XCOM 2
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[WotC] Weapon Fixes
 
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0.562 MB
May 10 @ 11:53am
Jun 6 @ 3:01am
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[WotC] Weapon Fixes

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In 1 collection by Mr. Nice
Mr. Nice's Workshop - War of the Chosen
17 items
Description
This mod fixes a few issues with weapons and their upgrades, especially if you use mods which allow upgrades for (auto)pistols. (eg Primary Secondaries, Pistol Overhaul, Autopistol Overhaul)

Issues addressed
  • When the "Insider Knowledge" order is activated, weapons with an expanded magazine installed do not actually benefit until they have been used on a mission, or their installed upgrades are changed. This leads to them being one round short at the start of the mission.

  • "Saturation Fire" does not apply Ammo Effects (eg burning, poison...) or Weapon Effects (eg "Disruptor Rifle" auto-crit on psionic enemies). The mod will also fix the similar issue with "Face Off" if the standalone Face Off Ammo Fix is not active. These fixes may be toggled with Mod Config Menu or directly editing the config file.

  • Stock damage on missed shots is not applied for several abilities, notably Rapid Fire, Banish, Dual Strike, Saturation Fire, Kill Zone and Rupture. This mod enables stock damage using a heuristic approach, not a fixed list, including enabling stock damage for pistol abilities, where it does not normally matter since they cannot be upgraded without mods. This also means it may fix issues with abilities from other mods which have forgotten to enable stock damage.

  • The conventional Vektor Rifle has its "typical cost" set to 2 actions not 1! Without mods, this only shows up if you get "Deadeye" as a bonus ability, since the standard Reaper Abilities have their cost hard coded to one action, not checking the "typical cost" for the weapon. With other mods which mean that Vektor Rifles are used with more varied abilities then in base WotC, this fix will stop them costing 2 actions when they should only cost 1 if they use "typical cost".

  • Some abilities which should have the "typical cost" for the weapon used are instead hard coded to cost 1 AP. Note this only becomes an issue with mods, since all abilities which are eligible for cross class use without mods are not affected by this. However it can be a problem with custom classes or weapons. These changes can be reverted with the use of Mod Config Menu.

Compatability
This mod changes the "BuildNewGameStateFn" and "BuildVisualizationFn" of "Saturation Fire", but it does apply the existing function first. This means that although this will cause compatability issues with any other mod which also changes these "Saturation Fire" delegates, they may be fixed by making sure they are subscribed to before this mod. If necessary, this fix can be disabled via Mod Config Menu, in the same way that the "Face Off" fix may be enabled.

Special Thanks
Primarily Iridar, who called my bluff by making the mod preview pic to get me to actually publish this mod! Feel free to checkout his awesome mods (after checking out mine of course 😉).

Other Mods by me:
  • WOTC Compatible (non-WOTC versions also exist if appropriate)
    • Cinematic Rapid Fire, which gives Rapid Fire and Chain Shot their cinematic camera back which was removed in the patch ages ago. Also gives the Reaper Banish ability the same improved look.
    • Variant Power Armour Arms, which unlocks some variant Wraith and Warden armour arms parts which were hidden by Firaxis.
    • Less Overwatch Lock Ups!, which attempts to fix the visualization lockups during complex Overwatch/Reaction fire situations.
    • Better Armory Item Stats, which tweaks the stats display of weapons, utility items and upgrades in the Armoury, including displaying Critical Damage, Armor Pierce and Shred for all appropriate weapons.
    • Chosen Info Controller Support, adds controller support for bringing up the Chosen Information Screen mid mission.
    • Peter's Grenades (and other TLP Fixes), which fixes some loadout, ability progression and UI issues with Legacy Operations.
    • Better Demolishing!, which gives range, weapon and upgrade based aim buffs to the 'Demolition' ability.
    • Better Grappling!, fixes issues with Grappling targeting in certain world geometry.
    • Shaken Scars are Back! The name says it all, but to those who weren't around for the first couple of months of XCom2, a feature was bugged out in a patch and never fixed, which randomly scarred shaken soldiers. This now means some, but not all, gravely wounded soldiers, not the "new" WotC shaken fatigue status.
    • Trainable Sparks (and other Buffs) WotC was one step forward, two steps back for SPARKs. As well as allowing training, also gives them access to breakthroughs for their weapons, an ammo pocket (ammunition only utility slot), and some hack progression.
    • Train from Armoury allows normal soldiers to jump straight to training from the armoury, just as faction soldiers can. The Training Center is still required to be built first of course!
    • Ability Interaction Fixes, which fixes up "Death from Above" and "Serial" not proccing from second shot kills of "Chain Fire"/"Rapid Fire" and some other ability interaction issues.
    • Original High Hit Dodge Behaviour, which restores the pre-patch behaviour where Hit chance over 100 gradually eliminated dodge chance, not immediately made dodges impossible once Hit chance is 100 or more.
    • In conjuction wtih sebkulu,WOTC - Extended Information!, an enhanced, rewritten version of Perfect Information. Includes full list of enemy abilities as well as a stat list, as well as the classic features of the "shot bar" and stats in flyovers.
  • Non-WOTC Only
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23 Comments
Vulpes Jun 7 @ 4:54am 
@Mr. Nice, yeah, I didn't actually suspect this mod... but you never know. Thanks for the information.
Dragon32 Jun 6 @ 4:24pm 
OK, cool. Thanks for letting me know :)
Mr. Nice  [author] Jun 6 @ 4:00pm 
Virtually impossible for this mod to have any impact back on the avenger Vulpes .
@Dragon32 just made it more robust in how it visualized ammo/weapon effects, nothing major.
Vulpes Jun 6 @ 10:05am 
I would like to know as well. My XCOM started crashing when I go to the Training Center and try to use the drop-down menu(though, I use "Virtual Range").
Dragon32 Jun 6 @ 9:58am 
Anything in the update we need to know about, Mr. Nice?
Mr. Nice  [author] May 14 @ 11:07am 
"Extended Information" checks for whether Lifetime Stats is enabled for example, if you have the graze/crit positioning on the default of "automatic".
Dragon32 May 14 @ 11:05am 
Ooo, shiny :)
Mr. Nice  [author] May 14 @ 11:04am 
No, it's my own thing :lunar2019coolpig:. Checking whether another mod is active isn't hard really,
Dragon32 May 14 @ 10:14am 
@Mr. Nice:
Is this a new Highlander thing?
DisabledByMod="FaceoffAmmoFixWOTC"
It's the first time I've seen a mod checking for the presence or not of another mod.
Mr. Nice  [author] May 11 @ 7:27am 
Ok, added a fix for the issue shiremct identified, copypasta from the extra bullet in the description:

The conventional Vektor Rifle has its "typical cost" set to 2 actions not 1! Without mods, this only shows up if you get "Deadeye" as a bonus ability, since the standard Reaper Abilities have their cost hard coded to one action, not checking the "typical cost" for the weapon. With other mods which mean that Vektor Rifles are used with more varied abilities then in base WotC, this fix will stop them costing 2 actions when they should only cost 1 if they use "typical cost".