XCOM 2
[WotC] Resistance Firearms - Main Module
 This topic has been pinned, so it's probably important
∑3245  [developer] Sep 11, 2017 @ 10:14am
Frequently Asked Questions
Since I keep getting many repeat questions, here's an FAQ to answer most of them:

GENERAL

Q: Are these cosmetic only?
A: Yes

Q: Is there weapons for all Tiers?
A: All starting weapons will appear for all tiers.

Q: Do I need to start a new campaign?
A: It's generally recommended to start a new campaign, but this mod supports a current game as well. The weapon will be added to their respective tiers if unlocked.
NOTE: There might be some bugs if you do add weapons in the middle of a campaign, so beware!

Q: Will these weapon upgrade when I buy mag/beam rifles? Will these weapon upgrade if I buy the vanilla schematics?
A: Yes

Q: Help! Some weapons don't have attachment models!
A: That's intentional. I don't have models for all upgrade attachments. Maybe if a 3D model/texture artist would step up and make some for me, that'll be great.

Q: Is it normal for X attachment to show up on all weapons? (ACOG, Reflex, etc)
A: Once more, that's intentional.

Q: Do these weapon support Breakthroughs?
A: Yes

Q: Where my log file at?
A: For Windows users: My Documents\My Games\XCOM2 War of the Chosen\XComGame\Logs.

Q: What does MacTav stand for?
A: Only one hint, play Call of Duty 4: Modern Warfare or Call of Duty: Modern Warfare 2.

Q: What weapons are in this mod?
A: https://steamcommunity.com/workshop/filedetails/discussion/1132835147/1780513643851524950/

PERFORMANCE

Q: The game lags when picking a weapon!! Pls fix!!
A: There's several factors at play that cause this. All of them I cannot easily fix:
  • XCom 2 can't handle so many weapons at once.
  • You machine might not be able to handle it. If you are playing with the minimum requirements, then this pack will not help with performance.
  • Shaders are compiling at runtime.

EDITING

Q: Where do I go do to edit ini files for this mod?
A: <steam>/steamapps/workshop/1132835147/Conifg

Q: How the hell do I navigate through this mess?
A: CTRL + F is your friend. I also recommend using Notepad++ for better readablity.

Q: How do I change the damage, range, etc of weapon X?
A: Find XCom_Global_WeaponStats.ini and edit the respective category. Here's the breakdown:
  • Standard Assault Rifles use TC_WOTC_STATS_ASSAULT_RIFLE
  • Assault Carbines use TC_WOTC_STATS_ASSAULT_CARBINE
  • Battle Rifles use TC_WOTC_STATS_BATTLE_RIFLE
  • SMGs use TC_WOTC_STATS_SMG
  • Standard Shotguns use TC_WOTC_STATS_SHOTGUN
  • Short Barrel Shotguns use TC_WOTC_STATS_SHORT_BARREL_SHOTGUN
  • Snipers use TC_WOTC_STATS_SNIPER_RIFLE
  • LMGs use TC_WOTC_STATS_LMG
  • Pistols use TC_WOTC_STATS_PISTOL
  • Machine Pistols use TC_WOTC_STATS_MACHINE PISTOLS

That leaves only several unused entries, which you can use as custom entries:
  • Marksman Rifles [TC_WOTC_STATS_MARKSMAN]
  • SMGs use [TC_WOTC_STATS_CANNON]

Q: How do I change what weapon stats each weapon uses?
A: Open the weapon template ini (E.g. TC_WOTC_MILL_AUGA1), CTRL+F StatSelectMode. There you can edit what stat you want the weapon to follow.

Q: How do I add upgrade slots?
A: If the weapon template uses global stats (by default it does), open XCom_Global_WeaponStats.ini and edit the _UPGRADESLOTS entry for whatever category you want. If the weapon is not set to use the global weapon stats however, open the weapon template ini (E.g. TC_WOTC_MILL_AUGA1), CTRL+F iNumUpgradeSlots.

Q: How do I stop a weapon from showing up ever?
A: Open XCom_DownloadableContentInfo_RF_WotC,ini and find the weapon you want to remove (E.g. TC_WOTC_MILL_AUGA1). Then in the section where BlacklistWeaponFromGame is at, add the name to the template:
+BlacklistWeaponFromGame = TC_WOTC_MILL_AUGA1_T1
This will prevent the weapon from appearing in the beginning of a campaign, when you load the save, when you add this mod to an existing save, and when buying the next tier of weapons.
Subsequently, this will also remove it from loading into the HQ inventory as well, so no further change is needed.

Q: How do I stop a weapon from showing up in the beginning of a campaign?
A: Open XCom_DownloadableContentInfo_RF_WotC,ini and remove the desired weapon entry. This will prevent it from ever appearing in a save or even a new campaign. If that doesn't work or the weapon still shows up, open the weapon template ini (E.g. TC_WOTC_MILL_AUGA1), CTRL+F StartingItem. If you set it to false, the weapon WILL NOT SHOW UP when you start a new game.

Q: How do I stop a weapon from showing up on an existing campaign?
A: Open XCom_DownloadableContentInfo_RF_WotC,ini and remove the desired weapon entry. This will prevent it from ever appearing in a save or even a new campaign.

Q: How do I stop a weapon from showing up when I buy x schematic?
A: Open the weapon template ini (E.g. TC_WOTC_MILL_AUGA1), CTRL+F CreatorTemplateName. If you erase the schematic name past the equal sign, the weapon WILL NOT SHOW UP when you buy x schematic.

Q: How do I mass edit all ini files?
A: I recommend using Notepad++ for this. Open the ini files that you want using search, then open them all in Notepad++, then CTRL+H the item that you want to replace. Make sure that you hit "Replace All in All Opened Documents". Then select Save All and close.

Q: My changes aren't committing when I load my game?! Fix pls!!
A: That behavior always happens, which goes way back to the basegame itself. I'm afraid that you'll have to start a new game for the changes to commit. I'm betting the saves store a copy of the values so that it doesn't always have to read the inis.

Q: What is debug mode and how do I activate it?
A: Open the config folder and find XCom_DownloadableContentInfo_RF_WotC.ini. Find ENABLE_DEBUG_LOGGING to true. This will print out relevant information on stats and other parameters when the templates are processed when the game boots up.
ENABLE_DEBUG_ATTACHMENT_LOGGING logs relevant information about attachments when the game boots up.
You can see the information in the Launch.log file. Note that this will greatly bloat the Launch.log file, so I suggest turning it off once you are done.
Last edited by ∑3245; Jul 31, 2019 @ 2:13am
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Showing 1-15 of 58 comments
∑3245  [developer] Sep 11, 2017 @ 10:17am 
Read the FAQ! I will always refer to this!
Swords Sep 11, 2017 @ 10:40am 
Super helpful, thanks E3.
Baka Racker Sep 11, 2017 @ 3:18pm 
Very helpful, thanks!
Kazraan Sep 11, 2017 @ 5:31pm 
Maybe this is dumb and I missed it. I remember watching a stream with your guns, and they were the base models for soldiers. How do I set your gun to be the base model instead of the games cartoon weapons. Thanks!
∑3245  [developer] Sep 11, 2017 @ 5:36pm 
Originally posted by Kazraan:
Maybe this is dumb and I missed it. I remember watching a stream with your guns, and they were the base models for soldiers. How do I set your gun to be the base model instead of the games cartoon weapons. Thanks!

Edit XComGameData.ini and find RookieSoldier. There you will find a Loadouts parameter with the name AssaultRifle_CV. Change it to whatever weapon you want (e.g. TC_WOTC_MWR_M4A1_S_T1)

Same goes for the Resistance members in the Haven Siege missions (CivilianMilitiaLoadout).
venolf Sep 12, 2017 @ 10:03am 
Is there any chance that I can modify the number of upgrade slots on any ini file??
jroc Sep 13, 2017 @ 2:29am 
Originally posted by E3245:
Originally posted by Kazraan:
Maybe this is dumb and I missed it. I remember watching a stream with your guns, and they were the base models for soldiers. How do I set your gun to be the base model instead of the games cartoon weapons. Thanks!

Edit XComGameData.ini and find RookieSoldier. There you will find a Loadouts parameter with the name AssaultRifle_CV. Change it to whatever weapon you want (e.g. TC_WOTC_MWR_M4A1_S_T1)

Same goes for the Resistance members in the Haven Siege missions (CivilianMilitiaLoadout).

Forgive me, I'm having trouble finding this file. In which directory can it be located? You didn't mean DefaultGameData.ini, right? (And if so, which directory because I have several. Assuming it's in the WOTC parent folder, I made the changes as you said, but I must have done something wrong because the soldiers spawned with no weapon at all and couldn't fire.)

Edit: When these changes are made, will resistance militia use the appropriate weapon when upgrading tiers, or do I need to make changes to replace shotgun_mg/bm, etc.? Do I put the same file name from your mod in that spot or is there more to it?
Last edited by jroc; Sep 13, 2017 @ 2:31am
∑3245  [developer] Sep 13, 2017 @ 7:16am 
Originally posted by WALMARTFOREVER:
Originally posted by E3245:

Edit XComGameData.ini and find RookieSoldier. There you will find a Loadouts parameter with the name AssaultRifle_CV. Change it to whatever weapon you want (e.g. TC_WOTC_MWR_M4A1_S_T1)

Same goes for the Resistance members in the Haven Siege missions (CivilianMilitiaLoadout).

Forgive me, I'm having trouble finding this file. In which directory can it be located? You didn't mean DefaultGameData.ini, right? (And if so, which directory because I have several. Assuming it's in the WOTC parent folder, I made the changes as you said, but I must have done something wrong because the soldiers spawned with no weapon at all and couldn't fire.)

Edit: When these changes are made, will resistance militia use the appropriate weapon when upgrading tiers, or do I need to make changes to replace shotgun_mg/bm, etc.? Do I put the same file name from your mod in that spot or is there more to it?

I'm talking about the ini file in My Games/XCOM 2 War of the Chosen/XComGame/Config, not the one in the main game dir.

In that same file, there's a M2 and M3 militia soldier, so you'll have to manually put the T2 and T3 versions of those weapons (I don't know if the militia can use special class weapons, but you're welcome to try).
Broomhandle45 Sep 13, 2017 @ 10:30am 
Is it possible the long load times are also happening if you download the mod mid game and try to fire it up? Or is that just a result of the mod period?
Landgreen Sep 13, 2017 @ 11:22am 
I dont know if this has been asked before but when i set the gun to custom and the range to short, the range values do not match. My shotguns at close range do not get an aim boost.
jroc Sep 14, 2017 @ 2:04am 
Originally posted by E3245:
Originally posted by WALMARTFOREVER:

Forgive me, I'm having trouble finding this file. In which directory can it be located? You didn't mean DefaultGameData.ini, right? (And if so, which directory because I have several. Assuming it's in the WOTC parent folder, I made the changes as you said, but I must have done something wrong because the soldiers spawned with no weapon at all and couldn't fire.)

Edit: When these changes are made, will resistance militia use the appropriate weapon when upgrading tiers, or do I need to make changes to replace shotgun_mg/bm, etc.? Do I put the same file name from your mod in that spot or is there more to it?

I'm talking about the ini file in My Games/XCOM 2 War of the Chosen/XComGame/Config, not the one in the main game dir.

In that same file, there's a M2 and M3 militia soldier, so you'll have to manually put the T2 and T3 versions of those weapons (I don't know if the militia can use special class weapons, but you're welcome to try).

Thanks. This seems to create the effect I was looking for, however there is one problem. Rangers, Grenadiers, and Sharpshooters get the weapon I set them to use, but the Specialist always gets the G3. I setup the SquaddieSpecialist loadout to include a different gun, but they always come with the G3. Any suggestions?

Edit: A little more info. When I create a soldier in character pool and change class to Specialist, the character shows up with the weapon I want. It's only when graduating ingame do they get the G3.
Last edited by jroc; Sep 14, 2017 @ 2:09am
∑3245  [developer] Sep 14, 2017 @ 7:23am 
Originally posted by WALMARTFOREVER:
Originally posted by E3245:

I'm talking about the ini file in My Games/XCOM 2 War of the Chosen/XComGame/Config, not the one in the main game dir.

In that same file, there's a M2 and M3 militia soldier, so you'll have to manually put the T2 and T3 versions of those weapons (I don't know if the militia can use special class weapons, but you're welcome to try).

Thanks. This seems to create the effect I was looking for, however there is one problem. Rangers, Grenadiers, and Sharpshooters get the weapon I set them to use, but the Specialist always gets the G3. I setup the SquaddieSpecialist loadout to include a different gun, but they always come with the G3. Any suggestions?

Edit: A little more info. When I create a soldier in character pool and change class to Specialist, the character shows up with the weapon I want. It's only when graduating ingame do they get the G3.

You'll have to go in and change the Tier ordering to a lower number to get past it, or just find the assault rifle you want and add +5 to the tier number. (Search for T1_Tier in the template configs)
DrunKraken  [developer] Sep 16, 2017 @ 2:41pm 
Originally posted by venolf:
Is there any chance that I can modify the number of upgrade slots on any ini file??

Yes.

Template values are available via user side config files.

Example: \Steam\steamapps\workshop\content\268500\1132835147\Config\Weapons\Assault Rifles\XCom_TC_WOTC_MILL_G36KE.ini

Look for" _iNumUpgradeSlots", and tweak to your preference.

Last edited by DrunKraken; Sep 16, 2017 @ 3:05pm
DrunKraken  [developer] Sep 16, 2017 @ 3:00pm 
Originally posted by Landgreen:
I dont know if this has been asked before but when i set the gun to custom and the range to short, the range values do not match. My shotguns at close range do not get an aim boost.



Example of the global preset value: \Steam\steamapps\workshop\content\268500\1132835147\Config\Weapons\Assault Rifles\XCom_TC_WOTC_MILL_G36KE.ini

CVWPdata_T1_StatSelectMode = WOTC_STATS_SHOTGUN_T1 ;This sets the values for range table dmg etc... You can find these in "XCom_Global_WeaponStats.ini"

Global presets are provided for you to use without having to tweak the values manually.


=========================================================================

Example Custom mode: \Steam\steamapps\workshop\content\268500\1132835147\Config\Weapons\Assault Rifles\XCom_TC_WOTC_MILL_G36KE.ini

CVWPdata_T1_StatSelectMode = Custom ;This will use the values you set from the following.
CVWPdata_T1_RangeTableSelect = Medium_CV
CVWPdata_T1_WepBasedmg[0] = (Damage=4, Spread=1, PlusOne=0, Crit=2, Pierce=0, Shred=0, Tag="", DamageType="Projectile_Conventional")
CVWPdata_T1_Aim = 0
CVWPdata_T1_CritChance = 0
CVWPdata_T1_iClipSize = 4
CVWPdata_T1_iSoundRange = 27
CVWPdata_T1_iEnvironmentDamage = 5



Last edited by DrunKraken; Sep 16, 2017 @ 3:05pm
Sterben333 Sep 16, 2017 @ 6:06pm 
How would I go about giving a weapon a mobility bonus? Does this mod support that?
Last edited by Sterben333; Sep 16, 2017 @ 9:54pm
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