XCOM 2
[WOTC] Weapon and Item Overhaul
273 Comments
When I have this mod installed, it seems to overwrite another mod in the highlander+mod jam - WIth this overhaul mod, each weapon upgrade purchase is squad-wide with lower original damage statistics. Is there any way at all I can keep the attachment system with this mod, but disable the Xcom-wide equipment upgrade this mod enables?
PorkChopsFam Dec 12, 2024 @ 9:31am 
hey man, i love the idea of the research to improve the weapons and armours between tiers and wish to keep this. however i want to run the default weapon attachments as i prefer how they work (by simply being improvements rather than the tier 2 attachments being both good and bad). i also have a mod that would allow me to mass-produce weapon attachments after some research that isnt compatible with your weapon attachments. so with this in mind, is there any way to have your mod still work but just to disable absolutely everything related to weapon attachments? Thanks for taking the time to read this <3
WockaWocka Nov 28, 2024 @ 6:40am 
Should the lightweight stock show the bonus movement in character stats? I thought it did during a previous run but it doesn't show anything anymore.
MrDespresso Aug 29, 2024 @ 4:09am 
I don't know if this has been addressed before but is there a way to find the Item ID's of the items (weapons / weapon mods) for console spawning?
ikki Aug 19, 2024 @ 6:44pm 
The function editing the mocx bullpups accepts the Dark_SMG_MG/CG/BM template as an argument but then runs it through if elses that check for Dark_Bullpup_MG/CG/BM which results in damage spread changes not applying.
wojteczek Jul 10, 2024 @ 3:31am 
1. Equiping bedded stock will always incorrectly increase the chance the hit by 10% in the shot flyover, even though the shot preview will display it correctly, resulting in sometimes missing shots at 100% (when the preview would show 93% for example).
2. In the shot preview, the individual crit components sometimes don't add up. For example, you would get +40% to crit from flanking an enemy as the only crit modifier, but the overall crit chance is only 37%. I presume it is becuase of the range penalty, so there should be another component such us -3% range penalty
3. Do hunter rifles/Denmother's carbine actually do anything except for the built-in +8% aim bonus? Shot preview never shows any bonus for any shots taken at enemies hit previously by them, so I don't even know what the bonuses should be.
Kinsect May 31, 2024 @ 6:33pm 
actually there is A better Weaponry which add's in the 5 tier weapons (and then some) and also make's it work with WiO
Noire May 26, 2024 @ 3:58am 
yeah just cleared the config and run only this mod with dependency, started a new game and consoled the katana, stats still not changed.
Noire May 26, 2024 @ 3:33am 
for some reason the chosen sword katana's stats are not changed
DERPKING1991 Apr 25, 2024 @ 8:39am 
Bugger, I had to ask.
Kinsect Apr 24, 2024 @ 8:37pm 
no it won't
it's not set up to have 4-5 tiers of weapons
DERPKING1991 Apr 24, 2024 @ 3:21pm 
Would this work with the coils and lasers?
Darth Anarchy Apr 22, 2024 @ 1:32pm 
hey having a bit of trouble, when selecting suppresser im getting biopod for some reason
MalteseFalchion Mar 15, 2024 @ 11:23am 
@Stukov81-T.TV Thank you so much! Now it works perfectly.

I looked in the config before, but I suppose I missed that part. Here I was overthinking things with weapon categories, when this mod already had a solution.

Again, thank you!
Stukov81-T.TV Mar 15, 2024 @ 1:30am 
look into XComWOTC_APA_WeaponItemOverhaul

there you find:
; Excluded Weapon Templates that should not be edited. This can be used to keep special reward weapons with their own stats or
; can be used to allow certain weapon templates to be excluded from changes here to preserve compatibility with other mods.

+EXCLUDED_WEAPON_TEMPLATES = "Shen_Gremlin_CV"

so just add your templates there
MalteseFalchion Mar 15, 2024 @ 12:35am 
Does anyone know why this mod would add changes to mod-added weapons? I'm trying to use "The Batmod" by GarbageWitchy, and sword changes are applied despite the mod adding its own baseball bat weapons with config for non-cosmetic stats (so it's not a sword skin).

I've already used Open Class Weapon Restrictions to add a new non-sword weapon category (SO_Bat) in XComGameData, and Weapon Skin Replacer to move the mod weapons to that category, but the WIO sword changes are still applied.
Stukov81-T.TV Feb 15, 2024 @ 10:34am 
basic is minor buff
advanced is bigger buff but with downside
superior is bigger buff without downside
pabloaram2011 Feb 14, 2024 @ 6:16pm 
Is there a chance or way to add superior/elite attachment to the game? Basic is Advanced whitout the downside..
After playing with the basic Proficiency classes and some added ones i ended up not liking the superior attachment at all.. Overwatch classes cant shoot reliable enemies bc of the penalty and overwatch for the other class are awful. Maybe adding superior attachment but with a lower drop could make for a better balance
The rest is pretty good imo
Theobald Nov 17, 2023 @ 2:33pm 
It is.
Advanced is the Superior with a downside.
Tommy Nov 17, 2023 @ 4:58am 
Axe and sword can add Laser Sight....
-----------------------
Basic Expanded Magazine: nothing;
Advanced Expanded Magazine: reduces soldier Mobility
Superior Expanded Magazine: no downsides

Is it right basic no penalty, same with superior?

So many upgrade that I can not understand.
Stukov81-T.TV Nov 17, 2023 @ 3:57am 
that can also happen without WIO
Tommy Nov 9, 2023 @ 5:22pm 
File encoding is error, now is utf8. If save file as ucs-2 le, the file will be closed forcedly.
Must create a new file, save as ucs-2 le, then copy content of .int file to new file, then save.
Koohan Nov 3, 2023 @ 12:34pm 
Hi. It's my first run with CI and this mod,is it normal that my tlp weapon have zero bonus? only the sword has something (20 aim), the rest of the conventional tlp weapon (available right away at start, is it normal?) have zero bonus and my prototype mag tlp i just got after researching mag has no bonus either
Kinsect Oct 30, 2023 @ 6:26pm 
are you still working on this mod?
Stukov81-T.TV Sep 11, 2023 @ 7:47am 
I have been using both together for a very long time
small loan of a million dollars Sep 10, 2023 @ 9:30pm 
yeah, true. i guess i'll just have to choose between one or the other. thanks man
Stukov81-T.TV Sep 10, 2023 @ 8:04am 
the easier thing is to change five tier weapon setup to got CV-LS-MG-CV-BM
though it still will be pretty pointless to get laser or coil as the bridge techs of WIO do something similar to CV and MG weapons.
small loan of a million dollars Sep 10, 2023 @ 4:01am 
hello. is there any way to disable the weapon progression of this mod? i've done a playthrough with it and i really liked it, but i wanted to try to use iridar's 5Tier Weapon Overhaul to handle the weapons and let this mod do its thing for everything else
DukeBurger Aug 31, 2023 @ 3:59pm 
I actually figured out what went wrong i had "bREWORK_ARMOR_STATS" set to false . this being false when also running prototype armoury breaks the EXO, spider, WAR and wraith suit projects
DukeBurger Aug 31, 2023 @ 11:59am 
Disregard My last two comments they Are the ramblings of a mad man who forgot about some config edits he made ages ago lol
DukeBurger Aug 31, 2023 @ 9:36am 
Yup Setting bAUTODETECT_PROTOTYPE_ARMOURY to false break prototype armoury Darn.
Is anyone else having the issue were this mod disables repeatable EXO,Spider,WAR and wraith suit projects ?
DukeBurger Aug 31, 2023 @ 9:11am 
i was having a issue were EXO, spider, WAR and wraith suit projects were disappearing after completing them not allowing me to build anymore , i fount out it was this mod causing it ,i fixed it by changing this setting bAUTODETECT_PROTOTYPE_ARMOURY to false . however im confused does that setting not need to be true when using this along side Prototype armoury ?
airpirata Jul 19, 2023 @ 8:31pm 
Данный мод несовместим с этим модом
https://steamcommunity.com/sharedfiles/filedetails/?id=2406120902
Darkwing Dark 【✠⚔✠】© Jun 29, 2023 @ 9:11am 
does this mod affect jetpacks or conflict with this mod? https://steamcommunity.com/workshop/filedetails/?id=1576958692
Nebhead May 14, 2023 @ 11:24am 
Loving this mod but with one issue --- the rarity of advanced or superior weapon mods.
Case in point a campaign I'm in where there has been 7x 3 weekly supply drops (so about 150 days have passed) and about 90% of all enemy loot drops have only basic weapon mods amongst them.

This makes the only source of superior weapon mods (and PCS's) the occasional covert ops where you can get a guaranteed superior version of them (literally one per month and even then its a very high chance of not getting the one you'd like) and also the black market in the mid to late game)

Is there any way to make them more common-ish in the INI files via the Advance Mod Launcher (AML)?
zin Apr 29, 2023 @ 11:45am 
I removed those mods, but I don’t see any weapon tech in the research menu at Tygan’s. Do I have to go to the Blacksite? I haven’t done the story missions yet, and I currently only have Magnetic.
zin Apr 29, 2023 @ 11:41am 
Hi, what are the names of the tiers techs this adds aside from Con, Mag, and Beam? And is this mod. And is this mod compatible with Coilguns and Long War Laser Pack? I didn’t see those mods’ weapons in my inventory after researching and buying them.
zin Apr 26, 2023 @ 12:09pm 
This mod is fantastic!

Everyone, if you use any of the two WotC SMG mods, I highly recommend this plugin:
https://steamcommunity.com/sharedfiles/filedetails/?id=2867858137
Boyrdee Apr 25, 2023 @ 8:26am 
lwotc? or No
dudeworthington Apr 23, 2023 @ 12:12pm 
Is there a cap on the number of experimental magazines? I've been playing the game for over an in-game year. I only have about a half dozen experimental magazines. The few that I have were all found in the first few months of the game. I check the black market every month and get +3/4ths of all loot drops. I've haven't found any of these extremely rare items in the last year.
Kinsect Apr 10, 2023 @ 6:12pm 
is this compatible with the Spec Ops knifes?
vulgar_monkey Apr 10, 2023 @ 2:00pm 
Hi, I have been looking through your cfgs and wondered if it is possible anywhere to adapt the built-in attachments for certain weapons so that they are 'unlocked' - that is to say, still present by default but can now be replaced by better attachments once I have found some? Or is this prohibitive due to the way the associated stat buffs have been added per weapon?
Kinsect Apr 6, 2023 @ 5:53pm 
So wait does this mod Remove Upgrade Slots to the base game swords and shields if I have Mod everything Reloaded?
zin Mar 19, 2023 @ 11:39am 
@Kinsect What is the ‘Covert overhaul modpack’? Can’t find it.
shiremct  [author] Feb 26, 2023 @ 5:57am 
One of the reasons I made this mod the way I did was to be an alternative to the 5-tier weapon overhauls, smoothing out the curves without introducing a bunch of extra items to build/research.

While the models for the weapons are really awesome and I would like to incorporate them somehow, additional tiers of weaponry and its even greater dominance on research priorities and increased logistical overhead of swapping things out/around (expecially in a single build environment like CI) was not worth the tradeoffs when the bridge techs satisfied my goals in a better way.
Kinsect Feb 25, 2023 @ 11:22pm 
both the melee Weapon Breakthrough mod and the Upgrade Slot Breakthrough for Melee Weapons mod
Kinsect Feb 25, 2023 @ 11:19pm 
@Stukov81-T.TV
actually the base melee weapons don't get a upgrade shot and they don't benefit from melee break through's that add a slot
Jess Feb 21, 2023 @ 7:30pm 
@shiremct Is there any way you could add support for laser and coil weapons with this mod? Its such a great mod but the game just feels lacking without those amazing weapon tiers.
Jess Feb 20, 2023 @ 3:09pm 
Is there a mod that makes them more compatible?