They haven't been on since 2016, either their health took a turn for the worse and they will never come back, or they have abandoned nexus entirely. Either way they will never see your post.
Slug Shotgun should have an armour penetration buff rather than a damage buff. Buckshot would actually be vastly more damaging. The main advantage of a slug is that it uses a more aerodynamic shape in comparison to the ball shaped pellets of buckshot, providing an increase to the accuracy and velocity of the projectile. Slugs are usually grooved as well, so with a rifled shotgun, the projectile gains a gyroscopic spin for stabilization, further improving aim. The increased bullet velocity and tapered shape, would increase the range and armour penetration of a firearm. Buckshot fires a plethora of round pellets, which have almost no armour penetration, but would be more damaging against naked targets, because more projectiles means more bleeding bullet holes, and more mass means more impact.
To put it simply... What is more damaging? A ton of bricks falling from a skyscraper onto a person, or a 12.7 mm bullet being shot from an AMR at that said person. Of course the bricks would crush the person to death almost instantly, while the AMR would leave a gaping bullet hole that would leave him bleeding out for several minutes before finally being killed. But would it be the same way if the target being fired at was an Armoured Personnel Carrier? The pile of bricks would just bounce off the vehicle, while the AMR is likely to fire straight through it. This same idea goes with the Buckshot vs Slugshot analogy. They have their own advantages and disadvantages depending on the type of target.
I just want to apologise to everyone who has downloaded this mod and it has failed to work. Since the first DLC update the mod will no longer run. Due to my health taking a serious turn for the worst over the past 2 months I have been unable to work on fixing this mod. This will remain so for a significant time, as a result this mod is unfortunately going to be dis-continued.
I apologise for the inconvenience and lack of communication to you all about the situation relating to the mod.
Tried removing all mods and fresh reinstall just because I enjoyed the beginning weapon options, but when I got to the magnetic level weapons, there was no way to equip. They showed in the engineering weapon build screen as 1 (or more) built, but did not show elsewhere. No other mods installed.
Hello, I have a problem with this mod. At the start of the campaign I had 3 variants of each conventional weapons and they worked like a charm . Then I researched magnetic weapons, went to engineering and wanted to buy some of them. I was only able to buy vanilla weapons. Every time I tried to buy other weapon variants they didnt appear in inventory nor loadout screen, but my cash was taken . I tried to use console and add them manualy but it didnt work either ( maybe i used wrong item names). After reaserching beam and magnetic weapons im still able to use all conventional weapon variants ( vanilla + modded), but i cant buy any beam or magnetic modded variants. Anyone found solution to this problem ? BTW great mod
EDIT seems like problem appears after latest game patches. Mod works flawless on not updated game for me.
That is really weird, I built every magnetic and beam variant on my end and I was still able to access every other variant from ballistic to beam. Some people had issues when loading saves that used version 1, but in nearly all cases when starting a new campaign everything worked as normal. Do you have any other mods installed for XCom 2? If so can you list them for me as you may be coming across a compatibility issue.
Sorry for the inconvenience you are suffering, hopefully we can fix this soon!
@Derpher & DaedricDrummer, sorry for not responding sooner. After some fairly extensive testing I'm starting to believe that the issues may be due to the instability and buggy nature of XCom 2 at its current state.
After doing some further research I found that unless a mod alters the base files there "shouldn't" be any conflict between mods. As the Weapon Variants mod uses entirely new code and for referenced variables new variables are created before any alterations are applied. This "should" make it so that this mod is compatible with any and all mods as far as my understanding goes.
This is only my hypothesis that I formed after reading up from other people's experiences and from my understanding of programming. This may turn out to be entirely false, but until XCom 2's stability is improved and bugs are removed I won't be able to tell with 100% certainty.
So I tried deactivating the mod, starting a new game and using the console to give myself all techs and then reactivating the mod. What I found was this: I could build beam weapons, but they wouldn't be visible unless I built at least one of their magnetic counterpart. I also found that building too many of one variant would cause lower-tier weapons to start disappearing. E.g I built 8 titanium shard guns and could still use flechette shotguns, then built 4 more and the flechette shotguns disappeared, although some of my soldiers still had them equipped and those would show up in inventory if I unequipped them. Then I built 10 splitter storm guns and according to inventory I only had 2 titanium shard guns when I should have 12. The correct numbers still show up in Engineering, though.
In relation to weapons disappearing, I think it is how XCom 2 performs weapon upgrades. It may delete the previous tier of the weapon you are upgrading. Since weapons are unlimited in vanilla, you never ran out of them since the upgrade function was called only once for the weapon, but as the variants in the current version of the mod are of limited supply, they get removed when upgrading.
If that is the case, swapping them back to being infinite "should" fix the issue of weapons disappearing, but as you mentioned even the ballistic variants, which are unlimited like the vanilla weapons, were disappearing. I'll have to think on this for a little bit and pour over the code to see if I can come up with a solution.
There's actually a similar bug in vanilla. Existing EMP and smoke grenades don't get upgraded after doing the Advanced Explosives project in the Proving Ground. Instead you have to build them all over again. However if you sell stuff on the black market it says you have the original grenades in your inventory. They are just hidden on the loadout screen.
Sorry for not providing updates over the past week, as I mentioned to DaedricDrummer I've had some pretty bad issues at home past few days which have prevented me from updating.
The update for the mod should be up very soon! Thank you for your patience.
Was actually kinda worried, because last time I saw you posting here you mentioned an update coming up shortly then nothing happened. I hope everything gets better for you!
And thanks a bunch for the update, though I'm pretty sure everybody will understand if you need to leave this to the side for a while to deal with RL stuff.
It appears that I may have broken the mod when updating it as some people who acquired it from Steam are having the same issues.
Can you tell me which weapons are disappearing if not all of them? I tried to replicate this issue but all of the variants appear on my end even after uninstalling and re-installing the mod.
After starting new game researching and building magnetic weapons, all of my conventional variants disappeared.
Also when equipping modded weapons, the counter in the bottom left corner shows the total number of weapons available. Each modded weapon is supposed to be treated as a new, unique weapon, so the counter should say 1. Also, is there any way to go back to unlimited variants?
Update: After reloading an earlier save, I found I had both magnetic and conventional weapons. However, the conventional weapons all disappeared when I unequipped them manually.
That is quite an interesting problem. I'm currently testing out a hypothesis on implementing translations into the mod, but once I test that out I'll see if I can replicate the issue you are having.
I tested out upgrading to magnetic weapons and I still had access to the ballistic variant I was upgrading from. Some people had issues when they loaded their save games but when they started a new campaign everything appears to be working fine. I'm not entirely sure as to why there would be this type of issue and as a result I am unable to discern a solution to it at the moment.
As for the number of weapons, is it stating that there are unlimited variants for ballistic weapons? If so that was intended as I didn't add buyable schematics for the ballistic variants into the mod. I personally found that early game resources were stretched thin enough as is without having to fork over more resources for the variants, so that was my personal choice there.
As for swapping back to unlimited variants for all tiers, I may be able to add that as an ini variable. I'll have to give that a look into. I'm currently adding some very rudimentary translations of the weapon names using Google Translate over the coming few days. Once I've done that I'll look at adding this option into the ini file and include it in the next update.
Hopefully that update isn't pushed back several times!
Thank you for your feedback and suggestions, and I apologise for the inconveniece caused by the glitches you are suffering.
I reloaded the save again and kept the conventional weapons equipped. However,they disappeared at the end of the next mission and all my soldiers switched to magnetic weapons. Any weapon mods they were using were lost.
It appears that the issue in which weapon variants don't work as intended may be a glitch between version 2.0 of this mod and previous save files. If you are having an issue with the variants can you start a new campaign and when you first reach XCOM HQ can you check if the base variants for the weapons work as intended?
If they do then the rest should work from that point onward.
I apologise for the inconvenience this causes and hope that you don't lose too much progress against the alien occupiers.
55 comments
To put it simply... What is more damaging? A ton of bricks falling from a skyscraper onto a person, or a 12.7 mm bullet being shot from an AMR at that said person. Of course the bricks would crush the person to death almost instantly, while the AMR would leave a gaping bullet hole that would leave him bleeding out for several minutes before finally being killed. But would it be the same way if the target being fired at was an Armoured Personnel Carrier? The pile of bricks would just bounce off the vehicle, while the AMR is likely to fire straight through it. This same idea goes with the Buckshot vs Slugshot analogy. They have their own advantages and disadvantages depending on the type of target.
Oh, and I hope you feel better bro.
I apologise for the inconvenience and lack of communication to you all about the situation relating to the mod.
I apologise for the inconvenience.
EDIT seems like problem appears after latest game patches. Mod works flawless on not updated game for me.
I apologise for the inconvenience.
Edit: It's dead for real, too bad. Well that was a good mod.
That is really weird, I built every magnetic and beam variant on my end and I was still able to access every other variant from ballistic to beam. Some people had issues when loading saves that used version 1, but in nearly all cases when starting a new campaign everything worked as normal. Do you have any other mods installed for XCom 2? If so can you list them for me as you may be coming across a compatibility issue.
Sorry for the inconvenience you are suffering, hopefully we can fix this soon!
300Whisper
AdditionalProvingGroundEngineer
AdventHelmets
AlienPulseRifle
AllArmorOptions
AnyClassAnyWeapon
ArmorStatCustomiser
AttachementsTacticsCompatibilitySMG
CapnbubsAccessoriesPack
EnhancedPerkTree
EvacAll
FreetheHood
ItsJustAScratch
KatanaMod
L115SniperRifle
LW_OfficerPack
LW_SMGPack
M249LightMachineGun
MaxSquadSizeFix
MECVoicePack
Morearmorcolors
PlayableAdvent
NewHairmod
StormtrooperHelmets
UniformsManager
WeaponsAttachements
WeaponVariants
After doing some further research I found that unless a mod alters the base files there "shouldn't" be any conflict between mods. As the Weapon Variants mod uses entirely new code and for referenced variables new variables are created before any alterations are applied. This "should" make it so that this mod is compatible with any and all mods as far as my understanding goes.
This is only my hypothesis that I formed after reading up from other people's experiences and from my understanding of programming. This may turn out to be entirely false, but until XCom 2's stability is improved and bugs are removed I won't be able to tell with 100% certainty.
I apologise for this inconvenience.
If that is the case, swapping them back to being infinite "should" fix the issue of weapons disappearing, but as you mentioned even the ballistic variants, which are unlimited like the vanilla weapons, were disappearing. I'll have to think on this for a little bit and pour over the code to see if I can come up with a solution.
Thanks for finding this little quirk!
The update for the mod should be up very soon! Thank you for your patience.
Was actually kinda worried, because last time I saw you posting here you mentioned an update coming up shortly then nothing happened. I hope everything gets better for you!
And thanks a bunch for the update, though I'm pretty sure everybody will understand if you need to leave this to the side for a while to deal with RL stuff.
The engineering build items tab says I have units of the weapons but they just don't show up on the loadout screen.
I have tried disabling the mod, loading the game, saving, then quitting, re-enabling the mod and loading the save again, but still no dice.
It appears that I may have broken the mod when updating it as some people who acquired it from Steam are having the same issues.
Can you tell me which weapons are disappearing if not all of them? I tried to replicate this issue but all of the variants appear on my end even after uninstalling and re-installing the mod.
Also when equipping modded weapons, the counter in the bottom left corner shows the total number of weapons available. Each modded weapon is supposed to be treated as a new, unique weapon, so the counter should say 1. Also, is there any way to go back to unlimited variants?
Update: After reloading an earlier save, I found I had both magnetic and conventional weapons. However, the conventional weapons all disappeared when I unequipped them manually.
I'm sorry for the inconvenience.
As for the number of weapons, is it stating that there are unlimited variants for ballistic weapons? If so that was intended as I didn't add buyable schematics for the ballistic variants into the mod. I personally found that early game resources were stretched thin enough as is without having to fork over more resources for the variants, so that was my personal choice there.
As for swapping back to unlimited variants for all tiers, I may be able to add that as an ini variable. I'll have to give that a look into. I'm currently adding some very rudimentary translations of the weapon names using Google Translate over the coming few days. Once I've done that I'll look at adding this option into the ini file and include it in the next update.
Hopefully that update isn't pushed back several times!
Thank you for your feedback and suggestions, and I apologise for the inconveniece caused by the glitches you are suffering.
If they do then the rest should work from that point onward.
I apologise for the inconvenience this causes and hope that you don't lose too much progress against the alien occupiers.