XCOM 2
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[WotC] Richards Weapon Pack [WiP]
 
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Jun 19 @ 4:44am
Jun 23 @ 1:36pm
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[WotC] Richards Weapon Pack [WiP]

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In 1 collection by Richard
Richard's Xcom2 Mods
19 items
Description
This mod intends to add more vanilla-stlye / lore-friendly weapon variants to the game to give your soldiers more choices for their loadouts. It is very much a Work in Progress [WiP] and currently reuses existing game weapon models to make variants. If anyone would like to contribute models/resources to this pack please let me know!

Contents:
1/ Current Weapons
2/ Planned
3/ Config
4/ Issues
5/ Credits
6/ Other Add Ons

1/ Current Weapons

I have added at least 1 variant for every primary weapon in the base game. Once a tech is researched, relevant schematics will be available to purchase from engineering.

-Auto Shotgun (Shotgun Variant) [Uses Assault Rifle Model for now]
3-7 DMG, 3 Clip Size, 10% Crit Chance, Custom Range
Auto shotguns can deal more damage than regular shotguns but suffer higher penalties when used at long range. They need to be used at close range to be their most effective.

-Battle Rifle (Assault Rifle Variant) [Uses Reaper Vektor Rifle Model for now]
3-5 DMG, 3 Clip Size, Custom Range
Has increased aim bonuses at mid range (+18% max) but suffers aim penalties at close range (-18% max), is intended to be the opposite to the assault rifle which has increased aim as you get closer to an enemy.

-Carbine Rifle (Assault Rifle Variant) [Uses Skirmisher Bullpup Model for now]
2-4 DMG, 3 Clip Size, +1 Mobility, +5% Aim Bonus, Medium Range (Assault Rifle Range)
Carbines are more compact compared to assault rifles but deal less damage. They are easier to use than assault rifles trading 1 point of damage for +5 aim.

-DMR (Sniper Variant) [Uses Assault Rifle Model for now]
3-5 DMG, 3 Clip Size, +1 Mobility, 10% Crit Chance, Long Range (Sniper Rifle Range)
The DMR deals less damage than the sniper rifle but is better for mobility and doesn't require both actions to fire. To balance this weapon a little I have applied a built-in snapshot ability so taking a shot after moving incurs a -15% aim and -15% crit penalty. It still also suffers aim penalties at close range like the sniper rifle but at least gives more options for pistol based sharpshooters.

-Hunting Shotgun (Shotgun Variant) [Uses Alien Hunters Boltcaster Model for now]
3-5 DMG, 2 Clip Size, 10% Crit Chance, Custom Range
The Hunting Shotgun has a smaller clip size and deals less damage than the normal shotgun but is more effective at mid-long range than standard shotguns are.

-Machine Pistol (SMG Variant) [Uses Templar Sidearm Model for now]
2-3 DMG, 2 Clip Size, -20% Detection Radius, +3 Mobility, 10% Crit Chance, Short/Pistol Range, 1AP to Fire
Classed as an assault rifle in game, is intended to be an alternate choice to the LW SMG and uses pistol/short range table where as LW SMG uses a custom range table. It's damage stats are scaled around the Templar Autopistols and this weapon can be fired for a single action point allowing 2 shots per turn.

-SAW (Cannon Variant) [Uses Assault Rifle Model for now]
2-5 DMG, 5 Clip Size, +1 Mobility, Medium Range (Assault Rifle Range)
The SAW is a weaker counterpart to the cannon having a lower damage range but offers better mobility and a larger starting ammo capacity to help cannon users utilize attacks that cost more ammo easier.

2/ Planned

-Get Custom Models and Particle Effects where needed.

3/ Config

Go to this location in your Steam Workshop folder;
steam\steamapps\workshop\268500\1416213922\config

You can edit a weapons stats and build cost by opening it's config file, these are;
XComRS_ASG (AutoShotgun)
XComRS_BRF (BattleRifle)
XComRS_CRF (CarbineRifle)
XComRS_DMR (DMR)
XComRS_HSG (HuntingShotgun)
XComRS_MP (MachinePistol)
XComRS_SAW (SAW)

4/ Issues

-Requires Alien Hunters as it uses the boltcaster model, hopefully eventually won't require this.
-Machine Pistol 'stance' looks weird as soldier is pretending to hold a primary weapon, hopefully with a custom TMP we can make it better fit the vanilla soldier stance.
-I don't know how to make weapon attachments show up visually, even though vanilla models are being used.

5/ Credits

I made this mod based on the Unofficial Long War SMG Pack Mod for WotC so thanks to NStriker for porting that over and thanks to Pavonis Interactive for making the initial mod, it made some easy framework to add my own weapons.

6/ Other Add Ons

Long War SMG Pack - WotC (Unofficial)
One of the very first mods that came out for the game is in my opinion still one of the more better onces.
The LW SMG fits the vanilla game really nicely and NStriker did a good job porting it over to WotC.
https://steamcommunity.com/sharedfiles/filedetails/?id=1126071432

Cost Based Ability Colors (Utility)
Color codes abilities based on AP usage. Is useful good, much fantastic, many recommend.
https://steamcommunity.com/sharedfiles/filedetails/?id=1289686596
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59 Comments
José Jul 11 @ 6:21pm 
Yeah, I'm hoping that this puts together some good kitbashes.
Joerino Mullerino Jun 29 @ 6:11pm 
Can't wait to see what this evolves into! Could be the perfect replacement for the Battle Rifle mod!
AzureTerra Jun 29 @ 2:40pm 
Exalt weapons would be good to see again.
CommanderShepard153 Jun 27 @ 6:55am 
@Richard Perhaps we could fuse the Andromeda and Muton rifle models and animations for the Plasma SAW
miguelmonte2005 Jun 26 @ 5:38pm 
this and RPG overhaul? any chance of them getting along?
James Jun 25 @ 9:54am 
Hi Richard in response to not wanting to rip off other authors I am sure if you ask they will not mind. Some of the models are pulled from EU and others kitbashed from current assets. I think they would look good and match the existing weapons nicely in theme.
CommanderShepard153 Jun 24 @ 7:52am 
No ideas for the machine pistol, but I still maintain that Central's rifle is perfect for the SAW
CommanderShepard153 Jun 24 @ 7:51am 
@Richard Cont. Due to comment limitations:

Auto Shotgun: TM AA-12: Like the LW SMG, it already looks very close to what a XCOM gun would look like. You could even use it's 3000 round Drum Mag form for the extended magazine model.
Without drum:https://www.airsoftextreme.com/products/tm-aa-12-automatic-electric-shotgun-preorder
With drum:http://impulse101.jp/en/aeg-magazines/tokyo-marui-aa-12-electric-drum-magazine-3287

Hunting Shotgun: Franchi SPAS-12: Might remember this from Jurassic Park. Since you wanted to focus on range with this one I figured something lighter but longer was in order. Also consider replacing the usual buckshot animation with a single large slug for the shot animation. Slugs were built for range after all.
https://en.m.wikipedia.org/wiki/Franchi_SPAS-12
CommanderShepard153 Jun 24 @ 7:47am 
@Richard By Xcom-ifying I meant taking a couple real life guns and altering the models a little to fit the XCOM aesthetic, like what Pavonis did for the SMG. That's a real gun. For example(all ballistic tier right now)

Carbine: HK417: looks almost exactly like a lighter vanilla assault rifle.(also for this rifle I recommend looking into an animation similar to the DMR in the Reach weapons pack, an animation that fires multiple single shots instead of full auto, to help show the accuracy)
https://www.armsunlimited.com/Heckler-Koch-417-762mm-Full-Auto-12in-Barrel-Rifle-p/hk417.htm

DMR: L15 DMR: Has the right build and length to be a DMR, Just add the scope sniper rifle come with before adding a scope mod to the rifle.
https://lancer-systems.com/awc/product/l15-dmr/
CommanderShepard153 Jun 24 @ 7:15am 
@Richard, is it okay if we base some of our suggestions off pre existing real life guns? Cause I think "Xcom-ifying" a couple real life guns could fit