XCOM 2
Squamata Oct 2, 2016 @ 5:59pm
Mod to remove weapon upgrades?
When I started my most recent run, I got a bunch of cosmetic weapons (AK47s, Halo weapons, ect) and now that I'm late in the game I've got a bunch of weapon mods stuck on old tiers of weaponry that haven't automatically upgraded to the latest tier.

As a secondary consequence, Grimy's loot mod keeps giving me unupgraded weapons instead of my highest tier.

The only mod that I've found does this is by changing the Lock and Load continent bonus, but I have a mod that makes that bonus into a proving ground project so this would definetly conflict. I just want a simple mod to take off attachements from weapons.
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Showing 1-3 of 3 comments
Macdallan Oct 3, 2016 @ 5:46pm 
I'm not sure if there is one but it should be built into the game. It's absolutely ridiculous to think that you can install these mods into a weapon, but can absolutely *NOT* take them out and use them elsewhere. Why can't I replace the original trigger group, remove that "hair" trigger and put it in another, identical, gun? No reason other than to force you to scavenge more junk from the battlefield. I don't like some of the weapon mods. They're stuipd. A generic "extended mag" mod. That fits any weapon, but can't be removed. Um.. that's not how mags work, and they're usually weapon specific. Yes, some fit multiple weapons, but you can't jam an M-16 extended mag on a 9mm pistol. Somehow, in this game, you can. But you can't take the same mag extension off one M-16 and attach it to another one. Nope. Removing it "breaks" it and it's gone for good. So... what about when you reload? That "removes" it from the weapon.

The 5% chance not to use an action? That's silly. What about aiming and aiming time, the fact that time still has to pass whiile the shot is fired, the fact that it doesn't take less time to pull a hair trigger than a regular one, just less pressure? It's like these guys had no clue how a trigger works. If anything it might slightly boost accuracy since you're not squeezing the trigger as hard, causing your muscles to tense less and the firearm would be less likely to move... ah, nevermind. I could go at this all day and get nowhere. Clearly no care was given when the game was made to these things, so why would they fix it now?

I hope you find one. A mod that makes the weapon modifications removeable. Because they should be anyway. Unless it's a paint job.

Now, this foolishness makes me want to talk about something else. The frigging unique weapons are pretty dumb, like some 12 year old who plays too much D&D came up with them. Don't get mad, bro. There's nothing wrong with D&D, but there is such a thing as too much.

Back on topic - why, oh why, can't you reverse engineer the "unique" items? I actually don't think they should even be in the game, and I won't be using them, because I think they're completely stupid, but you have scientists and engineers that are learning to use and adapt alien technology. There is no reason why they can't they figure out how to take something apart, slowly and on video if they must, then manufacture the identical components and put the parts back together. It's *NOT* that hard, and given the tech level and both the research and manufacturing capability you clearly have available to you, it shoudl be possible.

They made some really, really odd decisions when they put this game together. It isn't terrible, but I certainly liked the previous game a lot more than this one. *sigh*

p.s. Both this and the previous game have absolutely stupid reload mechanics, and not one single gun fires a realistic amount of rounds before it needs a reload. Pistols can hold up to, and sometimes more than 15 rounds. Many are 7 to 15. They aren't unlimited and don't automatically reload themselves. A sniper rifle should have more than 3 shots before a reload. Many hold 5 rounds or more. The shotgun? Same thing. Combat shotguns hold at least 4 to, well, many more rounds. Some have barrel mags that hold 20+ rounds. Rifles? Usually 20-30. Even in 3 round bursts, that's 7 to 10 trigger pulls before a mag change. Given the damage model in the game, one single shot from a pistol does a decent amount but somehow firing a huge percentage of your mag in an automatic rifle nets only a point or two more. If even two rifle rounds hit out of a burst of whatever amount, they're very likely going to do a lot more damage than one hit from a pistol simply because there are multiple strikes (clearly a lot of factors exist that could change the resulting damage, but for simplicity say they're the same rounds... two would do more damage than one unless the hit locations vary greatly).

Erm... sorry - rant mode, I guess.

Good luck finding a mod!!!
Fornax The Lazy Oct 3, 2016 @ 6:03pm 
Isn't AK-47 upgradable?
Kunovega Oct 4, 2016 @ 8:50am 
All you had to do was search "remove weapon mod" and its the first thing that comes up...

https://steamcommunity.com/sharedfiles/filedetails/?id=658977800

I also recomend this:

https://steamcommunity.com/sharedfiles/filedetails/?id=626023136
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Date Posted: Oct 2, 2016 @ 5:59pm
Posts: 3