XCOM 2
[WotC] Richards Weapon Pack [Old, Unsupported]
97 Comments
Retheri Jul 10, 2023 @ 8:33am 
@Gentleman I checked the note and SMG definately has a range table. It uses the range table of shotgun/bullpup.
Gentleman Jun 13, 2020 @ 11:03pm 
huh I don't know if I'm missing something but the smg weapon in this mod doesn't have a weapon range. Pretty sure the creator doesn't care about this mod anymore and not gonna fix it but if anyone else wonder why your not getting 100% shot chance or really close to it but get a high 90% from sniper distance it could be that there is no weapon range for the smg.
TannerA Feb 26, 2019 @ 6:44pm 
can this support Resistance Firearms ?
Kevin Flemming Feb 26, 2019 @ 1:13pm 
I appear to be getting a lot of ":img" previews of the weapons and them not appearing when equipped. WOTC, and I don't have the LW SMG mod installed.

These are the weapons not working correctly:

DMR x 2 (certain there is only meant to be one?)
Battle Rifle
Combat Shotgun
SAW
Combat Blade
Handgun x 2 (again, only meant to be one?)

Aside from some Mass Effect weapons (which work fine), I don't have any others.
SHERmaan Jan 22, 2019 @ 11:24am 
This is some amazing work man, keep it up!
Dark_Wolf985 Jan 10, 2019 @ 6:44am 
@Richard Any way you could add mobility/detection bonus toggles/value configs for all weapons? I'd love to use these weapons as replacement for the vanilla ones since I could rebalance the entire weapon system with these. Thanks for the work brother!
Wolf-Rayet Nov 20, 2018 @ 10:46pm 
Thanks for this it looks great so far!
Deadput Nov 17, 2018 @ 7:27pm 
Don't know much about your plans in general but besides what's already been recommended (Sparts stuff, Plasma weapons mod) Veehementia has been porting some old X2 weapon mods for wotc including some of Spart's stuff. https://steamcommunity.com/id/veehementia/myworkshopfiles/?appid=268500&p=1&numperpage=30


The 40K Autogun mod for now has a weapon with visual weapon mod support and looks like it can fit in the X2 aesthetic quite well, problem is it's only a Conventional weapon model for now https://steamcommunity.com/sharedfiles/filedetails/?id=1565020466

Don't know if I can link it here but the LWOTC team were working on a weapon pack and have a version on their github with plenty of models, haven't got to far with them but there might be something there you could use.
Lithe Nov 8, 2018 @ 5:28am 
@Richard, I think so, but I haven't had the opportunity to comprehensively test.
Richard  [author] Nov 7, 2018 @ 12:09pm 
@lithe it might be possible to make them their own type like how the lw secondary weapons function. Does the +2 mobility still take effect.
Lithe Nov 1, 2018 @ 9:41am 
@Richard, had an opportunity to test this mod with RPGO, and the weapon classes definitely clash with one-another. RPGO still classes your SAWs as Cannons, and so applies the -25% movement penalty despite their niche being that they are lighter and more mobile.
Lithe Oct 26, 2018 @ 11:47pm 
Functional differences between multiple types of weapon and new weapon types that fit a wider array of tactical niches is one half of my idea for the the ideal overhaul to weapons technology in XCOM 2, just so you know why this mod excites me so much.

The other half is a flattening of the weapon tier system, giving each type of technology- conventional ballistic, electro-thermal chemical, mag weapons, plasma, coilguns etc. it's own unque set of advantages and disadvantages rather than making each new technology be a strict improvement and obsoleting everything before them. Making Plasma weapons Just Better than Mag weapons is kinda boring IMO. I want a reason to use more than one technology, and differing capabilities creates more choice for the player.
Lithe Oct 26, 2018 @ 8:00pm 
RPGO tweaks the base weapon types' functionality to make them more distinct. Assault rifles get Autofire, shotguns take penalties against targets in cover, sniper rifles don't need 2 AP to fire and give Squadsight, cannons impose a movement penalty- whole bunch of stuff. https://steamcommunity.com/workshop/filedetails/discussion/1280477867/1693785669848910158/
Richard  [author] Oct 26, 2018 @ 8:44am 
@lithe i dont use rpgo what changea does it need make to weapons? Ia it like squadsight being a sniper perk etc?
Lithe Oct 26, 2018 @ 5:40am 
Another modder released EU plasma weapons recently, maybe you could ask him. Or the TLP plasma weapons could suffice. Spart's kitbashes really do look amazing, easily beating out vanilla mag weapons in terms of aesthetics IMO.

Either way, I definitely think the workshop needs a mod like this. I've been waiting for a proper arsenal expansion for a long while now, and I think your work is great. My only real concern is if this will be made compatible with RPGO given that mod's changes to the base weapons.
Richard  [author] Oct 22, 2018 @ 12:50pm 
@Pgtips yeah but as far as I am aware it doesn't have plasma tier models and theres only the magnetic model for the carbines.
Pgtips Oct 22, 2018 @ 12:10pm 
well not just for the shotgun but for more weapons there is https://steamcommunity.com/sharedfiles/filedetails/?id=693945557 but they haven't been updated and balanced i would rather you balance the weapons seems you know what you are doing so it seems and the models in that one seem good but idk if they are to your liking
Richard  [author] Oct 22, 2018 @ 11:48am 
@Pgtips if I can get a model for it it can always come back.
Pgtips Oct 22, 2018 @ 6:56am 
true but just having more choice is always good right?
Richard  [author] Oct 22, 2018 @ 2:26am 
@Pgtips I had no model for it and the TLP weapons didn't seem to fit the auto shotgun or hunting shotgun roles so I've gone for the combat shotgun which I guess does sort of replace the hunting shotgun. When I was playing with the auto shotgun before I did get some use out of it but due to the range it's somewhat difficult to get 2 shots off with it in a turn.
Pgtips Oct 21, 2018 @ 10:14pm 
also did you remove the auto shotty (lower damage and more range fall of but fires for one action) any reason?
Pgtips Oct 21, 2018 @ 9:52pm 
thanks for confusing the hell out of me i have been putting a mod list together for the last few days and was testing another mod and was looking at weapons and was confused where they came from anyway thanks for keeping this mod going i love all your mods
TannerA Oct 21, 2018 @ 6:00pm 
coolness
Richard  [author] Oct 21, 2018 @ 5:41pm 
I completely overhauled this mod, sorry in advance.
See Changelist in Discussions here;
https://steamcommunity.com/workshop/filedetails/discussion/1416213922/1735468061771590613/
As a sidenote this now contains the LW SMG XCOM Mod within so will conflict with that mod now so don't use this mod and that mod together.
TannerA Oct 16, 2018 @ 3:53pm 
Cool Dude!
Richard  [author] Oct 16, 2018 @ 3:45pm 
I'm going to be changing this mod a bit in the next couple of days. Now that we have the TLP models I'm going to utilize those and add/remove weapons currently in the pack. I'm also going to be rebalancing the base game weapons and including the LW SMG along with DLC and Faction weapons. I've been looking at the LW1 weapons and Derbks A Better Barracks and I'm going to use some of the ideas from that.
TannerA Oct 16, 2018 @ 3:38am 
sorry
Richard  [author] Oct 16, 2018 @ 3:28am 
@tannerreed97 no the machine pistol is a primary, I want to work it like a TMP sort of thing. The Templar already has the autopistol as a secondary so there's not much point in using it for that.
TannerA Oct 15, 2018 @ 8:11pm 
Is the Machine Pistol going to be a secondy weapon?
TannerA Oct 5, 2018 @ 4:39pm 
any updates
Richard  [author] Oct 2, 2018 @ 11:21am 
@Lithe by different weapon tiers do you mean like laser or coil? Currently I don't even have models for the base tiers so I don't plan to support these.
Also in general with the Tactical Legacy Pack on the way It'll be interesting to see how they implement the "old" weapons into the main campaign.
Richard  [author] Oct 2, 2018 @ 11:19am 
*Update*
Some balance changes and slight reworks to the weapons.

-Auto Shotgun
Damage changed to 3-5 / 4-6 / 5-7.
Ammo capacity changed to 5.
Now uses Shotgun Model (for now).
Can be fired for a single action, allowing multiple shots to be taken in a turn.
Increased the range penalty slightly.

-DMR
Mobility increased to +2.
Now uses the Reaper Vektor Rifle Model (for now).
Removed Snapshot for now, it's still in the code but I felt it was too much of a penalty.

-Hunting Shotgun
Uses Shotgun Model (for now). So no more Alien Hunters dependancy.

-SAW
Mobility increased to +2.
Lithe Sep 4, 2018 @ 8:10am 
I absolutely love the idea of this. XCOM's arsenal desperately needs a bit of diversity. I hope you coontinue development.

Do you have plans to alter the different weapon tiers?
leman42x Aug 7, 2018 @ 5:27pm 
cant wait to see what else you got planed. Maybe new Flame Throughers...? Fingers Crossed
Richard  [author] Aug 7, 2018 @ 12:24am 
@Flamingcheesepie damage and spread should be found within the ini, it also has a mobility value so just make sure you're not editing that. The SAW also does plus one (the value that says 50) which gives it its 2-5 range instead of a 2-4 range. The weapons benefit from research upgrades equal to what category they are in so the SAW is a cannon so it gets the cannon +1 research (and should get the attachment one too). Most of the new weapons are classed as assault rifles. Models will come when they come.
Flamingcheesepie Aug 6, 2018 @ 8:00pm 
Also, something I just remembered that was on my mind; are there breakthroughs that increase their dps/attachments specifically, or do they work off of base rifle upgrades? Or, do they just not get such bonuses at all?
Flamingcheesepie Aug 6, 2018 @ 7:57pm 
Just wondering, in the .ini files can I edit the spread of the SAW? I wanted to make it 3-5 damage as opposed to 3-6 (I edited the damage with +1 but gave it -2 mobility in response). Also, any idea when new models will be added for the weapons? It's kinda weird to not recognize the weapon my unit is wielding at first glance, and there are lots of skins already online (unless you're making your own, in which case cool beans). Not trying to pressure or anything, just genuine curiosity! Keep up the good work.
José Aug 6, 2018 @ 4:33pm 
@Richard. It's a start, thanks. Got the Unreal Engine to in case more extensive work is needed, and it's surprisingly eary to work with, So I'm probably gonna go that route if I have no luck.
Richard  [author] Aug 6, 2018 @ 6:10am 
@Jose never edited the models before myself only icons. People seem to say they use blender if thats any help.
José Aug 5, 2018 @ 2:25pm 
@Richard: Can't wait to see your results. I'm trying to do an expansion for SPARK weapons, but I'm not making any ground. Care to point me in the right direction towards forum posts or docs that'd let me do something other than stretching?
Richard  [author] Aug 5, 2018 @ 12:05pm 
I'll have a go at messing with this when I get some time, Ideally I'd like to take a go at actually doing my own kitbashes. I'd like to get the attachments to visually show up first though.
James Jul 31, 2018 @ 11:24am 
Definitely think it's worth tapping up Spart to borrow his kitbashes from the carbine and magnetic carbines mods.
Lynsis Jul 31, 2018 @ 9:40am 
heres hoping this will be jsut as good as ueiji's battle rifle mod, not gonna download yet though since it's using only placeholder models.
José Jul 11, 2018 @ 6:21pm 
Yeah, I'm hoping that this puts together some good kitbashes.
Joe Jun 29, 2018 @ 6:11pm 
Can't wait to see what this evolves into! Could be the perfect replacement for the Battle Rifle mod!
Azure Jun 29, 2018 @ 2:40pm 
Exalt weapons would be good to see again.
CommanderShepard153 Jun 27, 2018 @ 6:55am 
@Richard Perhaps we could fuse the Andromeda and Muton rifle models and animations for the Plasma SAW
miguelmonte2005 Jun 26, 2018 @ 5:38pm 
this and RPG overhaul? any chance of them getting along?
James Jun 25, 2018 @ 9:54am 
Hi Richard in response to not wanting to rip off other authors I am sure if you ask they will not mind. Some of the models are pulled from EU and others kitbashed from current assets. I think they would look good and match the existing weapons nicely in theme.
CommanderShepard153 Jun 24, 2018 @ 7:52am 
No ideas for the machine pistol, but I still maintain that Central's rifle is perfect for the SAW