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Pavonis Interactive

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johnnylump

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28 comments

  1. johnnylump
    johnnylump
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    Locked
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    v2 (7/30/2016)
    - Rifle/SMG suppression should make proper sounds now
    - Turned down volume on Cannon / shotgun fire
    - Added missing crit bonus values for Sniper Rifle and shotgun
  2. Xemnor9
    Xemnor9
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    Can you please note the way to instal the mod at each upload mod on the website... We aren't a soothsayer!
  3. Firestar002
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    Not sure if you're still checking this but, I've been trying to use the laser Bullpup gun with the skirmishers.   They're basically supposed to have that "shoot and move, shoot and shoot, shoot and reload" type of thing.  But whenever I use the laser bullpup, it automatically ends the operative's turn even if I shoot during the first action.
  4. Yoopi
    Yoopi
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    Dumb question, but, am i need LW mod to instal this or not?)
  5. joswald1018
    joswald1018
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    Will the Coilguns module from LW2 get a stand-alone too?
  6. BlackRangerXIII
    BlackRangerXIII
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    Hey Johnny
    Question
    Will early Long War mods (Perk Pack, SMG Pack, Laser Pack, Toolbox, Leader Pack and Alien Pack, respectively) will work with Long War 2
    1. Dragon32
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      Pavonis probably can't say.

      They've signed a contract with 2K. Standard for contracts to include non-disclosure clauses. Disclose information and break the contract. 2K have lots of lawyers.

      That said, there's a comment by some disabled entries in the Leader Pack which says something like "disabled for standalone mod". And there was a teaser for new weapon tiers the other day. Conventional > laser > mag. > coil > plasma, IIRC

      So. My deduction is that Long War 2 will include all previously released LW mods. Not necessarily in the same form though.
  7. ttdnoir
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    is it compatible with extra uprgade weapon slots?
    http://www.nexusmods.com/xcom2/mods/78/?
    1. Dragon32
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      Probably better asking if the Extra Upgrade Weapon Slots mod supports this. If it doesn't you can modify the number of slots in "XComLW_LaserPack.ini"
  8. funkmaster757
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    Probably a dumb question but i would assume it's required to start a new game? Because i installed it on my current playthrough (Just researched elerium and mag/gauss weapons) and i don't have the option to research or build laser weaponry, if the mod wasn't working my game would just simply crash, or so i thought it would.

    Does it require a new campaign?
  9. andys1971
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    got an image error just on the sniper rifle. any ideas how to fix it please

    http://prntscr.com/cq92bs
  10. techstepman
    techstepman
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    cant we just get them without having them replaced by plasma? just like most other weapon mods?
  11. Docssy
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    Hi. I am getting this error. I think it is a version mismatch but I am not sure.
    This also happens with LW Perk Pack, and the SMG Pack.

    Can you assist?

    [0006.06] Warning: Warning, Unable to load package (../../XcomGame/Mods/LW_LaserPack/Content/LW_LaserPack_ModShaderCache.upk) PackageVersion 845, MaxExpected 845 : LicenseePackageVersion 108, MaxExpected 107.
    [0006.06] Warning: Warning, Failed to load '../../XcomGame/Mods/LW_LaserPack/Content/LW_LaserPack_ModShaderCache.upk': Unable to load package (../../XcomGame/Mods/LW_LaserPack/Content/LW_LaserPack_ModShaderCache.upk) PackageVersion 845, MaxExpected 845 : LicenseePackageVersion 108, MaxExpected 107.
    [0006.22] Warning: Warning, Unable to load package (../../XcomGame/Mods/LW_LaserPack\Script\LW_LaserPack.u) PackageVersion 845, MaxExpected 845 : LicenseePackageVersion 108, MaxExpected 107.
    [0006.22] Warning: Warning, Failed to load 'LW_LaserPack': Unable to load package (../../XcomGame/Mods/LW_LaserPack\Script\LW_LaserPack.u) PackageVersion 845, MaxExpected 845 : LicenseePackageVersion 108, MaxExpected 107.