XCOM 2
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[TLP] Swords for Skirmishers
 
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0.108 MB
Oct 14, 2018 @ 6:23pm
Nov 25, 2018 @ 8:17am
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[TLP] Swords for Skirmishers

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Description
Commander. The skirmishers request access to your armory - specifically your ranger’s swords. There is much damage to be done to advent with these bladed weapons.
- Mox

Introduces a cosmetic alternative to the skirmishers' ripjack.

The skirmishers are now able to combine two handed swords with their grapple gauntlet. All skirmisher abilities and animations will perform as expected alongside the ranger’s swords. The right handed wrist-blade is replaced while the left handed grapple gauntlet remains.

6 Swords are available:

Conventional Sword and Traditional Sword
  • Available at the start of the game.
  • Has the same damage potential and abilities of the conventional ripjack.
Arc Blade and Experimental Blade
  • Available at the same time of building the ionic ripjack
  • Has the same damage potential and abilities of the ionic ripjack.
Fusion Blade and Advanced Blade
  • Available at the same time of building the fusion ripjack.
  • Has the same damage potential and abilities of the fusion ripjack.

To use in TLP's Skirmish mode, subscribe to bg's 'Skirmish+' mod
Incompatible with Musashi’s Primary Secondaries Mod - can still be installed at same time though.
Incompatible with Musashi’s Dual Wield Mod - can still be installed at same time though.

If your character's right wrist is missing, change their right arm customization from Tactical -> Bare.


Please let me know if you encounter any bugs or discrepancies. I hope you enjoy!


Check out my other mods
Update Log
Update 1.1 (11.25.18)
  • Fixed Advanced Blade to have correct damage potential.

Release 1.0 (10.14.18)
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22 Comments
Phnx Apr 16 @ 9:21am 
@NightNinja54 It's nothing to do with your mod. It's just my perception that the curved part is on the wrong side of the sword. But now I actually see why the experimental sword is experimental. It's inverted by design. :lunar2019grinningpig:
NightNinja54  [author] Apr 15 @ 7:33pm 
@Hattori Hanzo
Hi, the left arm grapple gauntlet is intentionally included as the skirmishers still need that to use their grapple and chain abilities!
NightNinja54  [author] Apr 15 @ 7:33pm 
@Phnx
That's strange, I haven't made any adjustments to the object itself so uncertain why that would happen.
NightNinja54  [author] Apr 12 @ 9:38pm 
Announcements:
Recruitable and Trainable Skirmishers released!
https://steamcommunity.com/sharedfiles/filedetails/?id=1710912645
Recruitable and Trainable Templars released!
https://steamcommunity.com/sharedfiles/filedetails/?id=1710913197
Recruitable and Trainable Reapers released!
https://steamcommunity.com/sharedfiles/filedetails/?id=1710916385
Hattori Hanzo Mar 12 @ 6:06pm 
Using the sword still causes the left arm guard to appear which can look awkward on some custom armors is there way to make the ripjack and armguards invisible?
Phnx Jan 11 @ 12:05pm 
Cool mod! It's funny no one noticed yet but the red enhanced sword is inverted. All the other swords have the sharp edge one the left side when sheathed on the back while that sword has it on the right side. And it also shows during animations.
NightNinja54  [author] Jan 7 @ 8:46pm 
@jonnyafrica:
Hi Jonny, thank you. Unfortunately I would not know how to make those items invisible without losing the animations that make those items work as we’d expect in game. Additionally, I wouldn’t want to pull the energy sword from the halo mod pack as it’s another authors work
jonnyafrica Jan 6 @ 8:05pm 
Hey Night. Thanks for your mods. I do enjoy them. Wanted to ask if it was possible to make the energy sword from the halo weapons work with this? Also would you know or be able to craft a mod that makes skirmisher claws(both arms) and templars weapons invisible, for cosmetic purposes. :) Thanks for your time.
CascadianJigglePolice Dec 30, 2018 @ 7:47am 
Great, I'll give this a spin.
NightNinja54  [author] Dec 30, 2018 @ 7:16am 
@CascadianJigglePolice:
Yeah, exactly. It won’t cause any issues. The creator of those mods, Musashi, did not include ripjacks originally. Since this is considered a ripjack technically, they won’t appear available to be equipped in the primary slot.