XCOM 2
Battle Rifle Pack Skunkworks
55 Comments
The13Inquisitor May 27, 2022 @ 8:53pm 
Any chance of this mod and Skunk Works being updated for LWotC?
James Sep 2, 2018 @ 9:37am 
Hey dude I've ported the SAW over to WOTC for my own use. Thinking of releasing on the workshop if you'd be ok with that? Credit will be given obviously.
Lynsis Feb 13, 2018 @ 6:32pm 
Really wish you or someone would update this for wotc, miss the battlerifle mods so much.
DeBlue Dec 26, 2017 @ 5:21pm 
For some bizarre reason, I can't seem to change the clip size of the LMG... I can chage everything else though.
Jorkie Oct 16, 2017 @ 2:06pm 
Update for WOTC would really be nice.
maximustrajan23 Sep 8, 2017 @ 5:28am 
wotc? please?
Kirone - FordArkITA Sep 2, 2017 @ 5:38am 
Update for WOTC?
Инаморда Jun 27, 2017 @ 5:41am 
Does it works with Mercenary Plasma Weapons?
Boisegangpc May 27, 2017 @ 7:09pm 
@Progessor Spank It- The next update for the Battle Rifle Pack(Skunkworks) will remove the LMGs and SAWs and give them their own mod, IIRC, with most or all tiers supported.
PotatoAim2k1 May 27, 2017 @ 6:13pm 
Man, we really need like a proper C-mag mesh or a new box magazine mesh for the extended clip attachments with all of these SAW/LMG mods
Boisegangpc May 26, 2017 @ 4:22pm 
That sounds even better! :D
Uejji  [author] May 26, 2017 @ 3:49pm 
What I'd actually like to do is make it easier for mod creators to add Battle Rifles in their weapon packs and for others to make "patches" that add Battle Rifles to weapon packs whose creators aren't updating anymore or aren't interested in adding Battle Rifles.

We might see a prototype of that soon.
Boisegangpc May 26, 2017 @ 12:06pm 
Thank you! I do have another thing that's most likely low-priority: do you know if you could make Mercenary Plasma Weapon variants of these? I love how those guns work and I'd like to see a bulked-out Mercenary Battle Rifle and Mercenary Marksman Rifle :D
Uejji  [author] May 26, 2017 @ 11:00am 
Thanks for explaining. Sounds like a legitimate concern. I'll make it a higher priority issue.
Boisegangpc May 26, 2017 @ 10:55am 
Balanced Finite Items. Keep mixing them up :/
Uejji  [author] May 26, 2017 @ 9:20am 
You're using Finite Armory? Or Balanced Finite Items?
Boisegangpc May 26, 2017 @ 9:05am 
That said, it's not too important- just something that might make it easier to use with other mods.
Boisegangpc May 26, 2017 @ 9:04am 
The reason I'd like it is because I use the Finite Armory mod and I don't know how a dual schematic system would work. I haven't tried it, and I'm hesitant to try since it will screw up the balance of the weapon economy.
Uejji  [author] May 26, 2017 @ 8:59am 
@boisegangpc
Not in the next update. Maybe if it's something more people want in the future after most of the big bullet points have been hit.

I'm pretty hesitant to separate the BR from the MR logically. My justification is that they're the same rifle; they just throw a scope and bipod on it when they're handing it to a sniper instead of to an infantryman.

But, like I said, maybe if it's something more people want in the future.
Boisegangpc May 26, 2017 @ 3:56am 
In the next update, could you make the MR and BR have separate schematics and weapon config data?
Uejji  [author] May 24, 2017 @ 11:58pm 
@Jek Porkins
Don't expect the SAW and LMG to persist as-is. They won't be in this mod in the next update. They'll be spun off into another mod soonish.

But, generally, the idea is that SAW is AR-based and LMG is BR-based. I don't think Squadsight should be a weapon ability, but I'm willing to have a discussion about it.

The main difficulty for me will be balancing the SAW, LMG and Cannon. I'm intending a trade-off between damage and mobility for Grenadiers. LMG may or may not have the BR aim curve. I think right now it does, but I will probably give it the default AR aim curve unless it seems beneficial for a Grenadier to have an intermediate range weapon that isn't a grenade launcher.

Though like everything else it'll all be ini-tunable.
Jek Porkins Feb 12, 2017 @ 6:16pm 
As far as I can tell, this mod DOES work with LW2, at least for conventional tier weapons.

However, what is the difference between the LMG and the SAW? I'm assuming one grants limited squadsight like in LW1?
Boisegangpc Feb 12, 2017 @ 10:57am 
Do you know if you can make Mercenary Plasma Weapon variants of the Battle Rifle and Marksman Rifle? I know it would be a lot more work than its worth, but I love how those look.
Boisegangpc Feb 12, 2017 @ 9:22am 
@Uejji Any word on the progress of the Machine Gun pack?
Dreyfus0414 Feb 11, 2017 @ 1:24pm 
Is tis lw2 compatible? Probably not
Boisegangpc Jan 17, 2017 @ 11:35am 
What I'd like to see is either the LMG or SAW have a belt-fed magazine to better distinguish each weapon.
Boisegangpc Jan 16, 2017 @ 4:51pm 
Ah, so that's why my AR looks wierd. Was confused why it was similar to the carbine model.
Price Dec 4, 2016 @ 4:37pm 
I can't wait for dat lmg
Uejji  [author] Nov 30, 2016 @ 6:23pm 
Hello, everyone.

@Badass_Ben
Unfortunately, I'm not too keen on audio engineering. What I've been doing so far is experimenting with sometimes dozens of combinations of in-game sound effects to come up with something that is distinct and hopefully appropriate. This could change in the future, but as of right now this is a limitation in my skillset.

@The Scout
In an upcoming update will be a way to define the weapon type. They will default to cannon to fit in with stock classes, but you will be able to, if you choose, define them to be a custom weapon type and then modify any classes you wish to use them by including that weapon type as an equippable weapon.

@Everyone asking about SAW, LMG
I'm going to be spinning off the SAWs and LMGs into something like a "Machine Gun Pack" soon, with the ultimate goal of meeting the standard set by the Battle Rifle Pack in terms of useful variety and tiering.
thunderbeast Nov 18, 2016 @ 2:36am 
I am making config files for XSkinSystem.

http://steamcommunity.com/workshop/filedetails/discussion/707548632/348293230312368631/

Need tier 2, 3 SAW & LMG badly... :(
wookiecop Nov 17, 2016 @ 9:20pm 
updates for LMG please
thunderbeast Oct 22, 2016 @ 2:02pm 
; Weapon upgrade to incorporate foregrip.

;Grimy's Loot Mod integration
AR_CV_Upgrade = GrimyCustomStock
AR_CV_Upgrade = GrimyStabilizer
AR_CV_Upgrade = GrimyDuelist

Edit in to XComBattleRifleMeshPack.ini.
Fantasy System Oct 16, 2016 @ 1:24am 
Is it possible to allow the saw and LMG to the gunner from lwperkpack?
Deep Friar Sep 17, 2016 @ 6:39pm 
Some collaboration with the Mercenary Plasma Weapons mod would be cool
Badass_Ben Sep 16, 2016 @ 6:39am 
Like the visual aspect, I just would like the machine guns to have a distinct audio.
Personally id also like a different audio for the basic assault rifle, ideally something a bit meatier (for example the Halo 1 assault rifle sounded like it tore shit up)
=[NK]= Col. Jack O'Neil Sep 15, 2016 @ 5:05am 
The -1 mobility isn't showing up when I equip the BR rifle, is there anyway to double check it's working??
CommanderShepard153 Sep 11, 2016 @ 12:50pm 
I love the SAW and LMG gameplay wise, however aesthetically, wouldn't the LMG work better as a cannon design? Just a suggestion.
Deacon Ivory Aug 26, 2016 @ 4:35am 
Excellent work! Aesthetically these fit right in with the other Spart's kitbashes and Mercenary Plasma Weapons. Really, really well done. Thank you!
Lynsis Aug 26, 2016 @ 4:08am 
@Uejji love the guns for the gunner, now just need to see what you come out with for the assault. ;P
Uejji  [author] Aug 25, 2016 @ 7:13pm 
Hey, everyone. I've just pushed an update that adds a prototype conventional SAW and LMG to Skunkworks. Check the Change Notes for more details.

Please post in the Feedback discussion topic with suggestions and constructive criticism!
Uejji  [author] Aug 23, 2016 @ 7:11am 
@Lynsis
You have to choose one or the other. It's just reskinning the Assault Rifle already present in the game.
Lynsis Aug 23, 2016 @ 2:16am 
Lots of mesh updates, including:
-New Conventional and Magnetic Marksman Rifle scopes based on Central AR weapon mesh
-Bipod on Conventional Marksman Rifle and modified bipod on Magnetic Marksman Rifle
-INI tweaks for Assault Rifle, including carbine version, long rifle version, foregrip on/off/specific upgrade




How do i put the carbine version and the standard version into my game?
Phelan Hood Aug 20, 2016 @ 3:57am 
Gotta say I love this mod and the way you're setting it up. Having the longer rifle and foregrip options in the ini is reaaly awesome.
Uejji  [author] Aug 19, 2016 @ 10:33pm 
Hey, everyone. I've just pushed out a big update to the Mesh Pack. Check out the details in the Change Notes.
Uejji  [author] Aug 18, 2016 @ 11:12pm 
For feedback, criticism and suggestions, please post in the Feedback discussion topic to keep such discussion centralized.
=[NK]= Col. Jack O'Neil Aug 18, 2016 @ 5:32pm 
Please remove the foregrip! I had to change your ini! :(
Uejji  [author] Aug 18, 2016 @ 1:54pm 
@Boats McGoats
Is it specifically related to the Skunkworks? If you still encounter the bug without Skunkworks, make a post in the BR Pack Discussion topic ( http://steamcommunity.com/workshop/filedetails/discussion/732321325/360670708792247111/ ) and we can try to hammer out what's going on.
B0atsMcG0ats Aug 18, 2016 @ 1:26pm 
I think I found an incompatibility with your Marksmans Rifle and the Recon Class Marksmans Rifle. I can have Sharpshooters [or Grimy's Headhunters] select an MR, and it shows up as either an [original model] Assault Rifle or as your Battle Rifle. Not sure what is going on, because there's no conflict listed in the mod launcher.
Uejji  [author] Aug 18, 2016 @ 11:25am 
@MoronicCinamun
2D assets are a bit of a hodgepodged mess currently, but it's something I'll fix sooner or later.

I'm working on adding some visual distinctiveness for the Marksman Rifles. My current project is adding folded bipods for the Convention and Laser MRs. I'll probably flip around the Magnetic BR bipod as well.

Concerning the AR, I'm playing around with the idea of removing the foregrip and making it part of one of the upgrades, probably the Stock upgrade. But I think I'll keep the carbine look with the smaller frame and shorter barrel.
BionicCinamun Aug 18, 2016 @ 7:26am 
(Remember me?) So I'm using this mod, just wanted to say the battle rifle is B-E-A-utiful with those firing animations, and I love the new AR look too.

I do sort of wish the Marksman Rifle was a bit more distinct, I thought I saw in a screenshot somewhere one with the normal Sniper Rifle muzzle brake on it, and that looks pretty cool.

Also for prior commentor, I am using Grimy's Loot. It works great so far. The like 2D weapon image on the loadscreens and the bottom right in mission looks a bit "weird" with the highlighted parts of the upgrades, but in-game on the actual models everything so far has fit deliciously.

Also I have received a Marksman Rifle from a loot box, if that was a question; it does the same thing I've seen with other mods in that I chose "sniper rifle" and got a marksman, the same thing happens with axe mod, spec ops knives, etc. when you choose sword, it seems to be a chance to replace.