XCOM 2
[WOTC] SMG-Bullpups
45 Comments
Cerebralcloud92 Jan 10 @ 9:04am 
Would there be any way to make this compatible with EW Plasma Pack or Mercenary Plasma Pack? Both have a great candidate in the form of their Light Plasma Rifle and Mercenary Plasma SMG.
Selmo Jul 14, 2024 @ 7:17pm 
Bullpups with bigger crit & shorter range & some movement bonus. Fantastic idea all I need to do is modify the SMG's category, my medics & skirmishers will love this. Why didn't I think of this?
Cúchulainn Jan 13, 2024 @ 8:45pm 
Does this work with Iridar's Five Tier Weapon Overhaul ? : https://steamcommunity.com/sharedfiles/filedetails/?id=2406120902
NightNinja54  [author] Jun 22, 2022 @ 8:58am 
@Ty
Apparently, I didn't enable it. Sorry for confusion!

@Aoykav
Yes, but specifically because skirmisher's have that ability innately.

@Vizerai
Yes

@DukeBurger
Welcome!
Ty Apr 28, 2022 @ 3:14am 
So what exactly unlocks the laser SMG? I much prefer the look over the magnetic version so I'm wondering how I could enable it over the Mag version.
Aoykav Jan 26, 2022 @ 2:23pm 
do the SMG's only cost one action to fire at the cost of range like it is with skirmishers?
Vizerai Dec 30, 2020 @ 4:38pm 
If you get the bullpup breakthroughs (+ damage or + mod slots), will it affect the SMGs?
DukeBurger Dec 22, 2020 @ 1:20pm 
@NightNinja54 wow that was quick thanks !
NightNinja54  [author] Dec 21, 2020 @ 3:54pm 
@DukeBurger
OK, attachments should be all set with the latest update
NightNinja54  [author] Dec 21, 2020 @ 3:15pm 
@DukeBurger
Hey, thanks for following up - I think I have the solution. I'll post when updated
DukeBurger Dec 21, 2020 @ 2:28am 
@NightNinja54 any plans in the future to add visual attachments ?
DukeBurger Oct 26, 2020 @ 5:28pm 
@NightNinja54 ah thanks for the quick response thought my game was bugging out again:steamhappy:
NightNinja54  [author] Oct 25, 2020 @ 8:25am 
@DukeBurger
Yes, sorry I don’t believe I established attachments appropriately originally.
DukeBurger Oct 24, 2020 @ 10:55am 
The Attachments are not visually appearing for me is anyone else having this problem ?
B0atsMcG0ats Apr 19, 2020 @ 10:16pm 
Thanks. I'm favoriting this, might do it on another playthrough. I like the +Mobility the SMGs add.
Though I guess I could just give Bullpups extra, though they're already powerful because of Marauder.
NightNinja54  [author] Apr 19, 2020 @ 8:48pm 
@Boats McGoats
Categorized as bullpups, should be safe mid-campaign, does not overlap with any other smg mods.
B0atsMcG0ats Apr 19, 2020 @ 8:48pm 
EDIT because I can't: I'm an idiot and didn't read about integration. The rest of my questions stand though.
B0atsMcG0ats Apr 19, 2020 @ 8:47pm 
@NightNinja54
Do these count as Bullpups, or SMGs, for the purposes of skills that affect them? Safe to add mid-campaign? Replaces existing SMG mods?

@Selphenwood
You need a tier-replacer mod, or something that unlocks weapon appearance at higher tier.
Seipherwood Dec 26, 2019 @ 1:41pm 
How do i go back to a previous look? I upgraded to Beam Weapons and now all i have is the Beam SMG, i liked the Mag one =(
NightNinja54  [author] Oct 13, 2019 @ 7:58pm 
Update:
Attachments have been added to these weapons after a long wait.
Revan519 Jun 29, 2019 @ 4:35pm 
what face are you useing on miranda
DustDevil May 27, 2019 @ 6:36pm 
i wish this mod was actually an alternative to... cannons!

As it is, only Skirmishers can use it :(
NightNinja54  [author] May 20, 2019 @ 5:52am 
Announcement: Wrist-Mounted Energy Swords released -
https://steamcommunity.com/sharedfiles/filedetails/?id=1746708084
Valvatorez(Cox Cable = awful ISP Apr 15, 2019 @ 9:28pm 
So l'll have to the update the range tables manually than. I'll cut and paste that and the damage tables when I start a campaign after finishing my current one.
NightNinja54  [author] Apr 15, 2019 @ 7:35pm 
@Goliath Le Redneck
The original submachine guns are an assault rifle class with 2-4 base damage and +3 mobility.
These submachine guns are a bullpup class with 3-4 base damage and no additional mobility.
NightNinja54  [author] Apr 15, 2019 @ 7:34pm 
@Valvatorez
I confirmed that that mod will not update the ranges on these weapons.
NightNinja54  [author] Apr 12, 2019 @ 9:38pm 
Announcements:
Recruitable and Trainable Skirmishers released!
https://steamcommunity.com/sharedfiles/filedetails/?id=1710912645
Recruitable and Trainable Templars released!
https://steamcommunity.com/sharedfiles/filedetails/?id=1710913197
Recruitable and Trainable Reapers released!
https://steamcommunity.com/sharedfiles/filedetails/?id=1710916385
R0ADN3CK Feb 19, 2019 @ 12:37pm 
what different between this mod and the LW smg mod?
Valvatorez(Cox Cable = awful ISP Jan 12, 2019 @ 3:56am 
@NightNinja54:
It changes the bullpups to use the rifle range table instead of the pistol/shotgun. Nothing lore breaking except the teir 1 smg. Though not realistic because it's based on the P90.
NightNinja54  [author] Jan 11, 2019 @ 6:47am 
@Valvatorez:
I know the mod that you're referring to, I'll have to check that mod's approach on how it updates the range values.
Valvatorez(Cox Cable = awful ISP Jan 10, 2019 @ 3:18am 
If I have a mod that boosts the Bullpup range. Well these also have better range?
NightNinja54  [author] Jan 7, 2019 @ 8:41pm 
@jonnyafrica:
Hi Jonny, thank you. I like the idea of a master chief skirmisher. I believe this mod by advent Avenger will allow you to achieve what you’re looking to do by adding assault rifles to the skirmishers potential weapon choices. https://steamcommunity.com/sharedfiles/filedetails/?id=1130992242
jonnyafrica Jan 6, 2019 @ 7:57pm 
Hey Night, nice mod. Could it be possible to develop this further to change the Bullpups to assault rifles? I am trying to make a halo masterchief skirmisher, and want to use the halo weapons. Thanks
NightNinja54  [author] Jan 5, 2019 @ 6:41am 
@Korbis:
Thank you!
Wet Dog Squad Jan 4, 2019 @ 2:45pm 
No problem, take your time! I love your cosmetic mods; keep up the good work.
NightNinja54  [author] Jan 4, 2019 @ 8:47am 
@Korbis;
I definitely agree with your points about the SMGs, part of my motivation for this mod. I also recognized I had initially overlooked the attachments as well and is something I will be addressing. I can throw in the coil SMGs too while at it. I can’t promise a timeframe for these updates, but they are definitely on my to do list.
Wet Dog Squad Jan 3, 2019 @ 11:35pm 
Oh, and it would also be great if you could carry over the coil SMGs for the plasma tier.
Wet Dog Squad Jan 3, 2019 @ 11:34pm 
This is a great addition. I love the designs of the later-tier SMGs, but I'm not a big fan of their stats (their accuracy falloff and insane +3 mobility seem to throw balance out of the window), so having them replicate bullpups is a welcome change.

My only request would be to see if you can import the weapon attachment models from the base mods since, as it is, stuff like scopes and extended mags don't have a visual affect on the weapons.
yes_commander Jan 1, 2019 @ 8:18pm 
I'd love to see a reskin of the tier 1 smg, essentially the reverse of this mod from what it sounds like.
Birb Dec 31, 2018 @ 8:57am 
if we have the conventional weapon mod, will the tier 3 smg keep the tier 1 design?
Californiadreaming Dec 29, 2018 @ 8:02pm 
BAM! Subbed! Thanks!
NightNinja54  [author] Dec 29, 2018 @ 7:22pm 
@GUA
:)

@Californiadreaming:
The bullpups are kept in their current form. It adds new set of weapons that have the stats of the bullpups. Sounds and animations will be different if you use the SMGs as opposed to the bullpups. You are free to equip a character with whichever you prefer, bullpups or SMGs. Gameplay-wise, they do the same thing. Appearance-wise, they look different for cosmetic purposes.
You do not need the laser mod for the laser SMG.
Let me know if this makes sense!

@Arkhangel:
Yep, it uses the appearance of the SMGs with bullpup stats. Thanks!
Arkhangel Dec 29, 2018 @ 7:12pm 
@California: more it makes SMGs count as Bullpups rather than Assault Rifles.
Californiadreaming Dec 29, 2018 @ 7:11pm 
Forgive me if I'm missing something, but am I correct that this mod changes the bullpup's look but not stats? Does it change the sound and animation for the higher tiers? Would I need a laser mod to use the laser sub-pup?
GUA Dec 29, 2018 @ 7:06pm 
Sweet. Going to try them now. thanks for this.