XCOM 2
[WOTC] Minor EXALT Weapon Pack
70 Comments
The Frilled Shark  [author] Nov 26, 2024 @ 3:32pm 
@Unknown Rose I think the UMP-45s appeared as map props in EW maps... the Spas-12 didn't but I think the Devs said they tested EXALT with shotguns and determined they were too unfair so maybe that's where it came from
DukeBurger Oct 19, 2024 @ 11:32am 
It worked thank you so much
Iridar  [author] Oct 9, 2024 @ 1:56pm 
You need to set the HideIfPurchased property on the weapon templates to be empty. Not sure if you can do that with WSR, but you can with Template Master.
DukeBurger Oct 5, 2024 @ 3:12pm 
Im Using WSR and Ive got these weapons set up as finite so the only way i can get them is through enemy drops however im having problem with the CV weapons ,if a exalt_Rifle_MG is picked up all exalt_Rifle_CVs disappear even if they have Attachments . even when they're using their own schematic the CV weapons always get removed when a MG is added, any way to fix this ?
Iridar  [author] May 27, 2024 @ 10:21am 
Their models were available in XCOM 2 files and were requested by the person who commission this mod.
Unkown Rose May 26, 2024 @ 7:03pm 
hey as somebody who in fact fought exalt in enemy whiten i never encounter them with a ump-45 of a spas-12 mind giving a explanation on those inclusion good sir or madam
Iridar  [author] Nov 11, 2023 @ 8:49pm 
@Kinsect
It is possible.
I have no plans to do that.
Kinsect Nov 11, 2023 @ 8:33pm 
Is it possible to port over the Exalt enhanced/laser weapons as well?
https://steamcommunity.com/sharedfiles/filedetails/?id=825653800
minecraft with gadget Sep 6, 2022 @ 5:48pm 
Sick, thank you!
Iridar  [author] Sep 6, 2022 @ 5:47pm 
You can make them "templates only" by hiding them with my Item Hider mod.
minecraft with gadget Sep 6, 2022 @ 5:16pm 
These would be sick as templates-only.
Iridar  [author] Jun 6, 2022 @ 6:38am 
Just ballistic.
Cpl. Hicks Jun 6, 2022 @ 5:48am 
Does this mod also add the laser versions of EXALT weapons? Or just ballistic?
AIKIjin13 Jan 19, 2021 @ 10:28pm 
sad no sniper
Iridar  [author] Jul 21, 2020 @ 12:04am 
@how do i crouch
Sorry, no idea.
downBikachu Jul 20, 2020 @ 10:56pm 
If I add this mod to my game, would it adopt the changes made by RPGO?
Rtma Eros Paragon Jun 16, 2020 @ 9:44am 
@Iridar
Oh really? Interesting.
Iridar  [author] Jun 16, 2020 @ 8:12am 
@Rtma Eros Paragon
These models are from XCOM2, but they are environment assets, not weapons.
Rtma Eros Paragon Jun 16, 2020 @ 5:46am 
@Exsanguinius XCom 1 Graphics in XCom 2, not so pretty.
Iridar  [author] Dec 24, 2019 @ 1:10pm 
@BrutHammer
Not from me.
BrutHammer Dec 24, 2019 @ 10:34am 
Any hope for exalt laser weapons pack?
Muttley Aug 23, 2019 @ 7:20pm 
For some reason, my game is giving the AR a shotgun like accuarcy. Not kidding, I get like 30% unless I'm up close
Jess Aug 12, 2019 @ 4:41am 
And the rifles look like G36s... HMM... I WONDER WHY...
toaster tech Aug 9, 2019 @ 8:58am 
that exalt shotgun looks like an spas-12
AKinkyOmegaWolf May 22, 2019 @ 12:19pm 
i just noticed this mod said in the perk name duke taking our babes
Kiruka May 17, 2019 @ 1:33pm 
@Iridar I will definitely give that a try sometime.
Iridar  [author] May 16, 2019 @ 4:40pm 
@Kiruka
Not really. You can add support for these weapons into Bayonets mod yourself, it's not complicated, just a bit tedious. There are instructions in the Bayonets mod. Same with underbarrels.
Kiruka May 16, 2019 @ 10:39am 
@Iridar: Thanks in advance for doing that! I have something I wanted to ask you as well. I know the description says this mod is complete, and no plans for new weapons, but is there any chance of making bayonets and/or underbarrel weapons usable on any of these?
Iridar  [author] May 16, 2019 @ 10:27am 
@Kiruka
It's not a mod conflict. Bonus stats as they are shown in the armory need to be set up separately, and I forgot to do that for the SMG. I'll get it fixed soon-ish.
Kiruka May 16, 2019 @ 10:24am 
@Iridar @Gay the Pray Away

About the SMG: I just did a test, and the mobility bonus and stealth bonus are both working fine during missions. However, in the armory, there isn't anything in the tactical info about the bonuses, nor is there a +3 next to the soldier's mobility stat.

Could be a mod conflict, since I run A Better Barracks which has its own SMG. I know ABB's SMG conflicts hard with the Long War SMG Pack, making the Long War version not even show up in the arsenal since they have the exact same name. It makes me extra happy that this Exalt version exists.
Galw1n May 16, 2019 @ 10:21am 
Hey, the machine gun doesn't have any sound nor effects when firing for me, i'm trying to figure out what I screwed up, but if someone has an info on that, i'm listening :)
Iridar  [author] May 3, 2019 @ 4:44pm 
@Gay the Pray Away
It should have them, yes.
Elster May 3, 2019 @ 3:03pm 
@ Gay the Pray Away

As the description notes, it has the same stats as the Long War SMGs, so it most likely is already set up with mobility and concealment bonuses.
Punished Badger May 2, 2019 @ 11:03am 
Query - does the SMG in this mod have the concealment and movement bonuses that the Long War SMGs have?
Iridar  [author] Apr 27, 2019 @ 10:27am 
@TAKEDA 🔴 SHINGEN
Yes, but not all of them will make a visual impact on the weapon.
Daddy Takeda Apr 27, 2019 @ 10:21am 
Can they receive weapon upgrades?
CharlesDantès Apr 20, 2019 @ 1:23pm 
Oh ! ok ! sad though
Dragon32 Apr 14, 2019 @ 5:58pm 
@CharlesDantès:
Read the last line of the Description.
CharlesDantès Apr 14, 2019 @ 12:37pm 
is the Exalt laser weaponnery on the way too ?
Faleap Mar 23, 2019 @ 8:09pm 
Love these, but I'm really missing the sniper.
Fritzchen Mar 18, 2019 @ 11:41pm 
Nice Work!

MG sounds great :steamhappy:

An 100%-Takeover of the Sniper-Rifle (XCom2-Original-Tier 1) would be nice AND usefull ! ...also available for ALL 3 Tiers like the other ones - just a Suggestion ;-)
Juravis Mar 17, 2019 @ 11:10pm 
Those are some good looking weapons captain.
Zahriis Mar 17, 2019 @ 3:51am 
awws :c thx!
Iridar  [author] Mar 17, 2019 @ 1:47am 
@𝔷𝔞𝔥𝔯𝔦𝔦𝔰 ✠
There wan issue with the mod. I fixed it, bit it won't help your on-going campaign. Nothing can be done here, sorry.
Zahriis Mar 16, 2019 @ 9:56pm 
dude, will anyone help me here please? I have all tier 3 weapons but EXALT are magnetic I dont know why! been one whole week asking for help xD
Zahriis Mar 14, 2019 @ 11:43pm 
Beam tier of EXALT aren't showing up in my game
Iridar  [author] Mar 14, 2019 @ 6:08pm 
@a8a
Thanks, uploading fix.
a8a Mar 14, 2019 @ 5:59pm 
@Iridar There's a bug with all the beam-tier weapons where the omission of an underscore character in their base damage entries in each weapon's .ini config files is preventing them from being conferred any damage values in game.

For example, for the assault rifle config file, "XComRifle.ini", the line that begins:
Rifle_BMBASEDAMAGE=(

should read:
Rifle_BM_BASEDAMAGE=(

This typo is present in all of the individual weapon type config files:

XComRifle.ini
XComShotgun.ini
XCom:MG.ini
XComSMG.ini


Adding the underscore character back in and saving over each file seems to have restored weapon damage to the EXALT beam weaponry in my currently underway game.
Zahriis Mar 13, 2019 @ 6:18am 
Day 3: still can't figure out how to edit the stats, Installed this mid-game no tier 3 weapons...:steamsad:
Iridar  [author] Mar 9, 2019 @ 1:40pm 
@Mac Dog64
https://www.patreon.com/posts/24307611
Go here for commissions, although I stopped taking commissions for the foreseeable future.