XCOM 2
[WOTC] WSR Weapon Skin Replacer - Core
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Update: Apr 4, 2019 @ 9:24pm

Update to version 3.0.

Moved most of the mod's functions from OPTC to Shell UISL, which should enable the mod to properly work with visual attachments regardless of whether mods in question are in local mods folder or not.

Made it possible to set socket rotation in degrees rather than direct numerical values.

Update: Mar 23, 2019 @ 11:53am

Forgot to add a couple of tips to the .ini.

Update: Mar 23, 2019 @ 11:48am

Massive feature update.

-- Now possible to add Visual Weapon Attachments to weapons that never had them (stole this one from Musashi).
-- Copy Attachments function no longer nukes Visual Weapon Attachments for the donor weapon.
-- Now possible to make WSR print out information about existing weapons and attachments into game's log when you start the game. Save some time on code spelunking.
-- Massively improved error logging.

Full documentation here now: https://steamcommunity.com/sharedfiles/filedetails/?id=1517938486

As a side effect, broke compatibility with mods that depended on WSR.

Update: Mar 15, 2019 @ 8:08am

It's now possible to set the name for Fire Suppression animation while replacing Anim Sets. Useful if the donor weapon has a non-standard Fire Suppression animation name.

Example:
+ANIMSET_REPLACEMENT=(ACCEPTOR_TEMPLATE=TLE_Cannon_CV, DONOR_TEMPLATE=MD_WOTC_BOIII_LMG_48DREDGE_STD_XCOM_T1, REPLACE_SOLDIER_ANIMSETS=true, REPLACE_WEAPON_ANIMSETS=true, FIRE_SUPPRESSION_ANIM_NAME="FF_FireSuppress48Dredge")

Update: Mar 14, 2019 @ 12:41pm

New functionality: it's now possible to replace projectiles, soldier and weapon animations without replacing the whole archetype. Or after doing that.

So in the end you can take weapon A, replace it visually with weapon B, and then make it shoot like weapon C.

Update: Feb 15, 2019 @ 3:48pm

Fixes to description added in previous update.

Update: Feb 15, 2019 @ 3:29pm

Added instructions on how to use SOCKETS_TO_ADD command to create new weapon sockets, or modify existing ones.

Update: Nov 3, 2018 @ 4:58pm

Added TLP weapon template names to readme.txt.

Update: Sep 25, 2018 @ 1:04pm

Update 4. When adding a default attachment to a weapon, it's now possible to automatically remove the default attachment already present in that socket, using this syntax:

+DEFAULT_ATTACHMENT=(TEMPLATE=Shotgun_MG, SOCKET=Stock, MESH="ConvShotgun.Meshes.SM_ConvShotgun_StockB", REMOVE_ORIGINAL=True)
This is basically a bandaid fix for some of the recently released Mass Effect weapons that have blank default attachments.

Another new command:
+WEAPONS_TO_HIDE_KEEP_SCHEMATIC=TC_WOTC_MILL_92FS_T2
Useful to quickly hide weapons without also removing their schematics. Useful for hiding weapons that are created by same schematics as base game weapons.

Update: Sep 22, 2018 @ 6:11am

Update 3. It's now possible to add default visual attachments to a weapon, meaning that these attachments appear on weapon's mesh regardless if you actually have added any attachments to the weapon or not.

To do this I'm taking advantage of the base game's default attachment system, which is used to "build" weapons from different blocks. For example, the default Assault Rifle by itself only has a model for the "gun itself", while its grip, stock, trigger, iron sights, etc. are all default attachments.

Use this syntax:

+DEFAULT_ATTACHMENT=(TEMPLATE=Shotgun_MG, SOCKET=Suppressor, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_SuppressorB")
One socket can have any number of default attachments, but the one that was added the latest will disappear if you try to equip a "normal" visual attachment to that socket.