XCOM 2
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[WOTC] TLP Magnetic Weapons With Visual Attachments REDUX
   
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223.224 MB
12 Apr, 2020 @ 1:22pm
6 Sep, 2022 @ 2:59pm
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[WOTC] TLP Magnetic Weapons With Visual Attachments REDUX

In 2 collections by Veehementia
[WOTC] Veehementia's Mods and Ports
55 items
Veehementia's TLP Weapons with Visual Attachments REDUX
4 items
Description
PLEASE READ THE DESCRIPTION. THANK YOU.

Quarantine's tough, y'all. Stay safe.

DESCRIPTION

Hi.
Quarantine time has given me the opportunity to finally remake some mods I've been unsatisfied with for a while. This is a better version of this mod and this mod. For this reason, those mods have been unlisted from the workshop. Current subscribers will still be able to use it, in order not to break their saves, but they will no longer appear in any workshop search result. The TLP Tier Replacer mod has also been updated to use this mod instead of the old ones.

I hope you enjoy this mod.


FEATURES

  • Three tiers of Magnetic TLP weapons with visual attachments!
  • ALL attachments for ALL weapons have been covered. This means the Pistol has full attachments support.
  • The Cannon now uses the actual vanilla cannon animations, and has rotating barrels (and rotating suppressors!).
  • Don't like the vanilla cannons and prefer to use it as an LMG? You can! Simply set "USE_SHOULDER_LMG_VARIANT" to "TRUE" in XComUpgradeSlots.ini and the cannon will use its default firing animations but with rotating barrels! Attachments will also be modified accordingly, with a custom stock, hair trigger, scope, laser sight and suppressor attachments different from the original. By default, this is set on "FALSE", so remember to turn it on should you want to use this functionality.
  • The Shotgun is fully animated, meaning the pump will actually move during the firing and reload animations.
  • Magnetic and Plasma variants will be automatically given to the player upon buying the relevant schematic, in a similar fashion to the actual TLP weapons.
  • The mod includes a preconfigured WSR configuration file to hide unwanted tiers (or all, if you want this weapons to be used as ghost templates). WSR IS NOT VITAL FOR THIS MOD TO WORK, BUT YOU WON'T BE ABLE TO HIDE WEAPONS WITHOUT IT.
  • Each weapon's and weapon tier's number of upgrade slots can be configured in the configuration file.
  • The weapons take their stats from the vanilla weapons, so if you modify them, all the changes are going to be applied to this weapons as well!
  • Attachments highlight icons, made by @Lago.


COMPATIBILITIES AND ISSUES

  • The Cannon in this mod cannot use Musashi's Cannon Animations Redux's animations. This is because it uses a custom animation included in this mod's files.
  • A new game may be required in order for the weapons to appear.
  • Added compatibility with [WOTC] Weapon and Item Overhaul (BETA). FOR IT TO WORK, YOU NEED TO BE ALSO SUBBED TO MY [WOTC] Visual Attachments For Shiremct's Overhaul mod, or else Bipods and Reflex Sights won't work.
  • You can invert the visuals of Scopes and Reflex Sights. This can be done even without being subbed to neither Shiremct's [WOTC] Weapon and Item Overhaul (BETA) mod and my [WOTC] Visual Attachments For Shiremct's Overhaul mod.
  • The MG and BM variants of this weapons might not appear in LWOTC - they're built around vanilla researches, and LWOTC changes the tech tree quite a bit. You can still use the conventional tier or use WSR to use them as cosmetic options/ghost templates. I have no plans to update this mod for LWOTC for the foreseeable future.

SPECIAL THANKS
  • Iridar, for his patience and help in fixing my dumb errors and providing the animations of the LMG variant of the cannon. I wouldn't be here without him. Check out his Patreon[www.patreon.com], he deserves it big time.
  • Pavonis Interactive, for creating the Coil and Laser weapons, of which some models I used here.
  • Lago over at the modding discord, for offering me his highlight-making services!
103 Comments
bryan_03_93 5 Apr, 2023 @ 6:02pm 
oh right on, appreciate the response man. these are great!
Veehementia  [author] 5 Apr, 2023 @ 3:55pm 
@bryan_03_93 The latter, and yes, the same can be said about the conv and beam variants.
bryan_03_93 5 Apr, 2023 @ 9:58am 
and if the latter, can the same be said about your conventional and beam variants?
bryan_03_93 5 Apr, 2023 @ 9:57am 
i'm a little confused here. so do all of these come with all attachments permanently on or do they have support to add and remove the attachments thus changing the appearance depending on what you attach?
Veehementia  [author] 23 Feb, 2023 @ 2:19am 
@Jess Yes, either using WSR or Template Master. Refer to those mods' pages and guides for more informations.
Jess 22 Feb, 2023 @ 5:40pm 
Is there a way change the stats for these weapons so that they differ from the base game weapons?
Veehementia  [author] 19 Nov, 2022 @ 7:12am 
@Baerunner Yeah, you can do so via WSR.
Y. Valerunner 19 Nov, 2022 @ 3:14am 
Newbie question: I'm currently using the Laser and Coil tier extenders for my game, and I wanna use these just on the Laser tier, and keep Magnetic on its own tier. Would I be able to do that without much hassle? For reference I have the RPG Overhaul on in case that breaks anything.
Hot Wet Nobel Laureates 8 Jul, 2022 @ 3:33pm 
Well I was planning on hiding the vanilla TLP guns anyway with this mod. Thanks for the clarification
Veehementia  [author] 8 Jul, 2022 @ 3:31pm 
@Hot Wet Nobel Laureates Not exactly. Those mods affect the vanilla TLP weapons, this weapons are additional ones. I can confirm that this mod's cannon's barrels do rotate without those mods.