XCOM 2
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[WOTC] WSR Weapon Skin Replacer - Configuration
   
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0.176 MB
Apr 11, 2019 @ 2:14am
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[WOTC] WSR Weapon Skin Replacer - Configuration

Description
This mod provides you with a configuration file for the Iridar's [WOTC] WSR Weapon Skin Replacer - Core so you can do things like:
  • Cosmetically modify weapons, including their models, animations, sounds and visual weapon attachments.
  • Reduce inventory clutter by permanently removing weapons and their schematics from Engineering. Useful if you don't want *all* of the weapons from a certain weapon mod.
  • Make gameplay modifications to items and weapons, such as adding and removing abilities, changing their Item and Weapon Category, Inventory Slot, number of weapon upgrade slots, damage stats, and much more.
  • Modify the tech tree by changing which items are created by which schematics, what research is required, edit resource costs, etc.
If you want your Assault Rifle to look and sound like a conventional Cannon with Coilgun attachments - you can do that. Make your Magnetic Rifle look and sound like Priest's Carbine? Make Chosen Assassin use a shovel? Easy. This mod is basically Unrestricted Customization for weapons and their attachments.

This functionality does not currently have any in-game UI; it all must be done through the configuration file. Using this mod is likely to require more effort than an average user is willing to spend, but it shouldn't be too difficult to figure out for anyone who puts their mind to it.

HOW TO USE

The XComWeaponSkinReplacer.ini configuration file is located at:
..\steamapps\workshop\content\268500\1709345052\Config\XComWeaponSkinReplacer.ini
I highly recommend to backup your configuration file, as it will be reset if you unsubscribe from the mod or verify game's files.

You can find instructions and examples of all commands you can enter into the configuration file here:
>>> GO HERE FOR EXTENSIVE DOCUMENTATION <<<

If documentation is not enough, you probably shouldn't use WSR, I will not be holding hands on this one.

REQUIREMENTS
COMPANION MODS

Boundir's Mods - look into this list if you'd like to further customize other aspects of the game, such as soldiers, enemies and abilities.

COMPATIBILITY

Should be compatible with almost everything. Safe to add or remove mid-campaign.

CREDITS AND DONATIONS

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.
Popular Discussions View All (2)
1
May 6, 2019 @ 12:26am
Config to change all vanilla pistols to conventional?
Salt Intensifies
0
Jul 18, 2020 @ 3:10pm
Simple config for replacing all weapon tiers with conventional
Msgr. Bones' SSPX Ride
< >
172 Comments
Iridar  [author] Dec 14, 2021 @ 3:27am 
@Metal Machine
По идее такая замена должна заменять анимации тоже, не знаю с чего бы звуку пропадать.
Metal Machine Dec 14, 2021 @ 12:36am 
@Iridar, смотри, заменил себе оружейку, но на пулемете, замененным z6, пропал звук. Это значит что он завязан на анимацию и будет работать только на родном темплейте?

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_CV, DONOR_TEMPLATE=WP_Z6Rotary, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_MG, DONOR_TEMPLATE=WP_Z6Rotary, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_BM, DONOR_TEMPLATE=WP_Z6Rotary, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)

+WEAPONS_TO_HIDE=WP_Z6Rotary_MG
+WEAPONS_TO_HIDE=WP_Z6Rotary_BM
XpanD Dec 11, 2021 @ 5:58am 
The goal is to have the lower-tier items disappear from the menu if mag/beam is already unlocked, but I just seem to get all three showing at the same time. I've tried passing in Cannon_MG_Schematic/Cannon_BM_Schematic as well, but same result.

Anything I'm missing here, or any other ways to approach this? Thanks. (again!)

(testing these on a fresh debug cheat campaign, in case that affects anything)
XpanD Dec 11, 2021 @ 5:58am 
I'm currently trying to create an upgrade path for an item that's been converted to single production, but I'm hitting a bit of a roadblock -- I can't seem to get HIDE_IF_PURCHASED to work.

Here's what I'm doing:
+CHANGE_TEMPLATE=(TEMPLATE=WP_GethSpitfire, SET_CAN_BE_BUILT=1, SET_STARTING_ITEM=0, HIDE_IF_PURCHASED=Cannon_MG, CHANGE_REQUIREMENTS=true, RESOURCE_COSTS[0]=(costs here))
+CHANGE_TEMPLATE=(TEMPLATE=WP_GethSpitfire_MG, SET_CAN_BE_BUILT=1, SET_STARTING_ITEM=0, HIDE_IF_PURCHASED=Cannon_BM, CHANGE_REQUIREMENTS=true, REQUIREMENTS=(RequiredTechs[0]=GaussWeapons), RESOURCE_COSTS[0]=(costs here))
+CHANGE_TEMPLATE=(TEMPLATE=WP_GethSpitfire_BM, SET_CAN_BE_BUILT=1, SET_STARTING_ITEM=0, CHANGE_REQUIREMENTS=true, REQUIREMENTS=(RequiredTechs[0]=HeavyPlasma), RESOURCE_COSTS[0]=(costs here))
Iridar  [author] Dec 4, 2021 @ 11:50am 
@DabHand
So that's where you got the syntax from. Very weird. The fact that it's in the documentation indicates that this functionality was present in the mod at some point. But I don't see it in the mod project for Weapon Skin Replacer. Very, very weird. Updated the doc, thanks.
DabHand Dec 4, 2021 @ 11:26am 
Thanks Iridar. The doc page https://steamcommunity.com/sharedfiles/filedetails/?id=1689878874 might need updating?
I'll try this and report. Thanks again.
Iridar  [author] Dec 4, 2021 @ 10:33am 
@DabHand
That's not a valid syntax. WSR cannot add abilities to weapon upgrades. You can try using Template Master for this. Example command would be:

+Edit_X2WeaponUpgradeTemplate = (T = "FreeFireUpgrade_Bsc", P = "BonusAbilities", V = "CoolUnderPressure")

Use FreeFireUpgrade_Adv and FreeFireUpgrade_Sup for advanced and superior hair triggers respectively. FreeFireUpgrade upgrade itself is not used anywhere in the game, I'm pretty sure.
DabHand Dec 4, 2021 @ 10:13am 
Has anyone successfully added abilities to weapon upgrades?
Using this format:
+GIVE_ABILITIES=(WEAPON_UPGRADE="FreeFireUpgrade", ABILITY="CoolUnderPressure")
Doesn't seem to work. I've tried different combinations of speech-marks as l see neither element has them in other 'GIVE_ABILITIES' examples from the doc, but no luck so far.
Iridar  [author] Nov 22, 2021 @ 10:56pm 
@TheProtofire
You probably have some mod that removes Suppression from weapons/soldiers that "shouldn't" have it.
TheProtofire Nov 22, 2021 @ 10:52pm 
Hi,
I want to use this mod to give all rifles/bullpups suppression by default. I'm using your Five Tier Overhaul mod and when I got to coil I could no longer use suppression. It still says that both weapon categories have suppression when I'm in the armory, but I don't have the option on missions.

+GIVE_ABILITIES=(TEMPLATE=AssaultRifle_CG, ABILITY=Suppression)
+GIVE_ABILITIES=(TEMPLATE=Bullpup_CG, ABILITY=Suppression)