XCOM 2
[Vanilla] Beretta 92FS
22 Comments
루시퍼 Sep 3, 2017 @ 1:07pm 
there is currently bug that usp,m92fs pistol has zero damage for somehow at vanilla xcom.
i hope you fix later..
∑3245  [author] Aug 18, 2017 @ 7:09pm 
Dear everyone,

I'm sorry to say this, but I probably won't update my weapon mods since my work on the inevitable weapon megapack is nearly complete. However, this statement might change later in the future if I decide that progress on the weapon megapack is going nowhere.

Sorry for the inconvenience...
ODSTbag337 Jun 16, 2017 @ 8:29am 
Hey, quick question. Are you going to make a Long War 2 version of this mod, or is that even a good idea?
Capatain Cody Feb 20, 2017 @ 3:44pm 
EXCUSE ME!!!!!!!!!! BUT THIS IS UNCALLED FOR!!!! HOW DARE YOU ALLOW A M9 TO DO ANY DAMAGE WHAT SO EVER!!!!!! It should only do 1dmg and always miss.
Rocoloco Feb 3, 2017 @ 7:02am 
@E3245 Ah, thanks mate :D
∑3245  [author] Feb 3, 2017 @ 12:01am 
@Rocoloco
You need this mod, since it contains the LW config files that you need to get the next weapon tier.

http://steamcommunity.com/sharedfiles/filedetails/?id=848352589
Rocoloco Feb 2, 2017 @ 10:28pm 
Am I missing something or how do you get the higher tier versions of the gun in LW2? I've researched magnetic everything already, and it doesn't show up in the build items list.
Arkan Nov 5, 2016 @ 11:04pm 
Amazing! :srfrag:
Mabs Nov 2, 2016 @ 5:08pm 
That fifth screenshot is fabulous.
Arkhangel Oct 20, 2016 @ 3:19pm 
the customizeable secondaries really just needs more work into it. get some actually unique looks for the pistol mods, i mean, like your's, rather than shrunken down versions of the rifle, Shotgun, Shard Gun and so on.
all the big guns have their own, so it's only fair the little guns get their own.
Arkhangel Oct 20, 2016 @ 3:15pm 
I wasn't complaining about that, i like mod Everything.
∑3245  [author] Oct 20, 2016 @ 3:05pm 
@Arkhangel
Fine, but Mod Everything stays. No exceptions
Arkhangel Oct 20, 2016 @ 3:04pm 
yeah, but it's not removed from the "required" list, is what i mean.
∑3245  [author] Oct 20, 2016 @ 3:01pm 
@Arkhangel
It's already in the description.
Arkhangel Oct 20, 2016 @ 2:41pm 
and i'm pretty sure you can update the info now that you're, you know, not sleepy.
Arkhangel Oct 20, 2016 @ 2:39pm 
@E3: should just list it in the info, rather than make it required. otherwise you make people think you HAVE to get it to even use this.
Washing Machine Oct 19, 2016 @ 6:46pm 
This was my favorite gun on New Vegas! cheers man for bringing it over.
lord.dark.fab Oct 19, 2016 @ 9:33am 
Yeeeeeeeeeeeeeeeees
∑3245  [author] Oct 19, 2016 @ 8:09am 
@Arkhangel @iteration 9
The customizable Secondary Weapons is optional. I just listed it as a requirement in case if a newcomer doesn't know of its existance.

Mod Everything is also optional, if you want to use the attachments.

I didn't have time to write in the description, since I was really sleepy by the time I released the mod.

@=[NK]= Col. Jack O'Neil
The CV weapon pack shouldn't have this weapon yet. Even if it did, it shouldn't conflict with or touch this mod or any other weapon mods that I've released.
iteration 9 Oct 19, 2016 @ 5:30am 
i'm pretty sure the customizable secondary is only required if you wantto be able to use attachments, probably would work without.
=[NK]= Col. Jack O'Neil Oct 19, 2016 @ 2:01am 
Your mods look awesome, but if I've got cv weapon pack that has the same weapon, do these mods do more to these weapons and their attachments because of the two required mods?
Arkhangel Oct 18, 2016 @ 8:42pm 
there a reason it HAS to have Customizable Secondary Weapons to work?

Because it doesn't really feel like that should be a required mod.

a nice bonus, yes, but required?