XCOM 2
[WOTC] Consistency Weapon Pack
24 Comments
lichen93 Oct 25, 2024 @ 3:40am 
hums are they different weapon or just reskin?
Trax Dec 15, 2022 @ 5:36pm 
in last tier Ar got magazin on left not like on ss u know like normal ar
Whiskers of Sheogorath Jul 15, 2022 @ 9:39am 
No tracers for a tier 1 automatic rifle as well
MrBananaClipps Jun 22, 2022 @ 11:20pm 
You wouldn't think that such a simple concept would be one of the best mods known to man but it is
Salamander-King Mar 25, 2022 @ 12:41pm 
@Rofl did you figure out how to fix that issue?
PreConceptor Jan 27, 2021 @ 12:30pm 
@NickSheperd pretty sure they aren't 'new' weapons, the base game weapons at all tiers are just reskinned with assets from the Wolf Asset Pack. As there aren't thematically consistent Coil models of the new WotC weapons...yet (Iridar made some laser ones and has plans to make Coil ones but it might be a while)...the Wolf pack has kitbashed model tiers for laser and coil guns that can be substituted for all weapons at all levels so they have a consistent look. TL;DR, they use the base game stats
NickSheperd Dec 26, 2020 @ 10:47pm 
Sooo where's the stats for these weapons come from? Don't see any values in the config but they have stats in-game.
Hogarth Dec 13, 2020 @ 8:50am 
It might be that i have a few other weapon mods conflicting with the file im going to try and uninstall a few of them till its fixed
Valvatorez(Cox Cable = awful ISP Dec 9, 2020 @ 8:04pm 
@Bluenoose
I get sounds but not animations for the Laser Assault rifle. It might be because of the Laser and Coil guns ghost templates conflicting with the resource Asset mod.
Hogarth Dec 6, 2020 @ 3:39pm 
anyone else having an issue with the T1 weapons not having any weapon sounds or bullets when shooting specifcally?
Cake_Knight Oct 19, 2020 @ 3:18pm 
What's the over-under on visual compatability with Iridar's Underbarrel Attachments?
InverseTyrant Oct 17, 2020 @ 3:05pm 
there seems to be an issue where no projectiles appear when the weapons fire. i know that it's this mod, because the advent rifles and sectoid plasma blasts have projectiles, as well as the ballistic shotguns.i'm not sure about the laser weapons, but is there a fix for this?
Skorpior Oct 16, 2020 @ 2:33am 
@TeslaRage Neither do I. Neither does the creator of Empowered Templar, for that matter. It’s really weird.

At least we know how to fix it in the configs, so that’s something,
TeslaRage Oct 16, 2020 @ 1:33am 
@Skorpior
Yeah just saw the mod configs too. Not sure what went wrong.
Skorpior Oct 16, 2020 @ 12:06am 
@TeslaRage I didn’t. But I did remove the line of code from this mod that removes autopistols from the Templar’s starting loadout, which fixed the compatibility issue with Empowered Templar.
TeslaRage Oct 15, 2020 @ 6:02pm 
@Skorpior can I know how did you remove autopistol from Templar?
kar.everwatchful Oct 13, 2020 @ 2:02am 
Templar are unable to fire the Pistol with this mod. They can go into Overwatch, and use Pistol skills like Lightning Hands, but the 'Fire Pistol' action is entirely unavailable.
Skorpior Oct 7, 2020 @ 3:36pm 
And if you’re wondering, simply giving them access to pistols works just fine. It’s trying to remove autopistols and/or switching the default that causes them to break.
Skorpior Oct 7, 2020 @ 3:35pm 
Hello! I like the mod, does what I've always wanted and then some! I've got an issue to report, however. Something regarding switching Templars from Autopistols to Pistols while using Empowered Templars causes the latter to break, to the degree of causing newly generated ones to start with Major level perks, rather than Squaddie ones. I've brought up the issue with their devs, so I'd like to bring attention to it to you as well. Thanks in advance!
Blackfoot Oct 6, 2020 @ 11:22am 
Well i think there is an issue. When multiple soldiers firing one after another (like Overwatch or when im using "Idle suppression" mod) firing sound from starting rifle (Battle rifle) is missing for one or two soldiers.
Sry, english isnt my native language.
dstaal Oct 5, 2020 @ 3:55pm 
What I'd like to see is three tiers - with alternate choices in the top tiers. So tier two would unlock (for instance) both Magnetic and Laser weapons: Magnetic are higher damage (both regular and crit), while Laser are slightly less damage and have very little crit extra damage, but get a good boost to aim.

Tier three gets you Gauss and Plasma - Plasma with higher crit damage and probably some other bonus, while Gauss gets some armor shredding/piercing.

The idea being each weapon class would be an advantage for certain situations, but overall the weapons on each tier would be balanced. (For instance: In tier two Lasers help you level up low-aim rookies, while Magnetic gives your vets higher damage output.)
Grimjack Hex Oct 4, 2020 @ 1:47pm 
I. Kinda had an idea. Maybe a new soldier slot could be created for skins. They can put whatever skin they want for their weapon into that slot. Course I have no idea how difficult that would be.
NotSoLoneWolf  [author] Oct 3, 2020 @ 1:54pm 
@PM_Zigg Price
To make 5 tiers actually useful you would need to invent some new mechanics to differentiate each tier. I'd love to make it happen someday, but my time is limited.
Zigg Price Oct 3, 2020 @ 11:58am 
Any chance of getting something like this done and creating 5tiers? There a few other mod that do it, but they have gaps or are clumsy implementation.