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When it's done
They act as their own weapons with their own stats. You can use XSkins (not compatible with LW2) if you prefer the weapons to act as reskins.
In Engineering, where you build your items.
When it's done
Sadly, that isn't currently possible, unless I merge all of the weapons together into one pack (which is what I'm doing). You can go edit the inis for each weapon and set the cost to zero.
I haven't found a good model for the MG42 or MG3 suitable for X2.
Check this post on the progress of the C7A1 rifle:
http://steamcommunity.com/workshop/filedetails/discussion/661213685/371919771745300232/
I could add a green stock/grip M16A2 model (closest model that I have to a 715) to the weapon megapack if you really want a C7 Assault rifle.
Yes. It turns out that the C7A1 Assault rifle is based off of the Colt Model 715, except that the grips are green, and some other minor changes to it.
It's not that I dislike Canadian weapons, it is that there aren't that many good Canadian weapons available to port. I definitely don't want to port an ugly model into X2 either.
The UZI and MAC-11 acts as SMGs if you install the LW2 Rebalance mod.
If you mean adding new revolvers, you'll have to wait until the LW weapon megapack is released.
It's gonna work with LW, with a slight twist with the way you upgrade/build new weapons.
I'm a huge Longwar fan so that works for me.
That's pretty much what I'm gonna do, but the mod will only support LW at release. Vanilla support will come down the line, eventually.
This would save a lot of trouble and potentially prevent loading issues.
Probably not, since the weapons in first person has holes in it, for optimization purposes.
They all should be compatible with Grimy's Loot mod and the XSkin mod. You shouldn't need to do anything else.
"Step 4 - Add Schematic Names
You only need to do step 4 if your mod adds new schematics that don't use X2Item_DefaultSchematic's upgradeitem function (Which you should do)"
So I will just ask - do I need to do this for your mods?