XCOM 2
Three Tier Weapons
115 Comments
ganjou241 8 Aug, 2021 @ 10:02pm 
WOTC update please?
RobbyL9 4 Jun, 2021 @ 3:06am 
So if I've downloaded a couple of conventional weapons mods (World War Two and Cold War era) does that mean that I'll be able to use them throughout? Dressing my guys in GI gear doesn't exactly feel right when they aren't packing their M1 Garand and Thompson SMG!
Pazuzu 2 Aug, 2019 @ 3:51pm 
is this compatible with LW2?
Nick0Taylor 1 May, 2018 @ 11:10am 
does this work with WOTC?
Kaldin 30 Jan, 2018 @ 4:31pm 
@Topys Kretts: Not for me. It was another mod that did that for me. (don't remember which one, sadly)
Topsy Kretts 30 Jan, 2018 @ 2:04pm 
This is the only mod that works, but unfortunately it will crash any in-mission loads... such a pity!
macelharen 30 Sep, 2017 @ 1:18am 
man, it's 2017. twenty years since the internet took off. you'd think subscribing to a thread would have advanced options AND be able to detect requests as a toggle (and off by default for notifications) by now. sheesh
Aegelweard 29 Sep, 2017 @ 2:08am 
Any chance for WOTC update?
charming clown 23 Sep, 2017 @ 8:51pm 
I really miss this mod when playing WotC. Hope you will update it but it's up to you.

I dislike the look of the last tier of guns and armour,
so this allowed me to use tier 1 twice and tier 2 instead of the 3rd.

The armour mod seems to work fine, or at least I can turn tier 2 armour back to tier 1 look.

It just feels the developers put more care and thought into tier 1 gear.
More armour variation, gun attatchments look nicer in some cases.

Tier 1 allows for more unique look for soldiers, while 2 & 3 make them all look the same,
with maybe different colours. Perhaps that's the point, we slowely become a unit rather than indivituals, where soldier death holds less impact because they're all the same for the most part.
Tazz 9 Sep, 2017 @ 6:49am 
A WotC update would be amazing! (Fingers crossed)
IkeFanboy64 5 Sep, 2017 @ 6:51am 
Will you be updating this to WotC
macelharen 5 Aug, 2017 @ 1:55am 
and how do i disable the vanilla weapons?
macelharen 4 Aug, 2017 @ 1:45pm 
sorry for sounding stupid, but how to i tell which lines in the *.ini file are magnetic, conventional and beam?
macelharen 4 Aug, 2017 @ 11:41am 
damnnnnn, dude! why did it take me a whole month to find your mod collection???
WingBreaker 18 Jul, 2017 @ 7:03am 
Hello, I've already said a few times that this is probably my fav xcom mod, I'm really hyped for the new content and I'm curious if you are planning making a version of this mod for the new content.

I don't know of any mod that does anything similar to this one and I would probably be really sad to have to use those horrible plasma vanilla weapons...

Thank you for all the hours of entertainment and bullets I've been using in this game :D!

skwabie 4 Jul, 2017 @ 2:15pm 
Okie crash to desktop while loading a savegame. I disabled every mod except this one.
Crash message reads
"Pure virtual function being called while application was running (GIsRunning == 1)."



Was using T2 Magnetic weapons to test it out, it is a shame I liked the Mag weaps...
Starfoth The Burgundy Silk Rug 25 Jun, 2017 @ 6:11pm 
This looks great. Now I can have my soldiers keep the amazing t1 look without "upgrading" to that weird looking curvy rounded theme.
Ahrimansiah 29 Jan, 2017 @ 1:57am 
@The PM
Dude is there any chance u would release separate weapon pack? like one for Conv one for Mag and one for Beam? i would love to have ur Conv weapons but i dont need Beam or Mag weapons,
also it would be great if u add an option which remove old tier ones when u get a new tier! like when u reach T3 (beam weapons) u dont need T2 and T1 Conv or Mag weapons anymore since they all use same model too anyway
The PM  [author] 27 Jan, 2017 @ 2:06pm 
It's going to be some time before I can even look at compatibility for LW2, sadly.
WingBreaker 22 Jan, 2017 @ 8:10am 
Would love to have something like this on LW2, probably my nº1 required mod in this game haha I HATE the plasma tiered weapons T.T
Newt 22 Jan, 2017 @ 4:07am 
need update for lw2
D Blu J 13 Dec, 2016 @ 11:42am 
If this ever gets updated with the laser weapons from the Long War mod, it will be my number 1 favorite mod ever. o3o
Maldracai 19 Oct, 2016 @ 10:08pm 
Is there any way to remove the tier 1 magnetic and plasma weapons?
Datu Ambatukam al-Ambasing 29 Sep, 2016 @ 9:00am 
Will this be happening for the SPARK weapons too?
napocapo69 31 Jul, 2016 @ 9:21am 
Is there any way to fix the +20 aim of swords or disable the swords?
napocapo69 25 Jul, 2016 @ 7:49am 
I love your mod. Thnak you.
Is there any way to enable/disable the visuals styles you do want to show up in the inventory?
IGdood 8 Jul, 2016 @ 10:37pm 
No pressure The PM! Enjoy your vacation! I'm debating restarting my campaign since I think I've overcluttered it with some unnecessary mods.
The PM  [author] 8 Jul, 2016 @ 7:38pm 
It'll be a while before I get to any new ones. I'm on vacation for the next week which means at least two weeks before I really look at it and see if I want to do the work. :/ Total War Warhammer has been taking my gaming time lately. If it's just the four weapons and nothing crazy it might not be too hard, but it's a time consuming process.
IGdood 8 Jul, 2016 @ 11:44am 
Looks like you're gonna be busy with the new laser weapons Long War Studios just released
WingBreaker 30 Jun, 2016 @ 2:18pm 
Main weapons work! :D you've got the damage range working!!!!!! Only tried the main weapons though, I'll check the secondary weapons soon just in case. but in any case: Thank you, this is a wonderful mod and I've been using it since I discovered it.:steamhappy:
The PM  [author] 29 Jun, 2016 @ 8:01pm 
Added the lines for potential Long War compatibility. Try testing it, WingBreaker. You might have to set my ini's to use the default values. No guarantee this will fix it.
WingBreaker 27 Jun, 2016 @ 10:18am 
Not really... just that message about the bug... sorry for not being able to get more info about it
The PM  [author] 27 Jun, 2016 @ 7:51am 
WingBreaker, thanks for the heads up. Did they say where to apply that bit of code or more of an example?
WingBreaker 26 Jun, 2016 @ 1:55pm 
[quote=Krakah;358415206098566435]You've got the flat damage bug with your template from the LW_Toolbox damage roulette feature.

Add the following to the end of your template, and it'll be fixed.

defaultproperties
{
bShouldCreateDifficultyVariants = true
}

[/quote]

Found this on another weapons mod, maybe it'll help with the issue I've told you about.
Sharblue 20 Jun, 2016 @ 10:03am 
I gave a try at Reatroactive Upgrades.

Works great on the paper, except that I can't change weapons's mods number (I can with your mod).

So.. Yes, beside all those Beam weapons on tier 1, and 2, your mod is really great
The PM  [author] 18 Jun, 2016 @ 2:47pm 
Sharblue you probably want to check out Mk Conventional Weapons or Retroactive Upgrades if you want limited distro on weapons.

WingBreaker, sorry, I haven't looked at the toolbox mod at all to see what the issue might be. I agree it's a shame. I'm surprised that their code supersedes my INIs, they must've done something clever to effect the damage of weapons that aren't from their mod. Sorry, man, wish it worked without me putting time into it.
WingBreaker 18 Jun, 2016 @ 11:50am 
Tried to uninstall and reinstall all mods, the 'damage range' issue still persists with the toolbox mod... shame :(
Sharblue 12 Jun, 2016 @ 11:29am 
Another question : how hard would it be to remove Beam versions from Tier 1 and 2, and Magnetic versions from Tier 1?

Beside the mod being a real enjoyment, all the Rookies get a Beam version of the weapon every time :/ Not quite "lore friendly", so, I'd like to disable them until 3rd Tier, same for Magnetic.
Sharblue 5 Jun, 2016 @ 11:04am 
Yeh ! It works now !!

Long story short, the game will still prefer the files in the workshop folder over the mod folder, so if you just copy it, and edit the mod folder ini, nothing will happen because it will prefer to read the ini in the workshop folder. To quote Raeli's mod page who gave me the hint.

Indeed, I made a copy of the folder, and only changed Config files from the Mod folder.

Now, I just deleted Workshop folder, keeping Mod folder and its modified files, and now, it works :)
Haven 28 May, 2016 @ 7:56pm 
Thanks for pointing me to that folder, I think I have found them (i.e, Tier1_AssaultRifle_CV, Tier2 and Tier3)
The PM  [author] 28 May, 2016 @ 6:16pm 
Sharblue, I'll test it in my game when I get home later this week.
The PM  [author] 28 May, 2016 @ 6:16pm 
Haven, I'll have to look but I'm out of town. If you go to my mod folder though and look at the localization file you can probably piece it together.
Haven 28 May, 2016 @ 2:46pm 
What is the template.name for your conventional weapons? I am trying to use your weapons with Loot mod.
Sharblue 28 May, 2016 @ 8:09am 
Yes, that might be the cause.

As I'm in late game, I just managed to "build" Beam Sniper, but even on new tier it didn't change anything.

I wanted to try a new game, but I didn't have time for it now.
The PM  [author] 28 May, 2016 @ 5:04am 
I'll take a look when I'm back in town next week. The change might not be retroactive (since the template would all ready be created in a current game). Can you test it on a new campaign?
Sharblue 28 May, 2016 @ 3:58am 
Feedback, after 1 hour working on it : it doesn't work.

Mk2 and Mk3 sticks to 2 upgrade slots, no matter what file I alter
Sharblue 28 May, 2016 @ 2:31am 
Oh, yes, indeed there are 3 config files, one for each weapon tier (XComThreeTierWeaponsBM/CV/MG), and lines at the beginning to changes slots.

Surprisingly, I made changes in another .ini files and missed those !

I'll give a try, thanks.
The PM  [author] 27 May, 2016 @ 2:13pm 
I'm pretty sure there is an option in the config ini files that covers weapons mods numbers.
Sharblue 27 May, 2016 @ 10:44am 
Hey, thank you very very much for this mod !

I'd like to enable for each weapons more than 2 mods slots, how can I do that?
Currently, Mk1 is 1 slot, Mk2 and Mk3 are 2 slots.
I had a mod enabling 3 mods slots for each tier of vanilla weapons, but I had to disable it in order to use yours.

Thanks for any help
The PM  [author] 22 May, 2016 @ 8:45am 
I'll take a look at it when I get home later but I would have to bet it's the long war mod messing with it (I do not use the toolbox myself, yet, so I'm not sure what all they did to include their code). I'm almost positive when I played last night all of my weapons had "ranges" for damage.