XCOM 2
Long War SMG Pack - WotC (unofficial)
128 kommentarer
DeBlue 16 apr @ 7:58 
For some reason I can't see the SMG's in a soldier's loadout whom can equip Assault Rifles?
Dragon32 14 jan, 2023 @ 12:19 
@Kevin from HP Customer Service
I edited XComLW_SMGPack_WotC.ini so they're the same cost as the Bullpup. E.g. 45 supplies and 5 alloys for magnetic; 90 supplies, 10 alloys and 5 crystals for plasma
Kevin from HP Customer Service 14 jan, 2023 @ 11:29 
Anyone know how to make these "build" together with rifles wehn you buy them in engineering?
Always find it hard to justify the cost in playthroughs
BottomScorer 6 jan, 2023 @ 6:49 
One Steam tag should be sufficient!

War of the Chosen

NOT war of the chosen!
NOT WotC!
Malidictus 30 dec, 2022 @ 17:24 
@Dragon32: You are correct. Weapon type is not set in the ini files. It's set in X2Item_SMGWeapon.uc, in each of the three CreateTemplate_SMG functions. It's been ages since I've done UnrealScript coding, but it seems to be set as a name: Template.WeaponCat = 'rifle'; I don't think changing SMGs in this mod will do anything. That would likely require code level changes in the weapon overhaul mod.
Dragon32 30 dec, 2022 @ 14:08 
@Mask
I don't think that's an .ini edit, I think that would need re-doing the code in the SDK. have a look at Iridar's mods, maybe one of his (Template Master, maybe?) could do it via .ini editing.
Mask 22 dec, 2022 @ 14:54 
@Dragon32
I just found out, smgs are classified as assault rifles. I'm using weapon overhaul for proficiency class. How could I revert that specification? Cuz I see the mobility bonus yeah but it has the skeletonized weapon modification for assault rifles thus it has 3-5 dmg. Any ideas?
Mask 22 dec, 2022 @ 13:18 
Thank you! I'll try cleaning the files.
Dragon32 21 dec, 2022 @ 14:00 
@Mask
You can see when a Workshop mod was last updated top right of its mod page. This mod hasn't changed in more than 5 years.
Have you cleared your user configs? They'll rebuild on next game launch and should pull in your edit.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting
Mask 21 dec, 2022 @ 12:48 
Did you just update the config? Cuz my smg dmg is 3-5 for conventional weapons. And it is unfair with 3 mobility bonus. And I can't reverse it to 2-4 dmg for some reason. I changed it through config, should I start a new campaign after changing it?
XpanD 26 aug, 2021 @ 12:09 
Just finished a campaign with about 280 mods, this one included, and had no major issues! Thanks for making this.

(no issues with stuff not showing up either)
Dragon32 4 apr, 2021 @ 4:45 
@LeoArcticaa
I'm not using other SMG-adding mods and this is working fine.

Some great Mod Troubleshooting advice
That recommends the excellent Alternate Mod Launcher [github.com] Everyone who uses mods should be using it
As well as AML's own wiki and FAQs, this guide gives some more detailed advice on using the Alternate Mod Launcher: Troubleshooting: Mods not working properly / at all
If you're using the Community Highlander then read its specific troubleshooting advice [github.com]
LeoArcticaa 3 apr, 2021 @ 19:01 
I think I found a bug, the SMG is not loading, I can see other SMG models, like the Advent ones but not the normal. magnetic or plasma's smg's anymore
Cosmosyn 19 nov, 2020 @ 21:25 
The gun is like a frankenstein of a P90 and a more traditional SMG.
Agrippa HX 12 nov, 2020 @ 9:28 
Yup, always thought it was ugly, never thought it merited a comment though. So I think it's a weird-looking gun. Not like they're going to change the model or anyone else has cared enough to make an alternate one. Free and it works, so I'm grateful.
Artek [General] 12 nov, 2020 @ 4:11 
Nope, that's part of the model. Don't know why its there either. Gun would look so much better without...
MrBananaClipps 12 nov, 2020 @ 1:44 
why hasn't anyone said anything about how ugly this thing is? Seriously what the heck is up with that stupid bar at the bottom of the gun?? i thought maybe it was just an unfinished model or unintended glitch but literally no one has said a thing about it wtf!
=[NK]= Col. Jack O'Neil 26 jul, 2020 @ 12:49 
@Vene
Make sure you have the laternte mod maanger from github as well https://github.com/X2CommunityCore/xcom2-launcher/releases/tag/v1.4.1

Steam/steamapps/workshop/content/268500/1126071432
veneficus 26 jul, 2020 @ 11:32 
hello people reading, maybe somebody could help?

Because of the problems with MODS I reinstalled my mods and cannot figure out how to alter the costs anymore. I have been all through the folder for this mod, but cannot find where to adjust values. Can somebody advise me?
RustyKn1ght 18 jun, 2020 @ 8:16 
@Dragon32 That was it. I had a feeling this new launcher they added with Chimera Squad was the culprit. It looks nice and clear and all, but it doesn't work. In fact, this launcher (which came with an update) is the reason why I started using alt launcher in the first place: the launcher update made the game unable to start. Mods work normally now.
Dragon32 18 jun, 2020 @ 5:07 
@RustyKn1ght
Yes, use the Alternate Mod Launcher. The new launcher from 2K is fundamentally broken. See just about all recent threads on the XCOM 2 Discussions tab
RustyKn1ght 18 jun, 2020 @ 0:43 
For some reason, this isn't working for me. Mod has been enabled from the launcher but SMG's aren't appearing in the armory. I used to have this on "ordinary" Xcom2, so I know this should just work from the minute I started it. There shouldn't be any mod conflicts either: I only had "A better advent" "Fair lost targeting" and "Laser pack" enabled and none of them should conflict with this.

Only thing I can think of is that launcher isn't loading the mods (which is likely because when loading a game, it started complaining that "Lost targeting" mod is missing, despite launcher showing it's enabled). That or since I play with Legacy pack maybe that interferes with this?

I probably try this again with alt launcher.
Hot Wet Nobel Laureates 18 maj, 2020 @ 15:18 
@Empyrrean Ok, thanks for the info.
Empyrrean 18 maj, 2020 @ 14:13 
"If I use this with the SMG bullpups mod, will that cause SMGs to not appear for normal soldiers?"

That appeared to be the case for me, yes. When I got rid of the bullpups mod, it made the SMGs reappear for normal soldiers.
Hot Wet Nobel Laureates 16 maj, 2020 @ 7:15 
If I use this with the SMG bullpups mod, will that cause SMGs to not appear for normal soldiers?
=[NK]= Col. Jack O'Neil 14 maj, 2020 @ 0:15 
You can just edit the ini so that they are in line with the other upgrades
Artek [General] 13 maj, 2020 @ 23:01 
The default tier 1 SMG is available from the start. Higher tiers must be purchased and dear god they are fucking expensive.
Hot Wet Nobel Laureates 13 maj, 2020 @ 20:27 
Do you have to research the SMG, or is it available from the start?
Artek [General] 26 okt, 2019 @ 5:29 
No, they arent, you'll have to install their corresponding mods.
Veritas0506 26 okt, 2019 @ 5:10 
Sry i have to ask but are the Laser and Coil SMG included in this Mod ?
Xavius 9 okt, 2019 @ 12:20 
Aaah, just as a question... is there any chance of getting this updated to be compatible with Skirmishers? These seem like the ideal weapons for them.
Rtma Eros Paragon 2 sep, 2019 @ 6:33 
@Artek [General]
You can change the prices if you follow the directory to your workshop folder, access 1126071432 folder, XComLW_SMGPack_WotC.ini and edit the Schematic supply cost to something more reasonable, I went 50 supplies for Mag tier and 125 for Beam tier.
Artek [General] 13 aug, 2019 @ 15:27 
Question: why SMG prices are so outrageous? 125 supplies for magnetic SMGs is disgustingly a lot, considering assault rifles and shotgun cost me half that.
More important question: can i change that mid-campaign?
Kiruka 10 jul, 2019 @ 15:25 
@Hohen @tilarium @Matayus22 @Hixlysss
To any who want to be able to use this SMG alongside A Better Barracks:
https://steamcommunity.com/sharedfiles/filedetails/?id=1799536919
Deadput 21 jun, 2019 @ 12:37 
This one is just a gun, there really shouldn't be a reason why it wouldn't.
TK423 21 jun, 2019 @ 11:58 
Most Long War 2/Pavonis mods and files are incompatible with controller. Does this work with controller?
Agrippa HX 1 feb, 2019 @ 1:31 
Yup.
Orionox 31 jan, 2019 @ 4:27 
is this working with the most recent update?
Lux Manifestus 24 jan, 2019 @ 12:44 
A tactical legacy version would be cool. Any artists up for it?
Birb 24 dec, 2018 @ 23:03 
is there a way to keep the look of the tier one but have the tier 3 stats?
tilarium 14 nov, 2018 @ 9:44 
@Deadput Oh, I thought you meant that it was flagged in the files to only be used by certain classes. I remember back when XCOM 2 first came out that I edited the files so that the main rifle could be used by anyone. Figured the same would have been do able with this as well. I just don't remember how I did it LOL
Hohen 14 nov, 2018 @ 6:40 
It looks like A Better Barracks's Advent SMG and this SMG use the same item tag "smg_conventional." I *think* that's the reason it doesn't show up with ABB.
Deadput 11 nov, 2018 @ 20:32 
tilarium

There is nothing to change I'm talking about the behavior the gun already has
Agrippa HX 11 nov, 2018 @ 19:22 
@Deadput — Great to know! Thanks!
tilarium 11 nov, 2018 @ 18:45 
Been awhile sense I fiddled with the various game files... what is it I need to change to tie it to the regular rifle to allow other soldiers to use it?
Deadput 11 nov, 2018 @ 18:09 
Their tied to assault rifles, SMG's are under the same weapon type as an Assault rifle that's why anyone who can use an assault rifle can also use an SMG.
Agrippa HX 11 nov, 2018 @ 17:55 
I can't recall ever seeing a breakthrough for SMGs with this mod, so I think not.
Soory Charlie 11 nov, 2018 @ 13:03 
Does this include breakthroughs?
Pgtips 5 nov, 2018 @ 13:29 
to the people saying it doesnt show up with a better barracks it does just the only person who can equip it is the skirmisher @tilarium @Matayus22 @Hixlysss
Abexci 22 okt, 2018 @ 1:09 
Works like a charm - and an amazing addition to the game in every way!