Oct, 2024 @ 4:01pm 
@poemedia sadly the tier swapper allows you to research magnetic weapons from day one which kind of ruins the whole purpose of this mode, been distract my head trying to make them work together but with no luck, so the tier swapper has to go, wish someone would make that mod in another way that it doesn't let you cheat since day one, plasma guns are ugly as hell but what can you do , specially the weapon particles .
poemedia 27 Sep, 2024 @ 5:59am 
@Iridar. Thank you. Hehe, new campaign it is and test. I only have 6.642 hours in this game and still getting excited with a new mode :D
Iridar  [author] 27 Sep, 2024 @ 5:16am 
Probably.
poemedia 27 Sep, 2024 @ 2:14am 
If i use this mod: [WotC] Coilguns - Beam Tier Replacer 3.0 will i have at tier 5 the beam weapons looking like coil guns? And also the coil looking like coil at tier 3? :)
RustyDios 27 Aug, 2024 @ 5:37pm 
Well.. I use... a completely different set of configs "based on" this... lol
I reorder the upgrades to go CV-LS-MG-CL-BM ... and add in some other stuff .. and adjust some pricing to include meld, mod-added corpses and some other stuff that I don't recall tbh.

I've been using my config setup for ages. Maybe I should publish it some point?
I've only ran 2 campaigns with it though.. as mod testing and making and bugfixing tends to de-rail any attempts I make of actually *playing* .. The Modders Curse hits me every single time
PatientLandBeaver 27 Aug, 2024 @ 5:18pm 
Ok I completely missed the 'single buildable' config edit in the description 😞. For those using this with Covert Infiltration, make sure you make that adjsutment. It's working great now! Did you change any of the cost values for CI or just left them at default?
RustyDios 27 Aug, 2024 @ 4:43pm 
Yes you need to adjust a config file for CI as noted in the mods description, under the compatibility section, if you are still seeing [SQUAD UPGRADE] then either a)you didn't do it right, or b) that particular weapon/mod is missing a "bridge mod"
PatientLandBeaver 27 Aug, 2024 @ 4:07pm 
Hi Rusty, thanks for the info! I did start a new campaign with covert infiltration and there's a squad wide upgrade option which doesnt do anything when selected (as expected). Is their a way to hide that type of upgrade when using CI? I also just got to coil gun tier but for some reason the rifle and shotgun variants of the coil guns are not showing up (single or squad upgrade option). All I received were the single protype version of each. I guess there's something in the config in that I need to adjust?
RustyDios 26 Aug, 2024 @ 4:17pm 
It's pretty balanced once you update the config toggles for single build. I use this myself (with a slightly different order). The nice thing this mod does is space/plan the research across the entire campaign - automagically!
PatientLandBeaver 26 Aug, 2024 @ 3:19pm 
Thanks for this mod! Has anyone used this with Covert Infiltration? Just wondering how it balances out since it seems weapon upgrades could occur faster than the initial alien level ups.
RustyDios 6 May, 2024 @ 8:59pm 
that sounds like you turned on the Single Build config for compatibility with LWotC/CI
DeBlue 6 May, 2024 @ 6:05pm 
So I actually had this mod disabled lol... But now it says every new weapon cost about 10-20 supplies each, and it seems that I have to purchase one rifle at a time. Is this something that went bananas since I activated it now far into the game or is it as it should be?
Iridar  [author] 6 May, 2024 @ 2:29pm 
Dunno
DeBlue 6 May, 2024 @ 2:20pm 
I see, well these are I believe the only mods that affect weapons. Could any of these be conflicting?

https://postimg.cc/2bc6s4TT and https://postimg.cc/bSZJpsBP