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Otherwise I'm still checking out all the guns and I can't wait to research magnetic weapons
They should carry the same number of attachments as the base game, which is 1 for T1, 2 for T2, and 3 for T3 (because I like modding my weapons too much).
And yes, modded weapons support Breakthroughs.
- You should make all snipe without any scope when they have no attachments, and by extension even all of your weapon that have already a scope (but i find this phenomenon more shocking on snipes) => The large snipers scopes are really good looking but often get replaced with lesser ones or ACOG when u attach aiming scope or laser. It's kinda a nayyy. You may have other solutions here, like, swaping between these or u know it's not a shame to fire a snipe with no scope at all with only the original iron sight, some snipers are really good at it, they teach it like that first in the army. Then upgrade it and get the scope it's perfectly fine to me. Another solution would be to adapt some of the hightech game scope one these modern weapon. I don't see the problem with that but it's up to you, this solution exist and some modders took it and it's look sometimes really good ! (like the L96 sniper with x-com aiming stuff on it from Yard1PL modder).
- SOLVED <<<<my god, you actually did let some code to do this idea (be able to put each gun buildable / unlockable in factory). So i canceled my text, sorry i didn't notice, im new to your mods : D My congratulation BTW, your code and comments in files are crystal clear ! this attention to details i love it !>>>>
- Also I think you should contact Yard1PL (not mandatory i think) to suck up part of his work on vanilla X-com2 (There is that "gallant" modder guy too with his m8 .300 whisper but i don't know him), it's an awesome modder like you. He got few guns you don't have (especially HK414 and its variants, look it up) but you have to sort stuff out because for exemple your DesertE is better than his. There is a note on his page that he allow any modmaker to take his previous work to WOTC (because he don't have it and don't mind ppl to keep his mighty quest going on). Also an "M416" rifle would be very ♥♥♥♥♥♥♥ pleased too since it's a trending weapon (with all the PUBG ♥♥♥♥ going around)
- I had a little stroke when i saw my soldier fire P90 with his hand too much forward holding nothing. I know P90 and weapons like that should be in main weapon for everyone's sake, because we love em much. But unless you do the (very hard) work to get skeleton info and adapt a new pose to hold these guns (+ fire +every move), you might want to change them to a handgun grip. P90 can be on hand holded like a gun. It would be at least better than a fool puting his finger near this SMG's mouth.
If my suggestions annoy you, don't worry they are just ideas not ♥♥♥♥♥♥♥♥, u can disagree anytime and i don't know what you've been through so far and how hard was it to do ur mod (i was just a skyrim mod maker myself long time ago). Im so happy you did and much congratulations !
Please would you consider adding your own China Lake grenade launcher to this mod as an additional optional cosmetic for the Grenadier's grenade launcher as well, in the same manner as you've done rifles and submachine guns?
http://steamcommunity.com/sharedfiles/filedetails/?id=665084890&searchtext=China+Lake
It's on the todo list for now, along with the FAL.
Also guns suggestion (and where to ripfind them):
Assault Rifle:
AEK-971 Vintovka (Battlefield: Bad Company 2)
STG.77 AUG (Battlefield: Bad Company 2)
AN-94 Abakan (Battlefield: Bad Company 2)
HK416 (Battlefield: Bad Company 2)
AR-15
SIG-550 (S.T.A.L.K.E.R., Rainbow Six Vegas 2)
L85A2 (Rainbow Six Vegas 2, Battlefield 3/4)
Shotgun:
No ideas so far, you covered a lot of ground on this one.
Sniper Rifle:
QBU-88 (Battlefield 3/4)
OTs-03 SVU (Call of Duty: Black Ops 2)
VSS Vintorez (Battlefield:Bad Company 2, Splinter Cell: Blacklist, S.T.A.L.K.E.R.)
Light Machinegun:
HK MG36 (Battlefield: Bad Company 2)
MG3 (Battlefield: Bad Company 2)
Submachine Gun/PDW:
MP7 (Rainbow Six Siege, Battlefield 3/4, Splinter Cell Blacklist, Call of Duty: Modern Warfare 3)
HK UMP (Rainbow Six Siege, Splinter Cell: Blacklist, Call of Duty: Ghosts)
Pistol:
MP-443 Grach (Battlefield 4 / Bad Company 2, Call of Duty: Ghost / Advanced Warfare)
Browning Hi-Power (Mafia 3, S.T.A.L.K.E.R. (as HPSS-1m), Fallout New Vegas (as 9mm pistol))
Edit: Winchester 1200 handling seems odd, I see that you manage to get operatives to correctly use the foregrip on the M4A1 SOPMOD, may I ask you to look into this or is it out of the scope of possibility?
Another thing would be give weapon slightly different stats for variety and realism, for example the JackHammer has a 10 round revolver mag, perhaps reduce its critical to %5 for balance since it does have a short barrel I believe compared to say a pump action (which has a 5 round capacity I thought).
The other last suggestion which was made by some other people was to allow for attachments to appear/function correctly with the weapons? I don't know how this works in the SDK, if you need a different model for each addon, or just define a connection point for them. Obviously some will not match up well with the vanilla attachments and will need custom varients for those weapons.
Google IMFDB, friend. Then search for the gun of your choice. This website lists the appearances of guns in medias such as TV series, movies, animations, and video games. The only reason I cannot point out where to find AR-15 is that there are ten gorillion variations of it and the original which it derives from.
Before my next campaign, I'm going to have to go through and fiddle around a bit with the configs; having the same guns show up for both Sniper and Vektor (with different stats) bugs me since I have some class mods that let some XCOM classes use the faction weapons. But other than that little issue I'm liking the mod.