XCOM 2
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Weapon Tier Overhaul for War of the Chosen (Add Coil and Lasers anywhere)
   
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644.065 MB
Jan 20, 2018 @ 6:49am
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Weapon Tier Overhaul for War of the Chosen (Add Coil and Lasers anywhere)

Description
IMPORTANT INSTALLATION INSTRUCTIONS
To make this mod work you have to follow these steps:
  1. Open XCom
  2. Open Mod Options (Mod Config Menu)
  3. (Optional) Change Settings how you want
  4. Hit Save and Exit
  5. Restart XCom
If you skip steps 2 or 4, the mod won't take effect.
If you skip step 5 after doing step 4, the game will crash.


What is this mod?
This mod allows you to add coil guns and/or laser guns at any tier level you want.
So, want laser weapons to come before magnetic weapons? Now they can.
Want coil guns to come after plasma? Easy to do.

Sounds good, what's the catch?
Well, there are a few limits:
  • You can only put them in the weapon research path
    (Modular Weapons -> Magnetic -> Elerium -> Plasma).
    So, you can't set, for example, Muton Autopsy as a requirement for Coil guns.
  • You can add Coil and Laser research as new requirements for projects, but you cannot change existing requirements.
    For Example:
    Add Lasers as requirement to Plasma -> Yes
    Remove Elerium as requirement from Plasma -> No
    Add Powered Armor as requirement for Plasma -> No
  • Coil and Lasers both require Modular Weapons. You can add more requirements, but you can't remove this one.

If they can go anywhere, how do I keep them balanced?
Weapon stats, research costs (including time), and build costs are all fully editable in the Configuration Files. I'll go into more detail about this below. For those of you who don't know how to edit .ini files, don't worry, it's easy.

Okay, so how do I change where the guns get inserted?
Simple. I made that MCM Configurable. Just open up the "Weapon Tiers" page in the MCM and change the settings as you desire.

And don't worry: it's programmed to automatically uncheck boxes if you're about to break things.
For example, say you set Lasers to require Elerium, Coils to require Lasers, and Elerium to require Coils. Running with these settings would make it impossible to get Lasers, Coils, or Elerium. However, the mod will cut the loop so you can still research all three techs. How it cuts the loop will be determined by the order you checked the boxes, but you will see the boxes change on your screen, so you can always tell what you are going to get.

That sounds complicated. What do I get if I don't make any changes?
First, don't worry so much. It's actually pretty easy. I literally spent more time on making this user friendly than the rest of the mod.

Second, what you get if you don't change anything is the Long War 2 five tier set-up:
Conventional -> Lasers -> Magnetic -> Coil -> Plasma

Weapon stats for all 5 tiers have been set at the LW2 levels. In general, this means Magnetic and up are stronger than vanilla, but take longer to get to. Faction, Alien Hunter, and SPARK weapons have also been changed to reflect the changes to Magnetic and Plasma tiers. If you play with these settings, I'd still recommend A Better Advent or similar mod to make things tougher, especially in the end game.

Does it have to be a 5 tier set-up?
No. If you want to put both Coils and Lasers right after Modular Weapons with no other requirements and nothing dependant on them, that would work perfectly well.

So, how do I actually get my hands on the guns in the game
Easy, follow these simple steps:
  1. Research the required Tech in the Lab
  2. Build the guns in Engineering
  3. Equip them on your soldiers in the Armory
  4. Kill some filthy Xenos
  5. ???
  6. Profit

You have a really stupid sense of humor, don't you?
And absolutely no sense of shame.

So how do I edit the Configuration Files?
First: DO NOT USE NOTEPAD. NOTEPAD IS TERRIBLE AND WILL SCREW UP THE FORMATTING ON EVERYTHING

That said, just follow these steps:
  1. Go to [Steam Directory]\SteamApps\workshop\content\268500\1275622993\Config
  2. Find the config file you want to change. I have a list of files and what they affect below.
  3. Open the file with the text editor of your choice. I recommend Notepad++[notepad-plus-plus.org] (note: Not just Notepad, there is a big difference).
  4. Make the changes you want. It should be pretty obvious what everything does.
  5. Save changes and close the file.
  6. Restart XCom.
It is a good idea to make a backup copy (in a different location) before making changes. If you make extensive changes, you may also want to make a backup copy of the changes you made.

List of Configuration Files
  • XComEditor - Don't touch this. Doesn't change anything.
  • XComEngine - Don't touch this. Doesn't change anything.
  • XComGame - Don't touch this. Doesn't change anything.
  • XComGameData_WeaponData - Changes stats on Conventional, Magnetic, and Plasma weapons including Alien Hunter, SPARK, and Faction weapons. If you want vanilla stats on everything, just remove this file.
  • XComLW_SMGPack_WotC - Change stats on Conventional, Magnetic, and Plasma SMG's. Remove for vanilla stats.
  • XComMCMDefaults_WTO - Sets the default values for the MCM settings. Don't touch unless you know what you're doing. Can bypass the research loop safety measures by changing this.
  • XComWTO_Techs - Change how much the researches cost and how much it costs to build the weapons.
  • XComWTO_Weapons - Change stats for Laser and Coil guns.

Requirements, incompatabilities, and such...
Requirements
  • Mod Config Menu - Get it. Use it. You can probably force the mod to work without it, but I make no promises and won't help you do it.
  • Long War SMG Pack for WotC - Soft requirement. You need it if you want SMG's. Mod should function without it.
Incompatabilities

The mod should play nice with everything else that doesn't mess with the same stuff.

Permissions
Do what you want with it. If you use Pavonis's stuff (the coilguns and laser guns), give them credit.

Credits
Coil and Laser gun were created by Pavonis Interactive.
194 Comments
khumak Mar 30, 2022 @ 10:58pm 
I believe the models used for this mod were created for vanilla Xcom, not WOTC so there aren't any laser or coil versions of the Reaper or Skirmisher weapons. They do still get Mag and Plasma though, but they basically skip the laser and coil tiers. The Templars weapons are based on the armor upgrades so they only get 3 as well.
Valvatorez: has better ISP now Aug 29, 2021 @ 4:06pm 
@GodBrand
KnaveOfSpades seems to have left Steam and his mods abandoned. So no issues will be fixed.
White Wolf Jul 1, 2021 @ 6:24am 
@luis-milan1995 I'm having that same issue too, I was hoping that I could look here in the comments to find a fix or something for it :(
I hope it gets resolved soon.
GodBrand Jun 16, 2021 @ 12:08pm 
@KnaveOfSpades Wanted to report an issue. I only have this mod installed along with the prereqs for LWOTC. I'm using AML to launch the game as well. I also have the dependencies required for this mod. For some reason, the Laser Assault Rifle, and all other weapons are costing me Elerium even when I have this set to No in the mod config menu. Followed steps 1-5 and game didn't crash. I also messed with the XComWTO_Techs.ini file for the weapons not to cost anything but it still is. Anyone else getting this?
luis-milan1995 May 15, 2021 @ 5:08pm 
I have a problem with the lasers weapons, I already researched the technology in the lab and bought the upgrade but they don't appear to equip them, does anyone know what the problem is
gravdestroyer May 2, 2021 @ 2:00pm 
Can you change the cosmetics? Like plasma and laser weapons have swapped models but same stats.
Gunner7894 Mar 29, 2021 @ 4:44pm 
idk i cant seem to get a laser version of those guns, soo my reaper and skirmisher falls behind in dps and i dont want to bring them into battle because that cant handle those tanky units
Gunner7894 Mar 29, 2021 @ 4:43pm 
does this mod add a model for the vector rifle, bulbup, or auto pistil
khumak Mar 1, 2021 @ 1:09pm 
Fantastic mod. I love the variety, and I had forgotten how much I miss the mobility boost from the SMGs from the original Xcom til I added this and the prereq SMG mod. Great job.
Bocaan Feb 15, 2021 @ 5:48am 
hmm is it possible to set them up as a dual tier? like having 2 weapon paths say Conventional being base then upon reaching the point you get meg rifles you can get say meg rifles or laser rifles then once you hit the plasma weapons you get plasma or coil types but they are locked off so adding in a kind of dead end meaning you either go energy or projectile but cant have both?