XCOM 2

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TOTAL ADVENT WEAPONRY
By CMDBob

Ever wanted to give your soldiers the cool looking weapons that ADVENT uses? (Let’s face it, they ARE cool.) Then this is your mod.

Total ADVENT Weaponry adds an entire set of Advent Weaponry for XCOM 2, as stock XCOM 2 only has 4 ADVENT weapons in by default. It adds a shotgun, a sniper rifle, a grenade launcher, a cannon (based on the MEC’s gun) and even a Long War Studios inspired SMG!

Each weapon has 3 versions of it for XCOM to use, a tier 1 Conventional strength weapon; a tier 2 Magnetic strength weapon and a tier 3 Plasma strength weapon. (Except for the grenade launcher, that only has the original two tiered set.) Each tier has its own set of upgrades that have to be purchased, and you can only purchase the upgrades for the ADVENT weaponry if you have the corresponding XCOM version of the weapon. Plus, you can set whether or not you want the tier 1 weapons to automatically be added to your inventory at the start of a new game or whether they need to be purchased.

With a wealth of options in one handy configuration file, you can enable or disable the tiers of weaponry, enable or disable the SMGs and adjust how much each tier costs to upgrade to.

Make sure you check the configuration file for this mod, as certain schematics are dependent on the SMG mod. It can be run without it with a few options set inside the mods config (and the SMGs can be disabled full stop, too.)

Thanks to Long War Studios for their SMG mod, parts of which I’ve adapted for my mod. The mod is compatible with or without it.

Future Plans:
Short term plans are to make an ADVENTised Gremlin drone and medkit, as well as a few other items, as well as potentially adding options for custom damage for the ADVENT weaponry. There’s a lot of weapons, so I can see that making for one very big configuration file. I might also look into trying to integrate one of those mod option menu mod things.

In the long term, I want to try and add full weapon mod support, with unique models for each upgrade.

Can I use these models in my own mod?
Yeah, sure. Just add a credit and send me a comment on the mod page. :)

NOTE:
This might not get added to an existing game quite right, the code is fine, it uses the same stuff as the examples, but XCOM2 seems to ignore it. The Tier 2 and 3 versions will be available to purchase but the tier 1 versions probably won't. Very odd but that's XCOM! I think Alien Hunters might have fixed it.

OPTIONS
The options file contains all the settings you might need to customise the mod to your specifications.

Where is the options file?
The option file is located in steamapps\workshop\content\268500\682156617\Config. It's the XComTotalAdventWeaponry.ini file.

Part 1 - TotalAdventWeaponry.X2Item_AdventWeaponry
This part controls a few stats for the weapons, as well as containing all the statistics for the SMG.

CONVENTIONAL_ENABLED/MAGNETIC_ENABLED/BEAM_ENABLED
These three options simply enable or disable that tier of weaponry.

SMGS_ENABLED
This sets whether or not the SMG weapons are enabled.

CONVENTIONAL_WEAPON_MODS/MAGNETIC_WEAPON_MODS/BEAM_WEAPON_MODS
This sets how many weapon modifications each tier can have. By default, it's set to the XCOM2 stock settings of 1/2/2.

LONG_BARREL_SNIPER_RIFLE
This enables the longer barrelled sniper rifle model. By default this is set to false, because personally, I prefer the shorter barrelled version of the sniper rifle.

The next section is all the statistics for the SMGs, they follow the standard XCOM 2 format, and they're fairly self explanatory, except for the range tables.
They are simply how much of an accuracy bonus/nerf you get at each distance. For example, this is a line of the table:
MIDSHORT_CONVENTIONAL_RANGE[5] = 18
This means that if you are 5 tiles away with a Bullet SMG, you get a 18% bonus to your aim.

Part 2 - TotalAdventWeaponry.X2Ability_SMGAbilities
This part just controls the movement and detection range bonuses for the SMGs.

Part 3 - TotalAdventWeaponry.X2Item_Schematics
This controls the schematics for buying/upgrading the ADVENT weapons.

CONVENTIONAL_SCHEMATICS_ENABLED/MAGNETIC_SCHEMATICS_ENABLED/BEAM_SCHEMATICS_ENABLEDThis controls what tiers of schematics are enabled. The schematics are what show up in the Engineering "Build Items" screen.
This option has no effect if a tier of weaponry is fully disabled in the X2Item_AdventWeaponry section.

START_WITH_CONVENTIONAL_WEAPONS
This controls whether you start with conventional weaponry already in your inventory, if the conventional schematics are disabled.

***_SCHEMATIC_SUPPLYCOST/***_SCHEMATIC_ALLOYCOST/***_SCHEMATIC_ELERIUMCOST
These options set how much supplies, alien alloys and elerium each tier of ADVENT weaponry costs to upgrade.

SMG_***_SCHEMATIC_SUPPLYCOST/SMG_***_SCHEMATIC_ALLOYCOST/SMG_***_SCHEMATIC_ELERIUMCOST
These options set how much supplies, alien alloys and elerium it costs to upgrade the SMGs. This option is here if you don't have the Long War Studios' SMG Pack installed but you want the ADVENT SMGs. The default options assume you have the LWS SMGs installed. If you don't, the commented out values are what the LWS SMGs cost to upgrade to.

ARELWSMGSINSTALLED
This option is just there to check if the LWS SMGs are installed. If the LWS SMGs are installed, and this option is set to true, SMGs require the equivalent SMG upgrade to be purchased. If they aren't installed, then the SMGS require the assault rifle equivalent to be purchased before you can purchase the ADVENT SMG upgrade.