XCOM 2
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[WOTC] Compression Phaser Rifle
   
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131.756 MB
Jan 5, 2020 @ 9:34pm
Jul 15, 2020 @ 8:43am
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[WOTC] Compression Phaser Rifle

Description
FEATURES

Adds the Compression Phaser Rifle from the Star Trek franchise. By default, the Phaser Rifle is added as a Tier 4 Assault Rifle. After you research Plasma Rifle, you can perform the Phaser Rifle research, and then purchase a Squad Upgrade in Engineering to upgrade all your Plasma Rifles to Phaser Rifles. However, the mod is very configurable, and there are many different ways the Phaser Rifle can be integrated.

The Phaser Rifle, quite obviously, is intended to be a direct upgrade to the Plasma Rifle, dealing more damage and having more versatility.

The Phaser Rifle has three Power Settings:
  • Stun Setting - deal no damage to targets and the environment, Stuns and Disorients "normal" targets, "large" targets are only Disoriented. Enemies that are normally immune to Disorientation will not be affected by neither Stun nor Disorientation.
  • Kill Setting - standard lethal attack.
  • Maximum Setting - with this Power Setting, all attacks will require extra Action Point and Ammo. Attacks performed at this Power Setting deal 25% more damage and disintegrate enemies on kill. Disintegrated enemies' loot is destryoed and they cannot be used as targets for Raise Dead.
  • Power Settings should properly affect all shoot-style abilities, like Rapid Fire, Killzone, Chain Shot, etc. As long as these abilities apply the weapon's bonus effects.
In addition to the Power Settings, the Phaser Rifle has two bonus firemodes:
  • Wide Beam - available at Stun and Kill settings. A short range cone attack that applies the effects of the current Power Setting. Killing Wide Beam deals 50% damage of the normal attack.
  • Scoped Shot - available only at Maximum setting. A long range sniper shot, able to engage enemies at Squadsight ranges.
  • Both of these abilities cost extra ammo.

REQUIREMENTS

COMPATIBILITY

This mod overrides the UITacticalHUD_Weapon class in order to correctly display the increased Ammo Cost at different Power Settings. This makes the mod incompatible with any other mod that would override the same class. Since this is not a critical feature, you can resolve this conflict by removing this code from XComEngine.ini:
[Engine.Engine] +ModClassOverrides=(BaseGameClass="UITacticalHUD_Weapon", ModClass="WOTCType3PhaserRifle.UITacticalHUD_Weapon_Override")

The Power Mode switching is a new and experimental feature, and in order to work correctly with all the various abilities, the mod makes a lot of blanket changes to them. These changes should only come into play if the soldier is equipped with a weapon that is capable of switching Power Settings, but you never know. So please make sure to report any weird behavior, like abilities costing a wrong amount of Ammo or Action Points.

Mods that make other similar sweeping changes to the same abilities can potentially break how Power Settings are supposed to function, but worst case scenario, the ability will just not cost the extra Ammo / Actions it's supposed to.

For example, there was one such incompatibility with Mitzruti's Perk Pack and Chimera Perk Pack that we had to resolve, since both of those mods replaced the Action Cost of the Overwatch ability with their own.

KNOWN ISSUES
  • The Phaser Rifle cannot proprly take advantage of abilities that require a special Action Point to activate, such as Grimy's Traverse Fire. To be fixed.

F.A.Q.

More Star Trek weapons/characters/ANYTHING?
No plans for any more Star Trek things in the foreseeable future.

Power Settings for other weapons?
Technically possible, but not something that can be done without extra code. I might add the possibility if there is enough interest.

CONFIGURATION

The mod is highly configurable through:
..\steamapps\workshop\content\268500\1961379529\Config\
  • XComPhaserRifle.ini is responsible for Phaser Rifle's stats, its Weapon Category, abilities attached to it, etc.
  • XComPhaserRifleIntegration.ini determines how the Phaser Rifle is integrated into the game. E.g. what schematic/research/proving grounds project unlock it, whether it's a standalone weapon, or if it is an upgrade for something else. The Config folder includes several text files with examples of alternative integration. For example, you could make Phaser Rifles craftable one by one with a Proving Grounds project.
  • XComPowerSettings.ini determines the effects of different Power Settings, damage multipliers, which Power Settings allow using Wide Beam and Scoped Shot, Action Costs and Ammo Costs.

CREDITS

Compression Phaser Rifle model by JackofBlades1313, originally made for a Fallout 4 mod[www.nexusmods.com], used with the author's permission and blessing.
Textures and model ported to XCOM 2 format by Lord_Poncho57.
Research and Proving Grounds images by NeIVIeSiS.

DO NOT reuse this mod's assets without explicit permission!

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
85 Comments
Iridar  [author] Sep 22, 2024 @ 4:35pm 
Perhaps someone who is not me could make a "Stun Subdues" mod that makes any stun subdue a VIP, but it doesn't make sense to me that only the stun setting on this one gun would be able to do that, but not all other sources of stun. And changing all sources of stun within context of this mod would be weird.
Xterra Sep 22, 2024 @ 4:32pm 
Fair enough; it at least figured to me that you could knock somebody out with the stun setting on a phaser, but I know the actions aren't the same.

Thanks for your time.
Iridar  [author] Sep 22, 2024 @ 3:30pm 
No, this is a generic stun, it doesn't work like that.
Xterra Sep 22, 2024 @ 2:40pm 
Is it possible to have the stun setting subdue a VIP from a distance?
Iridar  [author] Mar 6, 2024 @ 10:01pm 
There are no other Star Trek weapons I consider worth porting. The handheld phaser is a glorified TV remote. The Bajoran Militia blaster from DS9 is kinda nice, so is the Klingon Disruptor Pistol, at least they look like weapons, but they're nowhere near as iconic or interesting, and for all intents and purposes are just generic sci-fi pistols.

If you really want something happen, I suggest picking up modmaking tools yourself, porting new weapons is difficult for newbies, but not impossible, and it's well-documented.
StriderOne Mar 6, 2024 @ 9:51pm 
Couldn't agree more with the comment bellow me.
Dragontamer997 Oct 15, 2023 @ 5:32pm 
I really love this Rifle. It is a shame you don't plan on making any more Star Trek weapons seeing as a regular hand held phaser would be amazing for those classes that can't use rifles. Oh well thank you for making this amazing mod.
Shaggoth (Ищезаяц) Jun 11, 2023 @ 2:45pm 
STARTING_ITEM = false
INFINITE_ITEM = false
CAN_BE_BUILT = true

little unclear, in example above i'll be able to build it always, or after researching beam rifle?
Iridar  [author] Apr 6, 2023 @ 9:45pm 
@Kinsect
As the description says, you can integrate the weapon in many different ways, including single buildable system like in Prototype Armory.
You'll have to add infiltration values yourself, though.
I don't see why WIO would have any effect on this mod.
Kinsect Apr 6, 2023 @ 6:10pm 
Can this work with Covert Infiltration? even if I have shiremct's Weapon and Item overhaul?