XCOM 2
416 vurderinger
Legacy CovertOps Gear
   
Pris
Føj til foretrukne
Gjort til foretrukken
Fjern som foretrukken
Item
Tags:  weapon
Filstørrelse:
Offentliggjort:
Opdateret:
698.875 KB
1. aug. 2016 kl. 15:13
6. apr. 2017 kl. 13:57
25 ændringsbemærkninger ( vis )

Abonner for at downloade
Legacy CovertOps Gear

I 1 samling af Musashi
Musashi's Stealth Overhaul
6 genstande
Beskrivelse
THIS MOD IS DEPRECATED AND HAS NO ACTIVE SUPPORT OR UPDATES. USE ON YOUR OWN RISK!

Gear up for your CovertOps Commander

Equip your weapons with silencer upgrades!

V 1.4 Removes damage malus from silencer and adds tier specific suspicion increments.
V 1.3 Removed aim mail from silencers
V 1.2 Introduced global suspicion level and UI for suspicion
V 1.1 Damage and Aim mali apply only while concealed
V 1.0 Initial release

Basic Silencer
Increase suspicion by 20
* Allows silent kills
* Adds Ambush ability

Advanced Silencer
Increase suspicion by 15
* Allows silent kills
* Adds Ambush ability

Superior Silencer
Increase suspicion by 10
* Allows silent kills
* Adds Ambush ability

Ambush
Overwatch a single target with Covering Fire. This attack may critically hit.
If you kill the target you may remain concealed and gain + 20 Suspicion Level.
Ambush can only be activated while concealed.
For more information about suspicion check silent kill mechanics below.

Silencer Upgrades are mutually exclusive with Repeater and Supressor Upgrades.

You can change those values in the
...\Steam\SteamApps\workshop\content\268500\735931361\config\XComCovertOpsGear.ini.
The description will adjust dynamicly.

Silent kill mechanics
Whenever you successfully kill someone using a stealth kill ability,
you remain concealed but you gain a certain suspicion level (depending on the action).

Then you next stealth kill has a chance of (current suspicion level * current detection modifier)% to break your concealment even if you kill your target.

If nobody of your concealed soldiers silently kill for one round your suspicion level decreases by 10.
Your suspicion level resets to 0 when you kill the last member of a pod and no other enemy saw/sees you this turn (Unconcealed squad members included).

For example your current detection modifier is 0.8 (you carry a smg) and you have a current suspicion level of 40,
your next silent kill has a chance of 32% to fail (40 suspicion level * 0.8 detection modifier).
If you miss your shot or don't deal enough damage to kill your target your concelmeant breaks no matter what.
The detection modifier is capped at 0.5 minimum for this calculation.

There a two modes: Global Suspicion (the default) where you have one suspicion level for all you troops
and Individual Suspicion where the level is tracked for each soldier individually.

If you silently kill a enemy from an unactivated pod,
the rest of the pod will be activated and get a scamper move to take cover or search for you.

You can turn off or tune this mechanic in the XComStealthOverhaul.ini.

Note if you are using more of my stealth mods you will have multiple XComStealthOverhaul.ini files.
Then you will need to first remove a config entry and then add it so your changes survive the xcom 2 config cascade.
For example you want to turn off suspicion completly:
-bUseSuspicionMechanic=true
+bUseSuspicionMechanic=false

Weapon Category based suspicion

Weapon Category also modify the suspicion per shot:

Pistol: -5
Smg: 0
Rifle: 5
Sniper Rifle: 10
Shotgun: 15
Cannon: 15

Final suspicion increments per weapon category and silencer:

Weapon Category
Basic Silencer
Advanced Silencer
Superior Silencer
Pistol
15
10
5
SMG
20
15
10
Rifle
25
20
15
Sniper Rifle
30
25
20
Shotgun
35
30
25
Cannon
35
30
25

Compatibility
Gameplay-wise this mod is compatible with all weapon mods.

For the visual representation (silencer use the repeater mesh)
mod authors can add some ini values to their weapon mods as described here .

I added these compatibility patch lines already for the following mods:

- LW Smg Pack
- LW Laser Pack
- Claus's Mercenary Plasma Weapons
- Spart117MC's Carbines - Standalone
- Spart117MC's Magnetic Carbines - Dependent
- Spart117MC's Combat Shotgun - Standalone
- Spart117MC's Multipurpose Combat Rifles - Standalone
- Uejji's Battle Rifle Pack
- CVWeaponPackv2

So these mod show the silencer on the gun out-of-the-box.

Grimy Loot Mod integration
I chose to make this mod compatible with grimy loot mod, which i assume most people use.
Silencer can be part of weapons from lock boxes, part of loot drops and the black market.

Important
Grimys loot mod is no hard dependency. The mod can work without it but you will
need to take some ini actions.
If you DO NOT use grimys loot mod and you want to make it working
with vanilla loot tables, you can make some changes to the config files of this mod.
The config directory is located here
...\Steam\SteamApps\workshop\content\268500\735931361\config\


1.) Delete the XComGameCore.ini of this mod.
2.) Rename XComGameCore.ini.nolootmod to XComGameCore.ini.
3.) Profit!

Its a good idea to make XComGameCore.ini readonly then.

Craft Loot! Build Weapon Mods and PCSs Integration
You can integrate Silencer in the Craft Loot Mod

Go to the config directory of said mod ( \Steam\SteamApps\workshop\content\268500\643812550\Config )
and open XCOMWorkshopButton.ini

There you search for MODSTRING
and add ",SilencerUpgrade_Bsc,SilencerUpgrade_Adv,SilencerUpgrade_Sup" to the end of the string.

Your result should look like
MODSTRING = "CritUpgrade_Bsc,AimUpgrade_Bsc,ClipSizeUpgrade_Bsc,FreeFireUpgrade_Bsc,ReloadUpgrade_Bsc,MissDamageUpgrade_Bsc,FreeKillUpgrade_Bsc,CritUpgrade_Adv,AimUpgrade_Adv,ClipSizeUpgrade_Adv,FreeFireUpgrade_Adv,ReloadUpgrade_Adv,MissDamageUpgrade_Adv,FreeKillUpgrade_Adv,CritUpgrade_Sup,AimUpgrade_Sup,ClipSizeUpgrade_Sup,FreeFireUpgrade_Sup,ReloadUpgrade_Sup,MissDamageUpgrade_Sup,FreeKillUpgrade_Sup,SilencerUpgrade_Bsc,SilencerUpgrade_Adv,SilencerUpgrade_Sup"

Thx Erazil for the tip. Currently i can't support the mod out of the box because i can't reach the mod author.

Console Commands
If you want to test the silencer you can add them with the following console commands:

AddItem SilencerUpgrade_Bsc 1
AddItem SilencerUpgrade_Adv 1
AddItem SilencerUpgrade_Sup 1

Future Plans
It is possible that i will add some more equipment to this mod in the future.

Known Issues
If you have a silence on your primary weapon and your pistol,
ambush will always trigger the pistol shot. So far no solution to this.

Mod-conflict with Hidden Potential by Hammerstein causing every squad members action to remain concealed if the first kill was with a silencer..

Credits
To the Long War Team, Claus, Spart117MC, E3245, Krakah, Yard1PL and Uejji who's weapons i used in the screenshots and/or made compatibilty patches for.
Your weapons are quite awesome.
Also special thanks to Grimy for his fantastic loot mod.
Thx to ResonansER for the russian translation.
Thx to Papas con mojo for the spanish translation

Donations
Since you asked for it. Please feel in no way obliged to donate anything. Also note any donation doesnt entitle you to demand any feature/bugfix/whatever. See it as a tip if you really like my work.

donate link[www.paypal.com]
Populære diskussioner Vis alle (6)
0
1. aug. 2016 kl. 16:37
FASTGJORT: For Mod Authors: Compatibility
Musashi
273 kommentarer
Six 25. feb. kl. 7:04 
does it still work?
Rusty | SkyPaladin 26. apr. 2022 kl. 1:38 
Would we use this one or LW2 Tactical Suppressors with LWOTC?
Prince Ice Blaze Winters 24. maj 2020 kl. 5:56 
shame this doesn't work with plasma weapons
DELETE.50 27. mar. 2019 kl. 14:08 
thanks msashi
Musashi  [ophavsmand] 27. mar. 2019 kl. 13:20 
Search for the Tactical Supressor mod
DELETE.50 27. mar. 2019 kl. 13:12 
its compatable with wotc dlc?
Musashi  [ophavsmand] 25. mar. 2019 kl. 18:54 
try the console commands:
AddItem SilencerUpgrade_Bsc 1
AddItem SilencerUpgrade_Adv 1
AddItem SilencerUpgrade_Sup 1
VS-lockon 25. mar. 2019 kl. 18:23 
and just like that. my immersion breaks :(
VS-lockon 25. mar. 2019 kl. 18:20 
yaaaaa no more suppressors and other thing :(
Musashi  [ophavsmand] 25. mar. 2019 kl. 18:15 
@war-angel
since there were no updates to either long war or this mod for a long time this seems unlikely. If it is indeed broken there is nothing i will do cause i no longer support this mod actively.