XCOM 2
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Long War SMG Pack - WotC (unofficial)
   
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116.873 MB
Sep 2, 2017 @ 1:59am
Sep 4, 2017 @ 5:33pm
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Long War SMG Pack - WotC (unofficial)

Description
By Pavonis Interactive, rekajiggered for WotC by NStriker.

*Updated to use WotC values for schematics. The original mod used the same cost for SMGs as assault rifles, so I've maintained that.
If and when Pavonis update themselves you're better off using the official mods.

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http://www.pavonisinteractive.com

Adds three new submachine gun-type weapons to the game, one per tech level, for the XCOM side. They offer bonus mobility, concealment and close-range accuracy, at a penalty to damage and long-range accuracy relative to the assault rifle.

Bonus concealment means enemies' detection range (red tiles) is reduced against units with these weapons equipped.

They can be equipped by any XCOM unit that can equip assault rifles.

This mod was commissioned by 2K Games to be released with XCOM 2.

Free for noncommercial use: Modders are free to incorporate any code or other assets from this mod in their own, provided credit is given to Long War Studios in the appropriate places in mod releases.

Modelling, textures: James "JCLewis" Karlson
Textures: Robert "Baszermaszer" Bakos
Design Lead: John "JohnnyLump" Lumpkin
Technical Lead: Rachel "Amineri" Norman
129 Comments
Space_Waster Sep 23, 2024 @ 7:41am 
Is there a way to edit an INI to set these as bullpups? I think they would be good for some of the classes in the proficiency pack but I don't want to give them accesss to assault rifles as well
DeBlue Apr 16, 2024 @ 7:58am 
For some reason I can't see the SMG's in a soldier's loadout whom can equip Assault Rifles?
Dragon32 Jan 14, 2023 @ 12:19pm 
@Kevin from HP Customer Service
I edited XComLW_SMGPack_WotC.ini so they're the same cost as the Bullpup. E.g. 45 supplies and 5 alloys for magnetic; 90 supplies, 10 alloys and 5 crystals for plasma
Kevin from HP Customer Service Jan 14, 2023 @ 11:29am 
Anyone know how to make these "build" together with rifles wehn you buy them in engineering?
Always find it hard to justify the cost in playthroughs
BottomScorer Jan 6, 2023 @ 6:49am 
One Steam tag should be sufficient!

War of the Chosen

NOT war of the chosen!
NOT WotC!
Malidictus Dec 30, 2022 @ 5:24pm 
@Dragon32: You are correct. Weapon type is not set in the ini files. It's set in X2Item_SMGWeapon.uc, in each of the three CreateTemplate_SMG functions. It's been ages since I've done UnrealScript coding, but it seems to be set as a name: Template.WeaponCat = 'rifle'; I don't think changing SMGs in this mod will do anything. That would likely require code level changes in the weapon overhaul mod.
Dragon32 Dec 30, 2022 @ 2:08pm 
@Mask
I don't think that's an .ini edit, I think that would need re-doing the code in the SDK. have a look at Iridar's mods, maybe one of his (Template Master, maybe?) could do it via .ini editing.
Mask Dec 22, 2022 @ 2:54pm 
@Dragon32
I just found out, smgs are classified as assault rifles. I'm using weapon overhaul for proficiency class. How could I revert that specification? Cuz I see the mobility bonus yeah but it has the skeletonized weapon modification for assault rifles thus it has 3-5 dmg. Any ideas?
Mask Dec 22, 2022 @ 1:18pm 
Thank you! I'll try cleaning the files.
Dragon32 Dec 21, 2022 @ 2:00pm 
@Mask
You can see when a Workshop mod was last updated top right of its mod page. This mod hasn't changed in more than 5 years.
Have you cleared your user configs? They'll rebuild on next game launch and should pull in your edit.
https://old.reddit.com/r/xcom2mods/wiki/mod_troubleshooting