XCOM 2
WOTC Weapon Re-balance
18 Comments
Elronhir Jan 9, 2024 @ 2:50am 
This mod is compatible with other weapon changes like "[WOTC] Iridar's Five Tier Weapon Overhaul" or "Psionic Rifle"?
Alpha115  [author] Aug 20, 2022 @ 9:14am 
@Beach Head B82 Originally this mod made it so Bullpups had medium range tables but since this only affects base game weapons and any mod weapons set up to use base game stats(Here's a hint not many modded weapon packs do this) I just defaulted to leaving the bullpup as a close range weapon. Mainly because having to manually adjust 50 config files to make other guns equal to the bullpups range changes got tiring really quickly.
Beach Head B82 Jul 22, 2022 @ 6:54pm 
Funny how Xcom Devs think a bullpup rifle is a close range only weapon because theyre typically shorter than carbines, but as a bullpup they're just as accurate over ranges comparable to carbines. Magazines behind triggers mean more barrel for accuracy
rodrigovivomazzeo Nov 5, 2020 @ 5:58am 
does this apply for other modded weapons? for example i have the mod of some nice weapon skins (destiny and other games) but cant use em cuz the current weapons are way higher in dmg. i just want to level them up to the dmg of the regular game weapons
Basilisk Oct 26, 2019 @ 10:49am 
Hey Zigomorfico, if I remember correctly the top 3 lines are for whats currently in the game and the bottom 3 lines are whats going to get replaced by the mod. But if you are unsure, just compare some other lines like the ones for swords for example. Just check if you see a change from 4/5/7 to 4/6/8.
Zigomorfico Oct 25, 2019 @ 11:19pm 
hi, i installed your mod but i want to change some stats in the config file, but it's kinda confusing, for example, the ; ## Ripjack ## section has like repeated entries? (dunno if i make myself clear, but its like 6 lines of code, when i expected just 3?).

anyway, i just wanted to understand better what i should change in order to tweak some of your numbers, for example remove the increased damage of swords

ty for help
Basilisk Aug 11, 2019 @ 2:10pm 
Thanks for your answer. I did figure it out in the end. Apparently there was a mistake in the ini file. Swords were still set to deal 3-5 damage instead of 4-6, although you wrote they should deal 4-6 in the mod description. I think there was 1 other value which still wasn't changed, but I don't quite remember which. You might want to update the ini file to set swords and templar blades correctly.
Alpha115  [author] Aug 11, 2019 @ 1:37pm 
That may be because of the replacer. This mod directly affects vanilla swords.
Basilisk Aug 11, 2019 @ 10:36am 
Hello, I have installed the mod but it does not seem to work properly. My swords still show as dealing 3-5 damage.

I am using the TLP conventional weapons replacer for all vanilla weapons, could this be the problem?

I tried shuffling around the mod load order by using mod manager but so far it hasn't worked.
Also, I have tried editiong the ini file of TLP weapons replacer to exclude all sword replacements.

Still, I did not get the mod to work so swords are still dealing 3-5 damage instead of 4-6.

Any tipps how I can get this to work?
Alpha115  [author] Oct 17, 2018 @ 6:18pm 
Honestly you would need to edit the weapons UC file, and just add the magnetic tier stun status effect.
CommanderShepard153 Oct 17, 2018 @ 5:17pm 
On a more serious note, any way for me to add other mod swords like the afformentioned axe katana or mercenary plasma? Last question I swear.
CommanderShepard153 Oct 17, 2018 @ 5:15pm 
@Alpha115 Thanks for letting me know man.(Don't suppose I could convince you to add the Mercenary Plasma Sword to that at the very least?). I'm just kidding FYI, this stuff is great.
Alpha115  [author] Oct 17, 2018 @ 4:07pm 
@commanderShepard153 Alright let me answer your questions in order
1. The beam sword having stun only applies to the base game sword, and three tier customization swords.
2. No my mod does nothing to the spec ops knife
3. It will play fine with other mods because it only affects the vanilla beam sword.
CommanderShepard153 Oct 17, 2018 @ 7:13am 
Sorry more questions. How well does this play with utility slot sidearms, primary secondaries dual weilding and other weapon mods like the Katana, mercenary or TheAxeMod weapons?
CommanderShepard153 Oct 17, 2018 @ 6:37am 
Or the spec ops combat knives now that I think about it
CommanderShepard153 Oct 17, 2018 @ 6:37am 
Will the "beam sword gets burn and stun" apply to other weapons automatically, like the TLP weapons, TLP weapon skins mod, or the katana pack?
Alpha115  [author] Oct 17, 2018 @ 4:40am 
it mean when attacking an armored enemy you deal 1 less damage.
n00bermensch Oct 16, 2018 @ 11:21pm 
What does -1 armor pierce do practically? Does it treat an armored enemy like it has more armor, or does it just negate the effect of AP rounds?