XCOM 2
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[WOTC] Mass Effect Weapon Overhaul
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32.940 MB
Mar 29, 2022 @ 6:50am
Jun 17, 2023 @ 7:35am
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[WOTC] Mass Effect Weapon Overhaul

Description
When installed, the Mass Effect Weapon Overhaul...
  • ...adds unique and consistent stats/abilities to most Mass Effect weapons, 78 of them!
  • ...fixes some issues in the original mods, like missing range tables and bad stats.
  • ...adds its own unique range tables to weapons that need them, shown through abilities.
  • ...adjusts weapon tier upgrades, so weapons upgrade alongside the vanilla categories.
  • ...adjusts weapon categories to ensure most of XCOM's arsenal is well-represented.

With all supported weapon mods installed, this would give you:
  • Two melee weapons and two shields.
  • 11 pistols, 10 autopistols and a sawed-off shotgun.
  • 14 shotguns, 11 assault rifles, 6 cannons and 11 sniper rifles.
  • 5 bullpup rifles (or as close as ME gets anyways), 5 Vektor rifles and a SPARK cannon.
  • Optional remaps for the modded SMG and Boltcaster categories. (see the config!)

This mod does not...
  • ...change or fix animations/models/sounds. I don't know enough about this.
  • ...fix text issues. Overriding localization from other mods gets way too messy.

Please note that MEWO is not a weapon pack in itself! This mod is a collection of tweaks and fixes that relies on other Workshop content, as listed below.

Supported mods:

Running multiple of these at the same time is fully supported. (and encouraged!)

The following mods are also strongly recommended:

Balance:
Preserving the original character of a given weapon is the goal, though some implementations may get a little more creative than others. Balance roughly follows base WOTC, though having more choices does make tend to make the game easier.

Stats are based on a mix of Cyonan's excellent ME3 sheet and the user notes on the wiki, along with actual testing in ME3's SP shooting range. Single-player is leading, but most weapons end up taking some cues from MP for balancing/uniqueness purposes.

We use an extensive set of rules to translate ME mechanics into XCOM, way too many to cover here. Here's some of the big ones:
  • Weight matters. Light weapons make you faster/stealthier, heavy weapons bog you down.
  • Rupture is added to weapons that cause bleeding or have another good lore reason for it.
  • Pierce follows ME (0.5x/50cm = 1 pierce), shred is a mix of shield and barrier damage.
  • Weapons with explosive shots gain 1 shred to fit how XCOM handles explosives.

If you're interested in the full ruleset (or my comments on balance), check out the included spreadsheet! Right-click in AML, click "Show in Explorer" and then open OverhaulStats.ods with something like LibreOffice. Hover over cells with notes in them to get more info.

Configuration:
The meat of this mod lies in the XComWeaponSkinReplacer.ini file in the Config folder. This file has comments throughout, and is fully editable to taste.

Please ensure you back up your config if you make any changes, as updates will overwrite it!

Compatibility:
MEWO provides a set of stats for Primary Secondaries' primary variants (swords, pistols and autopistols), but cannot do the same for True Primary Secondaries due to how that mod works. It won't break the game, but primary stats/abilities will be inconsistent.

No settings are provided for LWOTC or or any other weapon overhaul, so compatibility with those may be spotty.

Thanks to the efforts of Dragonlord, we now have Covert Infiltration and Tesla's Loot Mod bridges as well!

Known issues:
  • The Kishock boltcaster remap is available from the start. Not sure how to tie to research.
  • On certain setups, a few weapons may have their next tier unlocked early. Info welcome!

Questions and answers:
Q: All stats still look the same!
A: Make sure you have the Weapon Skin Replacer Core mod installed.

Q: I don't see any abilities on weapons!
A: Make sure you have my Abilities and Assets mod installed. Not all weapons get abilities!

Q: This weapon's balance sucks! Where do I report this?
A: Post it here. Check out the spreadsheet first, it has important notes!

Q: I found a bug! Where do I report it?
A: Post it here or in the comments. Please provide a detailed description.

Special thanks:
  • Bioware and EA, for the Mass Effect franchise itself.
  • Lord_Poncho57, Cavily and Scout Trooper for their excellent weapon mods.
  • Iridar for the excellent Weapon Skin Replacer, and a ton of help.
  • The many other helpful people of the XCOM 2 Modding Discord.
  • Tech_Knight_Zero on Twitch, for helping test the mod and providing a ton of feedback.
Popular Discussions View All (4)
9
Jan 7, 2023 @ 5:20pm
PINNED: Adding these Weapons to Covert Infiltration
HaziTru
0
Mar 30, 2022 @ 5:36am
PINNED: Weapon Categories
XpanD
0
Mar 29, 2022 @ 1:29pm
PINNED: Balance Talk
XpanD
92 Comments
Songbird Nov 28, 2024 @ 4:09pm 
I could be misremembering things, but I know for certain the Talon had poofed. Thank you, though!
XpanD  [author] Nov 27, 2024 @ 3:26am 
Which Cerberus pistol, the Talon? If so, that is changed to the sawed-off category by default, for class mods that support that. You can undo that change in the mod's WeaponSkinReplacer config.

A few SMG-type weapons have similar remaps available, though I don't think the mod ships with any active by default. Any idea which one went missing there?
Songbird Nov 26, 2024 @ 2:22pm 
I noticed a few weapons disappeared after installing, noticeably the Cerberus pistol, as well as an SMG. Any known issues that cause this?
Epic Dovahkiin Sep 6, 2024 @ 1:32am 
that's fair
XpanD  [author] Sep 6, 2024 @ 1:19am 
Nope, I don't have enough experience with animations and the like to tackle that. That would have to be fixed in the original weapon mod.
Epic Dovahkiin Sep 5, 2024 @ 11:08pm 
also did you fix the tracer issue with the M-22 Eviscerator?
Epic Dovahkiin Sep 5, 2024 @ 11:06pm 
i love that you upgraded the omni blade i just wish the animations were more reliable but i guess there's only so much you can do there
XpanD  [author] Aug 2, 2024 @ 11:43am 
Happy to help! Not sure if that'd work (not too familiar with the animation side of things), but that's definitely a cool idea. Will put it on the list to look at eventually.
captadvance Aug 2, 2024 @ 11:28am 
Out of curiosity, have you considered adding a remapping option to turn the reegar carbine into a chemthrower? Due to its unique firing animation in mass effect, id think itd be perfect for chemthrower represantation
captadvance Aug 2, 2024 @ 11:25am 
Agh I gotcha. Thank you so much! I have learned so much while messing with this overhaul mod. Its such a cool idea. You guys do great work!