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[WOTC] Iridar's Underbarrel Attachments
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36.068 MB
Oct 15 @ 9:48am
Nov 1 @ 2:49pm
9 Change Notes ( view )
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[WOTC] Iridar's Underbarrel Attachments

This mod adds buildable Underbarrel Shotgun and Underbarrel Grenade Launcher. There are Conventional, Magnetic and Beam tiers. By default they can be attached only to Assault Rifles and Beowulf Rifles, but you can configure the mod to make UB attachments available to any weapon, and you even get to fine-tune the attachments' position on the weapon model.


First you must research Modular Weapons -> Underbarrel Weapons (new research), and then you can build Underbarrel Attachments in Engineering one at a time for a modest cost in resources appropriate for each tier. More advanced versions become available with additional weapon research: UB shotguns require Magnetic Weapons -> Plasma Rifle, and UB grenade launchers require Muton Autopsy -> Advanced Grenades (the Proving Grounds project).

Additionally, purchasing Squad Upgrades for normal primary weapon Shotguns and secondary weapon Grenade Launchers will automatically upgrade not equipped Underbarrel Attachments to the next tier.


All Underbarrel Attachments add a -10 Aim penalty to Reaction Shots, and -1 penalty to Mobility. Configurable.

Underbarrel Grenade Launcher does not allow you to launch standard grenades. It uses its own ammunition.

By default Underbarrel Shotgun has three shots, and Underbarrel Grenade Launcher has one shot. At no additional cost you can build utility items that will provide reloads to Underbarrel Attachments.

Underbarrel Shotgun shots can Headshot the Lost and will respect abilities such as Light 'Em Up or Marauder.

By default firing the Underbarrel Grenade Launcher is a turn ending action, while reloading it is a non-turn ending action. Both of them will respect Salvo and Total Combat.


Almost every aspect of this mod is configurable.

Thanks to cutting edge tech in X2WOTC Community Highlander, Underbarrel Attachments can be added to any weapon, check the XComUnderbarrel.ini file for examples.

By default this mod makes Rifles available to Grenadiers, and allows to build a special item that can be equipped instead of the normal Grenade Launcher, which will provide extra reloads to the Underbarrel Grenade Launcher, making it possible to build a soldier specifically around using Underbarrel Grenade Launcher.

If you also use my Open Weapon Restrictions mod, both of these equipment pieces will be unlocked for any class that uses a Grenade Launcher secondary.

It is also highly recommended that you get my Weapon Skin Replacer mod, as that will enable a cruch that improves attachment positioning for certain Attachment / Rifle combinations.

Beam Grenade Launcher can be configured to use the same targeting logic as Blaster Launcher, though if you use that, you will probably want to add an Elerium Core cost to them.


Incompatible with Customizable Secondary Weapons. Using it for some reason makes UB attachments not appear on weapons.

Compatible with Utiliy Slot Sidearms. These mods don't directly interact with each other, but previously using both at the same time could cause crashes.

Compatible with RPG Overhaul, MOCX Initiative and A Better Barracks.

Integration with Grimy's Loot Mod is out of the question for now.

Utility Items that offer extra reloads for UB Grenade Launcher count as grenades and should be compatible with all perks that increase grenades' carrying capacity. Perks that provide bonus damage and effects to grenades are more tricky, and will likely require me to add additional support. Right now it is confirmed compatible with Biggest Booms and Volatile Mix.


Huge thanks to Community Highlander team for adding the necessary functionality at my request. Thanks to CX as a whole for a warm place to call home. Thanks to Spart for teaching me his kitbashing ways and for his sawedoff shotgun model. Credit to InternetExploder whose Beam Grenade Launcher was used as base for Beam Underbarrel Grenade Launcher.

Please support me on Patreon[www.patreon.com] if you require tech support, have a suggestion for a feature, or simply wish to help me create more awesome mods.
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X-heketchis_V44 6 hours ago 
Hopefully micro-missile launchers and flamethrowers can become a thing.
Iridar  [author] Nov 9 @ 9:21pm 
By "cannon" do you mean a piece of artillery or a minigun? Moving parts are not possible with the tech we have.
futuremadscientist Nov 9 @ 4:21pm 
@Iridar would it be possible to make an underbarrel cannon?
Iridar  [author] Nov 1 @ 2:49pm 
Magnetic UBGL requires both Magnetic Weapons and Muton Autopsy, but the Conventional UBGL is hidden if you research Muton Autopsy. Most people get Magnetic Weapons as soon as possible, so I felt fine leaving it at that. I have adjusted the mod, now UBGL will not require Magnetic or Plasma weapon research, just the Muton Autopsy and Advanced Grenades.
pardoxii Nov 1 @ 9:59am 
new to mods I happen to like this mod in concept and execution but i ran into a slight snag

when i first loaded the mod (mid-campaign) it worked fine and I outfitted my specialist with a grenade ub, then something happened and i couldn't make anymore

i figured it was a mid-campaign bug, scrapped the playthrough to test it on fresh, and it seemed to work, i outfitted two or three guys with one, then i do muton research and i cannot make the grenade ub again. (I can still make sg ub)

I already have a possible thought but i wanted to mention in case of bug, if i do advanced grenaded, magnetic weapons, plasma grenades, will i be able to resume making ub grenades?

Note the ub shells (both sg and gl) are still available under its as is ub sg under weapons, just the GL went missing
Iridar  [author] Oct 29 @ 10:32am 
The mod can be configured to add these attachments to any weapon. Same for bayonets. It will probably be too complicated for you.
daggerrat Oct 29 @ 6:20am 
@Iridar, thanks I'll check into it just like with the bayonets mod thanks but also I guess same question as the other one for bayonets does it only work on the basic weapons from wotc? and not custom guns?
Iridar  [author] Oct 28 @ 8:46am 
You have to build an underbarrel attachment in engineering and attach it to a weapon the same way as any other weapon upgrade.
daggerrat Oct 28 @ 8:34am 
I have a silly question I did the research now how do I attach it to a weapon?
Vaeliorin Oct 27 @ 10:55pm 
Cool, thanks. That and your open class weapons restriction mod might help me with another issue I'm having too (namely that since I'm using RPG Overhaul, nobody seems to be able to use the weapons from Armored Vipers.) :)