XCOM 2
Weapon Tier Overhaul for War of the Chosen (Add Coil and Lasers anywhere)
196 Comments
b9thirty99 Apr 12 @ 5:30am 
Does this work with TLP dlc weapons too?
James Stone Apr 4 @ 11:52am 
So, weirdest thing has happened. I've researched lasers and the weapons haven't appeared on my weapon options, nor have they replaced the old weapons (magnetic in my case). I'm a bit lost on how to fix this.
khumak Mar 30, 2022 @ 10:58pm 
I believe the models used for this mod were created for vanilla Xcom, not WOTC so there aren't any laser or coil versions of the Reaper or Skirmisher weapons. They do still get Mag and Plasma though, but they basically skip the laser and coil tiers. The Templars weapons are based on the armor upgrades so they only get 3 as well.
Valvatorez(Cox Cable = awful ISP Aug 29, 2021 @ 4:06pm 
@GodBrand
KnaveOfSpades seems to have left Steam and his mods abandoned. So no issues will be fixed.
White Wolf Jul 1, 2021 @ 6:24am 
@luis-milan1995 I'm having that same issue too, I was hoping that I could look here in the comments to find a fix or something for it :(
I hope it gets resolved soon.
GodBrand Jun 16, 2021 @ 12:08pm 
@KnaveOfSpades Wanted to report an issue. I only have this mod installed along with the prereqs for LWOTC. I'm using AML to launch the game as well. I also have the dependencies required for this mod. For some reason, the Laser Assault Rifle, and all other weapons are costing me Elerium even when I have this set to No in the mod config menu. Followed steps 1-5 and game didn't crash. I also messed with the XComWTO_Techs.ini file for the weapons not to cost anything but it still is. Anyone else getting this?
luis-milan1995 May 15, 2021 @ 5:08pm 
I have a problem with the lasers weapons, I already researched the technology in the lab and bought the upgrade but they don't appear to equip them, does anyone know what the problem is
gravdestroyer May 2, 2021 @ 2:00pm 
Can you change the cosmetics? Like plasma and laser weapons have swapped models but same stats.
Gunner7894 Mar 29, 2021 @ 4:44pm 
idk i cant seem to get a laser version of those guns, soo my reaper and skirmisher falls behind in dps and i dont want to bring them into battle because that cant handle those tanky units
Gunner7894 Mar 29, 2021 @ 4:43pm 
does this mod add a model for the vector rifle, bulbup, or auto pistil
khumak Mar 1, 2021 @ 1:09pm 
Fantastic mod. I love the variety, and I had forgotten how much I miss the mobility boost from the SMGs from the original Xcom til I added this and the prereq SMG mod. Great job.
Bocaan Feb 15, 2021 @ 5:48am 
hmm is it possible to set them up as a dual tier? like having 2 weapon paths say Conventional being base then upon reaching the point you get meg rifles you can get say meg rifles or laser rifles then once you hit the plasma weapons you get plasma or coil types but they are locked off so adding in a kind of dead end meaning you either go energy or projectile but cant have both?
NickSheperd Dec 27, 2020 @ 7:12pm 
So it seems this laser weapon mod has similar issues to others, namely the sound for the pulse cannon is gone, and the pulse pistols that have return fire on them can't do standard shots. Is this some kind of conflict, or is the base mod that all these other mods use just partially corrupted?
SuperDigga Dec 10, 2020 @ 8:25am 
OK i did download Coilguns for WotC before I found this mod. Im still in ballistics Tier 1 technology. Is it safe to uninstall it and install this?
AndrewMV Dec 5, 2020 @ 3:00pm 
Pretty perfect for harder campaigns but there are some annoying things like laser always being on the top of the sorting.

Also compability with grimy's would be awesome, even though is easy to make it work.

Still better than the coil and laser pack.
Aulis Vaara Oct 27, 2020 @ 12:34pm 
Suggestion:
- Add an option to count SMG's as Bullpups.
AZL4N Oct 9, 2020 @ 7:20pm 
What about using laser and coil as "side-grades" for the weapons tiers?
So it becomes
Conventional -> Mag and Laser -> Coil and Plasma.
I can see energy weapons having flat damage values and ignoring armor and shields, but being unable to crit (damage is applied to the surface and it "cooks" the enemy). Projectile weapons have the greater damage potential (hard to argue with a hole through the head), can crit, but can still be blocked by armor and shields.
This allows for greater load-out variety and more tactical options.
Dragon32 Apr 26, 2020 @ 2:58pm 
@KarmabearKG
Are you basing that on the UI alone? Try this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1281427768
KarmabearKG Apr 26, 2020 @ 1:16pm 
The Coil SMG doesn't add mobility like all the other smgs. Not sure how to change something like that otherwise i would fix it myself. Just a heads up.
Scroller Apr 5, 2020 @ 9:37am 
... In particular, how do these weapons interact with the weapon modifiers from RPGO?
Scroller Apr 5, 2020 @ 9:35am 
Does anyone have knowledge of what works or does not work from this mod with RPGO? I am keen to add this one but would like to know what to expect so I can maybe work around any issues. Thanks.
MrMister Mar 27, 2020 @ 2:06am 
Could it be possible to add an option to require you to buy the schematics of a tier's weapon type before you can buy the next tier's?

@AdrenaHawk I think the price thinguie might be because this mod's prices follow LW2's, which are the same (I think) in Legendary but have way less of a difficulty discount at lower difficulties.
Valvatorez(Cox Cable = awful ISP Dec 24, 2019 @ 12:43am 
It also some how turned the TLE weapons into Laser weapons. Had to cheat by making classes come with them to get them back.
AdrenaHawk Nov 23, 2019 @ 1:47pm 
This mod is a really cool idea, but the bugs make it very annoying.
-Laser weapons are the preferred tech when soldiers get unequipped, regardless of tech level reached.
-Weapons in inventory sometimes upgrade to the next tech level, sometimes don't, making weapon attachments a risky choice until you get max tech.
-Lasers and Coilguns are priced way higher than Mag and Plasma weapons regardless of placement in the tree, unless you do config file editing.
-Engineering schematics and weapon inventory stay listed forever, making huge clutter in the UI, regardless of MCM options.
Koboldjäger 212 Oct 21, 2019 @ 10:09pm 
Where can I find the template names for these weapons?
Dragon32 Oct 15, 2019 @ 8:53am 
@Zero747
I don't believe so, although those existing breakthroughs do smush the tiers together a bit. These weapons do (IIRC) get affected by the e.g. pistol and rifle breakthroughs though.
Zero747 Oct 14, 2019 @ 7:40pm 
Does this also add breakthroughs boosting laser and coil weapons, similar to the existing ones for conventional, mag, and plasma?
Lebowskichild Oct 11, 2019 @ 3:32pm 
As others have stated below, it seems there is either a problem with this mod adding the UI element to show the added mobility bonus stat in the loadout screen for at least the laser smg or the problem is caused by a conflict.

In tactical play the bonus is actually present however.

I use the mod suggested below by Dragon32 and the problem still remains. Just thought I'd let others know.
davidhut1977 Oct 4, 2019 @ 7:34am 
@Dragon32 thats great, many thanks!
Dragon32 Sep 12, 2019 @ 9:07am 
@davidhut1977
Are you basing that on the UI alone? Try this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1281427768
davidhut1977 Sep 12, 2019 @ 7:49am 
How can i add the +3 mobility to the subcoiler? p.s. this mod is really good, thanks for making!
Valvatorez(Cox Cable = awful ISP Aug 23, 2019 @ 4:33pm 
Anybody know how to make Lasers available with the CV tier? Since I just changed the game to give Rookies the Laser Rifle and it doesn't make much sense not being to able to have them from the start.
EvilPolygons Aug 19, 2019 @ 4:57am 
Found a bug. After adding this mod, the Unequip Utility Items button in the squad select screen now unequips the original magnetic tier weapons in addition to utility items. This bug doesn't seem to affect the modded laser and coil tier weapons, just the original vanilla guns.

It's really annoying having to reequip everyone's guns just because I need to free up some utility items. I know it's this mod causing the problem because the default weapon tier the game falls back to it the laser tier, even though magnetic weapons have been unlocked.

So that's 2 bugs, I guess. 1) The unequip utility items button should NEVER affect weapons, and 2) your modded weapon tiers are being prioritized over vanilla tiers even when they are a lower tech level.
MrMister Aug 5, 2019 @ 9:34am 
Unlike the three default tiers', laser and coils schematics' costs don't scale with difficulty - they stay on the legendary pricing scale.


I know we can just edit the prices in the ini ourselves, but I'm not sure if we can add in a difficulty modifier as well or if that'd need to be on your end.
Dragon32 Aug 2, 2019 @ 1:38pm 
@MrMister
Are you basing that on the UI alone? Try this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1281427768
MrMister Aug 1, 2019 @ 12:28pm 
Uhm, could it be that you are not adding the +3 mobility bonus to laser and coil SMGs? Since you don't seem to be taking the vanilla tiers' SMGs' mobility away either, this seems like an oversight.
MrMister Aug 1, 2019 @ 7:25am 
Correct me if I'm wrong, but might it be that pulse and coil pistols don't have visual attachements?
Dragon32 May 27, 2019 @ 12:32pm 
@Larsen:
I reported similarly at the end of March, no response from KnaveOfSpades since then. So I think this mod is provided as is with no updates or fixes in the pipeline.
Larsen May 27, 2019 @ 12:28pm 
Just upgraded to Coil weapons, and the Weapon Upgrade i have on tier befor did not pass over to Coil weapons and my troops wont auto upgrade to new weapons aswell.
Zypher May 16, 2019 @ 11:40am 
Hey i edited the ini files to put Laser after Mag and Coil after Beam, so edited the stats for those to be stronger. But it appears that the mag weapons now have the stats of the Lasers, making way more damage than they should be, even though i didnt change the vanilla weapon tiers at all. Could it be because of the damage type part? Or what could be the case? i dont want my second tier weapons so overpowered that they kill everything in one shot
Kronos 27 May 10, 2019 @ 9:40pm 
Will the Magnetic and Coilgun tier replacers work with this as a base mod instead of the two stand-alone laser and coil tier mods?
Nitsah May 5, 2019 @ 4:20pm 
work with grimy?
kingarthur772 Apr 30, 2019 @ 1:49am 
Now I can research the Laser-Guns after I have Researched Modular Weapons. Esp. for a Game on Commander and the enabled Difficultys Firaxis build in WotC / TLP (more HP and Armor for Enemys etc.)
kingarthur772 Apr 30, 2019 @ 1:47am 
Found the Mistake. I have to delete the following Mods from the Workshoplist:

a) Laser-Modification for WotC (unoffical)
b) Coil-Gun-Modification for WotC
c) Laser-Coil-Gun-Images or what it is called for WotC

completely. If they are in the list (dosen´t belong they are on / off) the big Mod here won´t work.
kingarthur772 Apr 29, 2019 @ 12:16pm 
Not for Lasers. There is Modular Weapons on. After that the Magentic Weapons requires Lasers.

For the Coil Guns only Elerium and Magnetic Weapons, and for Plasma Laser, Coilguns and Elerium.

Dragon32 Apr 29, 2019 @ 9:27am 
@kingarthur772:
Have you modified the research requirements? Been a while but I think laser weapons research appeared for me straight after researching Modular Weapons.
kingarthur772 Apr 29, 2019 @ 5:48am 
Are there a Date or something we can see when the Lasers will come? Im in the 3rd or 4th Month now and fighting still with conventional Weapons since Gamestart. Nothing changed for Lasers and Magnetic Weapons since Gamestart.

Got allready all researches for the ADVENT-Troopers and the first Aliens I met, as well as for the first 3 Storyline-Requirements.

Build up the Testcentre, the MedicStation, the Laboratory, the Resistance-Ring, the first Energy-Relais as well as the Guerilla-Training Centre in the Meantime. The Workshop is underway too.

And I am playing on Commander-Level with extra difficultys enabled which the Game offers already.
kingarthur772 Apr 26, 2019 @ 4:06am 
I use the conventional Design which was done by LW-Modders, which have done the seperate Laser and Coil-Gun Mods für XCom 2 and the Add-On WotC.

I used the seperate Laser-Mod while playing XCom 2 with the 5 smaller DLC´s before DLC WotC comes out. And I have Ended XCom 2 "Standard incl. the smaller DLC´s" only with Lasers. :steamhappy:

So I try this Mod now and begun a new Carrier with Commander-Level, more adjustments (more enemy Health, longer Timers and such) with all DLC´s enabled. Only the normal Missions and Shen last Gift (played SlG yesterday evening) were very interesting to play.

If I had the Lasers for the Mission it were much more easy to make. But I made it with Conventional Weapons (Modular-Weapons already researched), which was a very funny challange. Esp. with the special adjustmens on.
Obdulio Apr 19, 2019 @ 12:11am 
Any chance to a make TLE version where the TLE weapons are in the tier? Perhaps since they look so weathered they could be what you start with TLE CV to Vanilla CV to TLE Laser to LW2 Laser to Magentic to Coil to TLE Plasma to Vanilla Plasma.
Nitsah Apr 6, 2019 @ 1:08am 
How do I edit the config to have more than 1 upgrade slot?