XCOM 2
(WOTC+TLP) Three Tier Cosmetic Weapons - TLP Version
63 Comments
p6kocka Jun 19, 2021 @ 12:29am 
Thank you for the mod. Is it possible to:
1. have the magnetic and beam tiers ONLY after unlocking them through the campaign?
2. to have to build those 2 tiers after unlocking them
Is it possible pls?
P.S. I am using LWOTC
Shavy Mar 30, 2020 @ 9:29pm 
this mod confuses and angers me.
_b1ack0ut Jan 8, 2020 @ 11:29am 
Quick Question. This works for the AR, shotgun, etc, but should I want to put a rail pistol onto a class, or the tier 3 TLP pistol, theres only 1 of them, not infinite, in addition, the t2 regular pistol doesnt appear, ditto for the t2 conventional TLP pistol. how can I fix this?
루시퍼 Apr 16, 2019 @ 8:39pm 
i've set 'Generate_TLE_Tier2 = (Conv = true, Mag = true, Beam = false) '
and somehow only magnetic weapon shows up. anything i have to do more?
SoCaliber Feb 10, 2019 @ 1:01pm 
Great mod, works perfectly
DoesUntoOthers Dec 9, 2018 @ 9:36am 
Awesome thanks
PZ  [author] Dec 3, 2018 @ 6:23pm 
@DoesUntoOthers I have a mod for that now, too! https://steamcommunity.com/sharedfiles/filedetails/?id=1581968855
DoesUntoOthers Nov 15, 2018 @ 4:33pm 
Hey just curious, is there a way to display all the cosmetic variants but only for damage tier that I'm on. So like at Tier 2, I want to see the T2 damage equivalent of the all the skins, but no longer see the Tier 1 variants. So Seeing the Machine Gun with the tier 1 skin that has Tier 2 damage but not the machine gun with tier 1 damage and the tier 1 skin.
Blyatfield 2025 Nov 10, 2018 @ 12:52pm 
Okeeei, thank you very much, u saved my life, have a nice day!! ^ ^
PZ  [author] Nov 9, 2018 @ 3:52pm 
You have to copy some files around to get your ini changes to stick. Take a look here: https://steamcommunity.com/app/268500/discussions/0/1474221865185061226/
Blyatfield 2025 Nov 9, 2018 @ 4:19am 
As what u said, this mod is based on the standard weapons' stats, its meaning that if I change the standard weapon's damages also should be worked on this mod, but it still doesn't work the damage of shotgun, could u plz give me a tutorial for changing weapon's damage? thank you very much.
Blyatfield 2025 Nov 8, 2018 @ 3:15pm 
how can I modificat the shotgun's damage? I modificated all standard weapons' damage, but shotgun's doesnt work
PZ  [author] Nov 7, 2018 @ 5:52pm 
I'm sorry, I don't understand what you're asking.
panagiwthsrx8 Nov 7, 2018 @ 8:03am 
i use the abb mod!!!is this compatible with that?also if i add ur mod it will keep the derbks changes for example the cannon has 9 ammo i think and the spray ability ill have it for those?or the vanilla ones?
Captain Taz Oct 29, 2018 @ 8:10pm 
Good to know, thank you!
PZ  [author] Oct 29, 2018 @ 7:30pm 
Yes, you can edit the ini and disable certain tiers if you want to. However, this will interfere with weapon upgrading so you'll have to swap out your weapons by hand when you buy a new tier.

I made a quick fix for the bugged icons.
Captain Taz Oct 29, 2018 @ 6:40pm 
is there a way to set the cosmetic versions to only show up at the proper tiers? (T1 only showing ballistic, T2 showing magnet, and T3 showing plazma) only and not all 3 on all 3 tiers?

Side note, the metallic rifle's image in menus/bottom right of tactical view seems to have the normal rifle underlayed on the weapon image.
PZ  [author] Oct 26, 2018 @ 7:29pm 
@withmin
Yes. I use them both together myself, actually!

@Crasher563
I was finally able to consistently reproduce the problem myself. Due to various mod interactions I can't promise for sure, because I still don't know what was really causing it, but I fixed it for me anyway and I uploaded that fix. So hopefully that fixed it for you as well.
withmin Oct 26, 2018 @ 4:19pm 
Your MOD (WOTC+TLP) Three Tier Cosmetic Weapons and (WotC) Three Tier Cosmetic Weapons together working?
♂Crasher♂ Oct 26, 2018 @ 1:39pm 
So I'm having the same issues that Ardent and Sp3ct3r has. Don't have much to add except that I enabled this mod after having started a campaign, which may or may not be were the issue lies as you've discussed.

So to be able to use my savefile again i had to disable the mod, making all the guns from the mod invisible and do no damage. But after I turned it on after the mission the guns where back no problem. I'm just pretty scared to go do a long mission now. Anyways, thanks for the mod. <3
Sp3ct3r Oct 25, 2018 @ 5:37pm 
Ran a quick test with a fresh campaign, blazed through a couple missions, everything seemed to work fine on that one. Oh, well. Guess these awesome new guns will have to wait 'till i finish my current run.
Butler Oct 25, 2018 @ 5:15pm 
@PZ no worries, thanks for the reply!
PZ  [author] Oct 25, 2018 @ 5:01pm 
Oh and @Butler
They just get their stats from the normal game's equivalent weapon. Maybe someday I'll add an option to change the stats but I won't make any promises.
PZ  [author] Oct 25, 2018 @ 4:59pm 
You're probably right. I would also guess it's related to a mid-campaign install as the only time I've ever experienced the bug was just today, and it was after I'd been busily modding and added a bunch of new mods to a save.

After this, I started a new campaign and ran around in Gatecrasher a bit and saved, and then reloaded and nothing went wrong in that game. I also loaded a different save with different mods and that worked fine as well, albeit with the warning screen about missing mods.
Sp3ct3r Oct 25, 2018 @ 4:57pm 
Experiencing same issue as Ardent, here. Or similar, anyway. When loading a save in tactical mode, game sorta fast-forwards all the moves made, except it feels like it starts on the turn the save was made (as in, in the correct "state", so to speak) and does it in incorrect order, resulting in some... pretty wierd stuff. And after some testing i narrowed it down to this mod. Without it, everything runs just fine. With it, well, what i described above happens. Happens only in regular campaign, too, no funky stuff in Legacy Ops. Could this be somehow related to installing this mod mid-campaign, perhaps? Didnt test it on a brand new one.
Butler Oct 25, 2018 @ 2:07am 
Thank you for this mod PZ! Big fan of revolvers so i really appriecate this mod! i was wondering is there anyway i can edit the stats? (i have a daul wield pistol class that would like to use matching revolvers instead of one shadowkeeper beam for stats and one revolver.) Thanks mate.
mondomau Oct 19, 2018 @ 3:38am 
@ Ardent: I don't think it's anything to do with the mod since I was experiencing the weird fastforwarding and associated movement glitches before TLE dropped and on a recent unmodded playthrough of TLE. Are you using idle supression by any chance? That mod is causing crashes on late stage TLE campaign missions, apparently due to (surprise surprise) lazy coding by Firaxis.
PZ  [author] Oct 18, 2018 @ 1:43pm 
My older Three Tier Cosmetic mod handles those. The links are in the description above.
MantisUK Oct 18, 2018 @ 9:18am 
@PZ do you have a mod like this for the Alien Hunter weapons and the SPARK weapons?
REH_BlackJack Oct 18, 2018 @ 7:59am 
@ardent: I can at least confirm you, that you're not alone in this. i also had the "fast forward feature" and my game crashes when i try to load up a mid-battle savegame on the main game. Works fine when loading to the avenger.

I also tried to figure out which mod could come into conflict, no luck yet and so far most of my mods are only cosmetics related.
daylightless Oct 18, 2018 @ 6:02am 
Anyone know what the best mod would be to do this with armor?
PZ  [author] Oct 15, 2018 @ 1:26pm 
Yes.
Arnokill57 Oct 14, 2018 @ 8:47pm 
So these cosmetic TLP weapons are upgradable insted of the forced mods put on the default?
PZ  [author] Oct 14, 2018 @ 1:58pm 
New version! I've improved the visualization of weapon upgrades for the cosmetic weapons. They still aren't actually shown on the weapon model (because that would be more difficult) but now you at least get icons in the armory so the whole thing looks quite a bit better.
PZ  [author] Oct 14, 2018 @ 1:42pm 
@Arnokill57
Sounds like a good mod idea. Maybe you should grab the SDK and make it yourself!
CommanderShepard153 Oct 14, 2018 @ 6:40am 
@Arnokill57 Thanks. Tried to do that myself but for some reason couldn't interact with the discussions for some reason
Arnokill57 Oct 13, 2018 @ 9:21pm 
Yes CommanderShepard153. I have already submitted that idea to the modding forum. I want the lumpy plasma effects for ALL plasma weapons.
CommanderShepard153 Oct 13, 2018 @ 5:49pm 
I hope someone comes out with a mod someday that let’s you replace the vanilla plasma FXs with the TLP plasma FX. If only so we could keep the Plasma Minigun(unless someone can design a plasma minigun based on these designs).
spughett Oct 13, 2018 @ 11:51am 
Ah no worries, just figured I'd point it out in case someone knew what was up. If I find time maybe I'll test it further to see what combo is making it weird.
PZ  [author] Oct 13, 2018 @ 11:25am 
It is not this mod alone because I (and I presume others) run this mod and don't have that issue. So it's probably an interaction somewhere... those are, unfortunately, really hard to pin down, so I'm not sure how much help I can be.
spughett Oct 13, 2018 @ 10:42am 
Not sure if anyone else is experiencing this, but this mod seems to be causing a weird bug when I reload saves in Legacy Ops missions. Instead of starting me where I last left off, it will put me at the start of the mission and then kinda "fast forward" through each turn I made until I reach the point of my last save, if that makes sense. Sometimes this fast forward process crashes the game. It only seems to occur if I have this mod active; not sure if it's this mod alone or something interacting with it. Let me know if I can clarify the issue.
루시퍼 Oct 12, 2018 @ 9:11pm 
@PZ It helped so much thank you !
루시퍼 Oct 12, 2018 @ 9:10pm 
@Spotter
No, it add vanilla stat TLP version weapons.
Spotter Oct 12, 2018 @ 8:47pm 
Short version; This makes Vanilla Weapons, look like TLP ones. Correct?
PZ  [author] Oct 12, 2018 @ 7:55pm 
The TLP weapons are just the normal weapon names with TLE_ in front of them. And then a C and a number for the tier generated by this mod. So the TLP tier 1 conventional shotgun is C1TLE_Shotgun_CV, and the TLP tier 2 conventional sniper rifle is C2TLE_SniperRifle_CV and the tier 3 beam cannon is C3TLE_Cannon_BM and so on. i hope that helps. :D
루시퍼 Oct 12, 2018 @ 7:52pm 
hmm, i am not sure where to look weapontemplate name but i will try guessing with tlp localization
thx anyway!
PZ  [author] Oct 12, 2018 @ 7:45pm 
No, I didn't use localization because I didn't feel like it and every user is going to edit it themselves anyway. So the names just go in your regular XComThreeTierCosmeticTLE.ini
Datu Ambatukam al-Ambasing Oct 12, 2018 @ 7:43pm 
Any way to equip these skins by default?
루시퍼 Oct 12, 2018 @ 7:41pm 
is there localization folder in mod folder? only i can see is config,script,src folder
PZ  [author] Oct 12, 2018 @ 7:37pm 
You can add whatever lines you want. The template names are pretty easy to find: you can get them from the SDK source code, in the localization files, or in various lists of cheats (since additem takes template names)