XCOM 2
2,929 ratings
[WOTC] LW2 Secondary Weapons
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
102.941 MB
Sep 21, 2017 @ 3:43pm
Oct 13, 2022 @ 9:31pm
40 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
[WOTC] LW2 Secondary Weapons

In 1 collection by shiremct
Proficiency Class Pack Suggested Mods Collection
94 items
Description
Long War 2 Secondaries for WOTC

Brings Long War 2's new secondary weapons out for use with custom soldier classes in WOTC! Includes weapons, upgrade schematics, and all associated abilities as of LW2 version 1.5, as well as a few new ones. All code and uncooked assets can be found or contributed to Here [github.com].


Dependencies

Requires the WOTC Community Highlander :
Why?: The Highlander adds support for adding new sockets to attach the weapons to the soldier. Without it, the weapon meshes will not show up (animations will play with no visible weapon).


Features

More than just a straight port of assets and code, this version includes some enhancements and additional features not present in Long War 2:
  • 3 Tiers for All Items - The Sawed-Off Shotgun and the Combat Knife only had one upgrade which came rather late and had roughly Tier 2.5 stats. The stats and tech requirements for the first upgrade have been reduced and a Tier 3 upgrade has been added for smoother progression. The Tier 3 models/textures were provided by Iridar and look great!

  • Added Ability Tags - Ability Tags have been setup so that the actual values from the config files will be pulled in for most localization text. The Localization text has been cleaned up and altered to support the Ability Tags. (I've only done this in English - If you would like to submit a translation, let me know in the Discussion section)

  • Support for Covert Infiltration/Finite Build systems - By default, the weapons are setup to function like base-game weapon upgrades that are infinite and use Upgrade Schematics; however, the config framework and a boolean toggle in the config files are there to switch to upgrading them as finite items like LW2. It will also automatically detect if Covert Infiltration/Prototype Armoury is installed and function as a CI Bridge. Cost configurations have been expanded to include more resource types that can be configured as desired and all resource costs will be ignored in the UI if set to 0. Additionally, conditions have been added to all of the abilities where it's appropriate to disable their display and effects when a valid weapon type is not equipped, allowing better support for multi-purpose classes that have access to multiple weapons. The list of valid weapon types for each set of abilities is expandable to support any additional weapon categories that the modding community may release in the future.

    NOTE: The bFiniteItems variable should not be changed mid-campaign... things will likely break.

  • Some Small Bug-Fixes - I fixed a few issues and inconsistencies that I found while testing the abilities. If you find any more, let me know and I'll try to sort them out.


How to Use

This mod now adds basic support for the 4 base game classes to use these secondary weapons. Each class will have the choice between their normal secondary weapon, one long-range secondary (arcthrower for specialists, gauntlet for grenadiers, and holotargeter for rangers/sharpshooters) and one short range secondary (combat knife for rangers, sawed off shotguns for everyone else). The base classes will only have access to the base abilities - custom classes that are assigned the weapons and abilities will have to be used to get access to the more specialized abilities. If you want to try your hand at creating your own custom classes from existing assets, i recommend checking out Richard's WOTC Create Your Own Class Template .

NOTE: In order to make integration with the base game classes possible, all of the abilities used by their normal secondary weapons had to have weapon restrictions added. The abilities and the weapons they are restricted to can be edited in XComLW2SecondariesWOTC.ini - this should only be necessary if additional weapon types/categories are released in future mods that need to work with these abilities. IF this happens, let me know and I'll add them to the default list for everyone.

The names of the weapons and abilities are identical to what they were in Long War 2, but for those who may not be familier, below are the names to reference:

-
Arc Thrower:
Combat Knife:
Holo-Targeter:
Sawed-Off Shotgun:
Gauntlet:
Weapon Type:
"arcthrower"
"combatknife"
"holotargeter"
"sawedoffshotgun"
"lw_gauntlet"
Abilities:
"ArcthrowerStun"
"EMPulser"
"Electroshock"
"StunGunner"
"ChainLightning"
"KnifeFighter"
"Combatives"
"Holotarget"
"Rapidtargeting"
"Multitargeting"
"HDHolo"
"IndependentTracking"
"VitalPointTargeting"
"PointBlank"
"BothBarrels"
"PumpAction"
"SpareShells"
"HeavyArmaments"
"LWRocketLauncher"
"LWBlasterLauncher"
"ConcussionRocket"
"BunkerBuster"
"ShockAndAwe"
"FireInTheHole"
"JavelinRockets"
"LWFlamethrower"
"Roust"
"Firestorm"
"Quickburn"
"Burnout"
"FireAndSteel"
"Incinerator"
"Phosphorus"
"NapalmX"
"HighPressure"
  • By default, the Combat Knife abilities can also work with swords

Thanks and Credits

All credit for original visuals and original abilities goes to Pavonis Interactive and the LW2 team. See their mod page Here for detailed team credits. Huge thanks to Iridar for contributing the amazing new Mag & Beam Sawed-off Shotgun models, and the Beam tier Combat Knife model; to Favid for porting the toughest parts of the Gauntlet code that I had been putting off doing myself and letting me use it and Musashi for fixing up the visualization on the rockets; to the X2CommunityHighlander team for extending what we can do with mods; and many thanks to Firaxis for a mod-friendly game.

Thanks to Erazil & zetmerguez for the French translation, mogwai for the Chinese translation, and T.A.R.D.I.S. for the Spanish translation. All of the dynamic ability tags in the localization text make it a real challenge/chore to translate - they were kind enough to put in a lot of work to make that happen!


Known Issues
  • None at the moment.


Version History
(See Change Notes for full history)
    2.0.5:
    • Fixed issue with Knife Fighter and destructible targeting and fixed encoding on Spanish translation (thanks to T.A.R.D.I.S.)

Please let me know what you think of the mod, if you run into bugs, or if you have balance concerns. Thanks and enjoy!
Popular Discussions View All (5)
2
Jan 12, 2022 @ 2:22am
Russian translation
Вecё/\b|й Kpo\/иk
3
Nov 28, 2020 @ 12:06pm
French Translation
NoLiMiT72X
2
Nov 20, 2022 @ 3:20am
Crash
nekus
544 Comments
Dragon32 May 11 @ 5:50am 
@Metablueba
Here on Win11:
Documents\My Games\XCOM2 War of the Chosen\XComGame\Config

AML settings aren't stored there but mods that use MCM will be, sort on Create Date is best way to find the Firaxis ones. Or use AML to start the game with the -regenerateinis argument, but exit and make sure you remove it.
Metablueba May 11 @ 5:32am 
@Dragon32

So by accessing documents > XcomGame > Config: Clearing them out entirely?

The mod settings that I have in particular will be saved due to AML Launcher even if I clear the config folder, right?
Dragon32 May 11 @ 3:00am 
@Metablueba
That sounds like "Disable Any Class GTS Redux" isn't working as it should, I don't know why. Try clearing your user config. files, that's my fix 95% of mod problems go to.
Metablueba May 10 @ 5:16pm 
@Dragon32

I did some testing and it in fact works, the Technical pops up. However, in the GTS the other classes seem to pop up as option despite them being disabled with the "Disable Any Class GTS Redux" mod. Any ideas to change that? I think we're getting closer to finalizing this change.
Dragon32 May 10 @ 8:30am 
@Metablueba
I'd first try the "Disable Any Class GTS Redux" mod.

If the Technical re-uses any base game perks affected by Iridar's mod then the Technical'll be affected too. Otherwise shouldn't make a difference.
Metablueba May 10 @ 4:51am 
@Dragon32

Yeah I did, I was a little skeptic at first but am willing to edit the files with proper direction for my next run. I see the instructions to enable the base classes, but whats the correct way to disable the other classes that aren't the technical so it isn't breaking? I'm not too experienced at editing config files.

Additionally, I have yet checked to see if it'll have any conflicts with Iridar's vanilla redux classes, since I am really enjoying the closer to base XCOM classes if that makes sense. My thought process here is that a standalone class of the technical would be cool for a little more variety.
Dragon32 May 10 @ 2:26am 
@Metablueba
Have you seen "LW2 Classes and Perks"? They're re-created in there, you would need to edit that mod's XComClassData.ini to block the other LW2 classes and prevent other changes.
Metablueba May 9 @ 11:52pm 
Are there any standalone mods for the LW Technical class that could be utilized, I found them to be very fun and would like to for a standard WOTC run.
william09703 Mar 7 @ 12:21pm 
does anyone got no sheathe for combat knife on female soldiers? weird bug happen to me
Dragon32 Jan 30 @ 7:42am 
@Aerodious
Glad you got it sorted.