XCOM 2
A Better Barracks: Custom Weapons Support
56 Comments
p6kocka Nov 16, 2018 @ 10:42am 
OK. I didn´t want to wait and I have ported this mod for A Better Barracks TLE:
https://steamcommunity.com/sharedfiles/filedetails/?id=1566370449
Vex Nov 12, 2018 @ 7:12pm 
are there any commands for this mod?
p6kocka Nov 11, 2018 @ 11:06am 
@Zamster
Could you pls update this mod pls?
Norpal Oct 26, 2018 @ 10:09pm 
Yeah, this doesn't work properly anymore. I'm using the Resistance Weapons Pack, and they only adopt the basic attributes like damage, clip size, and crit from ABB. More special stuff like the different firing and loading mechanics aren't there. Damn shame.
Tyrant Oct 14, 2018 @ 1:57am 
I'm guessing this probably doesn't work with ABB: TLE?
Dasta Jun 22, 2018 @ 1:32pm 
Don't suppose there's a way to support the Halo Weapons Medley (All the weapons of Halo Reach Weapons + a couple more)

https://steamcommunity.com/sharedfiles/filedetails/?id=1126904015
Smoothskin May 28, 2018 @ 2:59am 
Does Titanfall's support still work? It's been updated twice, adding "weapon ability names" and "fixing Grim's Loot support"
Assault Unicorn Mar 16, 2018 @ 2:55am 
Will you patch the updated Republic Era Weapons mod?
Tyrant Feb 26, 2018 @ 5:39pm 
DerBK has given up on any sort of integration or compatibility patch with MOCX... any chance you could do it?
Zamster  [author] Feb 25, 2018 @ 11:57am 
Sorry for the delay, looked at the mod and I don't really know what would happen, since the weapon is added as a loot drop to a specific new enemy. I think it could work but no promises.
You could test it (but be warned that it would be overwritten if i would push an update) by adding the three weapons to one of the XComCustomWeaponsSupport.ini currently in the mod.
p6kocka Feb 19, 2018 @ 7:47am 
@Zamster
Is it possible for me to make Advent sniper rifle from mod Advent sniper compatible?
Can I do this by myself or not pls?
Zamster  [author] Feb 9, 2018 @ 8:19am 
The Scout: I currently don't have any plan for that since smg/laser/coil is now supported natively by ABB
Fantasy System Feb 9, 2018 @ 4:25am 
can you please add support for Weapon Tier Overhaul for War of the Chosen
Zamster  [author] Jan 28, 2018 @ 4:28am 
@Muted & @Gomorrah: I talked to DerBK and he is currently integrating them fully into the mod instead with schematics, costs, their own tiers etc. So I will lay off on fixing it for now and remove them later when he is done.
Gomorrah Jan 28, 2018 @ 4:13am 
A bit of an update; So I just got the Resistance Firearms mod, started a new game, and those are showing up just fine, both primary and secondary weapons. Still no SMG.

I then un-subbed from this, started a new game, and the SMG's are still gone. The Resistance Firearms Weapons are there, just with normal values.
Gomorrah Jan 28, 2018 @ 2:57am 
Hey gang. I also appear to be having issues with weapons not appearing in the baracks. This is happening with the Long War SMG's; the conventional variant just isn't there, nor is the mag when i build it.

I'm also using the Merc Plasma Weapons and Laser Pack, but I haven't gotten far enough to test if I'm having the same issue with those.

As for my mods list, it's very expancive, but the Alt XCOM 2 Launcher isn't showing any conflicts with any of these mods.
Muted Jan 27, 2018 @ 12:16am 
Hey, not sure what the problem is, since I don't see anyone else having it, but I can't equip any of the laser weapons, except for the pistol. After researching and building the assault rifle, smg, machine gun, etc. they don't show up under available/equipable items, except that the sharpshooter can equip the pistol. Any idea what's up? The only mods I have on are the "A Better X" series, this mod, and a couple of these weapon ones. I have some voice onces, but I don't see how they could affect it. Any help is appreciated.
Tyrant Jan 24, 2018 @ 2:05pm 
Ah, my mistake, thank you.
Zamster  [author] Jan 24, 2018 @ 1:39pm 
Is the reason why adding the ETC weapons would be so much more work, the existing tech progression is modded and new ones are added. So these won't be compatible without reworking the current code.
Zamster  [author] Jan 24, 2018 @ 1:38pm 
The thing is that all the packs above are only changed to have the same stats/abilities as those in ABB, so since the laser and coil gun packs by default are only additional tier 3 weapons, no techs are added.
Tyrant Jan 24, 2018 @ 10:36am 
this one makes it cosmetic though, whereas the packs you added add the tech and stuff?
Zamster  [author] Jan 24, 2018 @ 9:18am 
Robutt: I have already added the coil, laser (and smg packs) that is required by that mod, so I don't think that one is needed?
Tyrant Jan 24, 2018 @ 8:57am 
Would this one be doable? http://steamcommunity.com/sharedfiles/filedetails/?id=1267164077
It makes the LW stuff and coilguns cosmetic.
Xiziax Jan 13, 2018 @ 1:05am 
Okay, thanks.
Zamster  [author] Jan 13, 2018 @ 12:11am 
Xizaz: I tried adding the ETC weapons, unfortunately (in this case) RealityMachina has added new research and tinkered with the progression. So for now I wont be adding these.
Jin Usigami Jan 12, 2018 @ 7:32pm 
@zamster Sorry, I assumed there was some other functionality here between the better barracks weapon abilities and such - I'd like to still make customized weapon profiles along with enabling full support for ABB functions. With the firearms pack I like the idea of each individual weapon having a slightly different statline but I don't want to sacrifice full compatibilty.
kbecker797785 Jan 12, 2018 @ 11:30am 
Thanks for making the update!
Zamster  [author] Jan 12, 2018 @ 10:41am 
Jin Usigami: Might have misunderstood you, but that's the whole point with this mod? Since it changes other modders weapon packs to the same damage/slot/abilities as the weapons of the same tier that ABB have. If you don't want that, don't play with this one ;)

Xizaz: Will try to look into it over the weekend.
Jin Usigami Jan 11, 2018 @ 8:13pm 
One of the most fun aspects of using custom weapons like the halo reach weapons is modifying the individual stats of each of the weapons, but with this mod the stats all seem to revert to default category values despite changes made to their original config files. Is there a workaround? Also with this mod enabled some weapons no longer have upgrade slots, is there a fix?
Xiziax Jan 10, 2018 @ 10:28pm 
Hi, Zamster. Very helpful mod. I wanted to know if you had plans to add support for the ETC Weaponry for WotC mod? http://steamcommunity.com/sharedfiles/filedetails/?id=1262314149
Zamster  [author] Jan 6, 2018 @ 10:00am 
kbecker797785: Added coil, laser and smg weapons :)
Do note that smgs are considered assault rifles at this time since ABB doesn't have inbuilt support for them
kbecker797785 Jan 5, 2018 @ 8:27am 
These should be cosmetic plasma replacements, so tier 3. Thanks!
Zamster  [author] Jan 5, 2018 @ 8:14am 
kbecker797785: Since I currently "copy" all the settings/abilities from one of the CV, MG, BM variants (depending on tier etc), how would you like it to work with these ones? E.g. should these be considered tier 3?
kbecker797785 Jan 3, 2018 @ 2:15pm 
@Zamster,

Is there plans to support the new coil guns mod? http://steamcommunity.com/sharedfiles/filedetails/?id=1253939617
Zamster  [author] Jan 2, 2018 @ 8:51am 
Yeah sorry, I thought DerBK had implemented it already, but saw that he was chatting with RealityMachina about it today.
Tyrant Jan 1, 2018 @ 6:01pm 
No, his solution was just removing the weapons from the loot tables completely.
Zamster  [author] Jan 1, 2018 @ 12:23pm 
@Robutt: The thing is, that I can't change the weapons since they are used by both XCOM and MOCX, so then MOCX weapons will no longer do the correct damage (and have the correct AI for handling the abilities they are equipped with). Therefore DerBK did it by separating the weapons into a XCOM variant and a MOCX variant (if I remember the implementation correctly).
Tyrant Dec 25, 2017 @ 12:47am 
Right now MOCX's weapon stats are considered overpowered, hence this:

http://steamcommunity.com/workshop/filedetails/discussion/1156798529/1500126447399932254/

Would you be able to address this in your mod so that disabling them as loot drops isn't necessary?
Paradox Law Dec 16, 2017 @ 1:47pm 
Thanks
Zamster  [author] Dec 16, 2017 @ 3:33am 
@Bdbrown6900: Sorry for the big delay, DerBK have already inlcuded the advent weaponary from that mod, so don't think the separate mod is needed
Zamster  [author] Dec 16, 2017 @ 3:31am 
@Robutt: Yes, no new weapons was added in that update
Tyrant Dec 10, 2017 @ 11:44am 
Is this compatible with Resistance Weapons 1.100?
Paradox Law Nov 6, 2017 @ 3:04pm 
Any chance of adding CombatMedics Total ADVENT Weaponry - WOTC mod to this?
Paradox Law Oct 11, 2017 @ 11:38am 
I was afraid of that.
Zamster  [author] Oct 11, 2017 @ 9:28am 
@Captain: Thanks, fixed it so that they now cost 2 AP to fire :)
Zamster  [author] Oct 11, 2017 @ 9:04am 
@Bdbrown6900: Have you tried any of his weapons in WotC? From what I can gather from the comments on the different weapons, they doesn't seem to support WotC :(
Zamster  [author] Oct 11, 2017 @ 9:01am 
@p6kocka: How do you mean you can't upgrade them? I haven't changed how weapons are uppgraded so it should work as before
Captain Oct 11, 2017 @ 1:48am 
I'm using this with titanfall weapons, but they I can still fire heavy weapons after moving? They have their attack labelled as 'fire heavy weapon' and have -1 upgrade slot, but both snipers and cannons can fire after moving. Not a huge deal because I can simply choose not to, just strange.
Paradox Law Oct 10, 2017 @ 4:20pm 
Any chance of getting AoD_lexandro's Mass Effect 3 weapons added?
Arad Oct 9, 2017 @ 5:03pm 
WOO. Thank you so much!