XCOM 2
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[WOTC] Destiny Weapon Pack #1 (OUTDATED)
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111.302 MB
Jun 28, 2020 @ 1:30pm
Jan 12, 2021 @ 12:22am
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[WOTC] Destiny Weapon Pack #1 (OUTDATED)

Description
UPDATE: This pack is no longer being maintained by me, as i've since merged both Packs #1 and #2 into my newest Destiny Arsenal Ghost Templates mod. I suggest you unsubscribe from Packs #1 and #2 and use the new mod instead, especially since i'll be adding more weapons to it in the future.


*Insert destiny quote here*

(i've literally only put like 6 hours into destiny 2, the only thing i know about it is that the guns are cool)

You can find my second Destiny weapon pack here.

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FEATURES:

Various firearms from the Destiny series, including:

PISTOLS:

-The Hawkmoon

-The Thorn

-The Lumina

-The Rose

-The Last Word, including the ornamental variant

ASSAULT RIFLES:

-The Hard Light

SHOTGUNS:

-The Invective

CANNONS:

-The Thunderlord

SNIPER RIFLES:

-The Whisper of the Worm


They all come with their original firing sounds.

All pistols support Primary Secondaries.

The WotW, the Thunderlord, and the Hard Light come with their own particle effects.

All stats can be changed inside the config files.

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KNOWN ISSUES:

-Some of the guns might not be 100% accurate to how they appear in Destiny.

-All primary weapons (WotW, Thunderlord, Hard Light, Invective) have some foregrip clipping issues with the Soldiers' left hands, due to their size and shape difference compared to the XCOM guns.

-I had to take the holo sights off the Hard Light, Thunderlord, and the Invective due to issues with the sights not appearing right.

-The WotW sniper is supposed to have this sort of spacey, star-like shimmering pattern to it as shown here, but i'm not sure how to replicate it in the Unreal Engine.


If the guns don't show up mid-campaign, you likely need to start a new campaign.

Tell me if you find any more, i'll see if i can do something about it.

No, there won't be a Vanilla version of this.

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CHANGELOG:

VERSION 1.02 (12/21/2020)

-Fixed the weapons not upgrading properly

-Fixed the CreateTemplate functions sharing the same names as the Weapon Templates themselves, for example: the Function would be 'static function X2DataTemplate CreateTemplate_WeaponName_CV()' and then the Template would also be 'WeaponName_CV'. While i don't think this caused any issues (at least none that i've seen), i still cleaned up that aspect of the code to be sure. Apologies in advance if this causes any issues in your on-going campaign.

-Improved weapon UI textures that better resemble the vanilla game icons

-Both Last Words now fire multiple shots when used; this is purely cosmetic

-Made the Hawkmoon brighter

-Made the Hard Light and Thunderlord shinier

-Made the Invective shinier and brighter


VERSION 1.01 (8/12/2020)

-Re-Imported all of the gun meshes with a better smoothing option; if you notice any odd looking shading or lighting on the guns in the screenshots, those issues should now be fixed (i'm too lazy to update the screenshots)

-Deleted some un-used AnimSequences from the custom Soldier Pawn sets to save some space

-Sized all Diffuse textures down from 2048x2048 to 1024x1024

-Sized some other textures down from 1024x1024 to 512x512

To explain the texture down-sizing: The Unreal Engine's texture compression sucks ♥♥♥♥, and if you make a mod with a bunch of 2048x2048 sized textures or even bigger, your mod's gonna get big incredibly ♥♥♥♥♥♥♥ quickly, and the problem there is that if you make or install enough mods over 100 MBs in size or so, your load times are gonna get shredded fast.

In an FPS or something similar, you would likely notice a slight dip in quality 'cause you have your weapons in close view at nearly all times: In XCOM, however, the closest you ever get to looking at your Soldier's weaponry is in the armory, and even then, it's nowhere near as close a view as you'd have in an FPS.

And i'm only gonna be making more mods in due time, so to cut down on both my and your loading times, i've opted to size down various textures to 1024x1024 and 512x512, reducing the total file size from 184 MBs to 122 MBs.

Long winded explaination aside, it's really not that noticeable of a quality hit anyway. ¯\_(ツ)_/¯

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CREDITS:

Đelta - Creator of every Destiny GMod add-on i've used to extract the assets from, and all of them can be found here.

Bungie - Creators of Destiny 2 and all of the assets used in this pack
44 Comments
daewrythe Mar 29, 2021 @ 10:34am 
Hm, upgraded to magnetic but didn't see any of these upgrade unfortunately
Voldiego Mar 23, 2021 @ 10:30am 
why i don't se in my game thys wepons?
Ryūko Matoi Mar 4, 2021 @ 7:54am 
Yo this brings me back to the days of playing the f out of Destiny 1 tons of classic guns here, sick mod. :steamhappy:
Selconov Feb 20, 2021 @ 11:03am 
How would one set these weapons to only appear at tier 3? Thanks so much!
Max  [author] Jan 12, 2021 @ 12:23am 
I might've typo'd the firing animation in the weapons' archetypes, i think i fixed it now.
LS_MFT Jan 11, 2021 @ 8:05am 
seem to encounter an animation error when using the last words, soldiers bring it up like a rifle and 2 hand it. i assume it's conflicts with my dedicated pistol or primary secondary mods?
Soulccat Oct 12, 2020 @ 5:16am 
I'm trying to replicate Hawkmoon's one in the chamber perk, but ive only got closest to it by boosting the crit damage and crit chance. anyone got any other ideas?
Max  [author] Sep 21, 2020 @ 8:05am 
This happens by default, even with the vanilla XCOM guns. There's nothing i can do about it.
빚의 세례를 받아라 Sep 21, 2020 @ 12:59am 
Why do you have to manually replace the soldiers' weapons when the weapon tier is upgraded? Can't you automatically upgrade to Tier 2?
ex) When upgrading from a tier 1 last word to a tier 2 last word, the player removes the tier 1 weapon and modifies it with a tier 2 weapon.

In particular, you need to remove each weapon upgrade part. This is too inconvenient. When are you going to fix it?
Max  [author] Sep 1, 2020 @ 4:16pm 
They won't drop from Grimy's crates, no.