XCOM 2
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WOTC Weapon Re-balance
   
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Oct 16, 2018 @ 8:39pm
May 3, 2024 @ 7:38pm
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WOTC Weapon Re-balance

In 1 collection by Alpha115
Alpha's Mod Collection
24 items
Description
This is a simple mod that I use to tweak weapons' stats. I mainly posted it here to show my little balance changes to some of the weapons.

FEATURES
All stats are configurable in the config file.
1. The Vanllia Beam sword and beam ripjack have 25% chance to stun in addition to the burning effect - a superior weapon should have a superior effect. Any mod that adds new weapons that do not use base stats will not be affected.

2. All Bullpups have a +5% bonus to aim and crit. Firaxis intended them to be a close range weapon, but they are also rifles so slightly better accuracy as well. Bullpups crit damage is 1(Conventional)/2(Magnetic)/3 (Beam) Wheres in Vanilla it is 1(Conventional)/1(Magnetic)/3 (Beam). Finally the Beam tier Bullpups damage has been increased by 1.

3. I've slightly improved the damage of vector rifles and added damage spread to them as well. A conventional vector rifle deal 3-5 damage now instead of 3-4. Magnetic deals 4-6 instead of 4-5. Beam deals 5-7 instead of 5-6. All Vector Rifles have +1 AP.

4. Shard Gauntlets Magnetic tier and Beam tier have a damage spread. Magnetic deal 5-7 damage, and Beam deal 7-9. All shard gauntlets have +1 AP.

5. Shotguns have -1 AP.

6. Assault Rifles have 1 extra upgrade slot.

The config file should be in the following location:
<Your Steam Install>
\steamapps\workshop\content\268500\1540982775\Config\XComGameData_WeaponData.ini

COMPATIBILITY
Should be compatible with any mod that doesn't modify the same ini entries.

You should be able to add/remove it mid campaign without problems.

Credits
RustyDios for code fixing.
18 Comments
Elronhir Jan 9, 2024 @ 2:50am 
This mod is compatible with other weapon changes like "[WOTC] Iridar's Five Tier Weapon Overhaul" or "Psionic Rifle"?
Alpha115  [author] Aug 20, 2022 @ 9:14am 
@Beach Head B82 Originally this mod made it so Bullpups had medium range tables but since this only affects base game weapons and any mod weapons set up to use base game stats(Here's a hint not many modded weapon packs do this) I just defaulted to leaving the bullpup as a close range weapon. Mainly because having to manually adjust 50 config files to make other guns equal to the bullpups range changes got tiring really quickly.
Beach Head B82 Jul 22, 2022 @ 6:54pm 
Funny how Xcom Devs think a bullpup rifle is a close range only weapon because theyre typically shorter than carbines, but as a bullpup they're just as accurate over ranges comparable to carbines. Magazines behind triggers mean more barrel for accuracy
rodrigovivomazzeo Nov 5, 2020 @ 5:58am 
does this apply for other modded weapons? for example i have the mod of some nice weapon skins (destiny and other games) but cant use em cuz the current weapons are way higher in dmg. i just want to level them up to the dmg of the regular game weapons
Basilisk Oct 26, 2019 @ 10:49am 
Hey Zigomorfico, if I remember correctly the top 3 lines are for whats currently in the game and the bottom 3 lines are whats going to get replaced by the mod. But if you are unsure, just compare some other lines like the ones for swords for example. Just check if you see a change from 4/5/7 to 4/6/8.
Zigomorfico Oct 25, 2019 @ 11:19pm 
hi, i installed your mod but i want to change some stats in the config file, but it's kinda confusing, for example, the ; ## Ripjack ## section has like repeated entries? (dunno if i make myself clear, but its like 6 lines of code, when i expected just 3?).

anyway, i just wanted to understand better what i should change in order to tweak some of your numbers, for example remove the increased damage of swords

ty for help
Basilisk Aug 11, 2019 @ 2:10pm 
Thanks for your answer. I did figure it out in the end. Apparently there was a mistake in the ini file. Swords were still set to deal 3-5 damage instead of 4-6, although you wrote they should deal 4-6 in the mod description. I think there was 1 other value which still wasn't changed, but I don't quite remember which. You might want to update the ini file to set swords and templar blades correctly.
Alpha115  [author] Aug 11, 2019 @ 1:37pm 
That may be because of the replacer. This mod directly affects vanilla swords.
Basilisk Aug 11, 2019 @ 10:36am 
Hello, I have installed the mod but it does not seem to work properly. My swords still show as dealing 3-5 damage.

I am using the TLP conventional weapons replacer for all vanilla weapons, could this be the problem?

I tried shuffling around the mod load order by using mod manager but so far it hasn't worked.
Also, I have tried editiong the ini file of TLP weapons replacer to exclude all sword replacements.

Still, I did not get the mod to work so swords are still dealing 3-5 damage instead of 4-6.

Any tipps how I can get this to work?
Alpha115  [author] Oct 17, 2018 @ 6:18pm 
Honestly you would need to edit the weapons UC file, and just add the magnetic tier stun status effect.