XCOM 2
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Long War SMG Pack - WotC (unofficial)
   
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111.458 MB
Sep 2, 2017 @ 1:59am
Sep 4, 2017 @ 5:33pm
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Long War SMG Pack - WotC (unofficial)

Description
By Pavonis Interactive, rekajiggered for WotC by NStriker.

*Updated to use WotC values for schematics. The original mod used the same cost for SMGs as assault rifles, so I've maintained that.
If and when Pavonis update themselves you're better off using the official mods.

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http://www.pavonisinteractive.com

Adds three new submachine gun-type weapons to the game, one per tech level, for the XCOM side. They offer bonus mobility, concealment and close-range accuracy, at a penalty to damage and long-range accuracy relative to the assault rifle.

Bonus concealment means enemies' detection range (red tiles) is reduced against units with these weapons equipped.

They can be equipped by any XCOM unit that can equip assault rifles.

This mod was commissioned by 2K Games to be released with XCOM 2.

Free for noncommercial use: Modders are free to incorporate any code or other assets from this mod in their own, provided credit is given to Long War Studios in the appropriate places in mod releases.

Modelling, textures: James "JCLewis" Karlson
Textures: Robert "Baszermaszer" Bakos
Design Lead: John "JohnnyLump" Lumpkin
Technical Lead: Rachel "Amineri" Norman
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111 Comments
=[NK]= Col. Jack O'Neil Jul 26 @ 12:49pm 
@Vene
Make sure you have the laternte mod maanger from github as well https://github.com/X2CommunityCore/xcom2-launcher/releases/tag/v1.4.1

Steam/steamapps/workshop/content/268500/1126071432
veneficus Jul 26 @ 11:32am 
hello people reading, maybe somebody could help?

Because of the problems with MODS I reinstalled my mods and cannot figure out how to alter the costs anymore. I have been all through the folder for this mod, but cannot find where to adjust values. Can somebody advise me?
RustyKn1ght Jun 18 @ 8:16am 
@Dragon32 That was it. I had a feeling this new launcher they added with Chimera Squad was the culprit. It looks nice and clear and all, but it doesn't work. In fact, this launcher (which came with an update) is the reason why I started using alt launcher in the first place: the launcher update made the game unable to start. Mods work normally now.
Dragon32 Jun 18 @ 5:07am 
@RustyKn1ght
Yes, use the Alternate Mod Launcher. The new launcher from 2K is fundamentally broken. See just about all recent threads on the XCOM 2 Discussions tab
RustyKn1ght Jun 18 @ 12:43am 
For some reason, this isn't working for me. Mod has been enabled from the launcher but SMG's aren't appearing in the armory. I used to have this on "ordinary" Xcom2, so I know this should just work from the minute I started it. There shouldn't be any mod conflicts either: I only had "A better advent" "Fair lost targeting" and "Laser pack" enabled and none of them should conflict with this.

Only thing I can think of is that launcher isn't loading the mods (which is likely because when loading a game, it started complaining that "Lost targeting" mod is missing, despite launcher showing it's enabled). That or since I play with Legacy pack maybe that interferes with this?

I probably try this again with alt launcher.
Hot Wet Nobel Laureates May 18 @ 3:18pm 
@Empyrrean Ok, thanks for the info.
Empyrrean May 18 @ 2:13pm 
"If I use this with the SMG bullpups mod, will that cause SMGs to not appear for normal soldiers?"

That appeared to be the case for me, yes. When I got rid of the bullpups mod, it made the SMGs reappear for normal soldiers.
Hot Wet Nobel Laureates May 16 @ 7:15am 
If I use this with the SMG bullpups mod, will that cause SMGs to not appear for normal soldiers?
=[NK]= Col. Jack O'Neil May 14 @ 12:15am 
You can just edit the ini so that they are in line with the other upgrades
Artek [General] May 13 @ 11:01pm 
The default tier 1 SMG is available from the start. Higher tiers must be purchased and dear god they are fucking expensive.