XCOM 2
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Zomby's Semi-Automatic Weapons
   
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578.946 KB
6 Feb, 2016 @ 7:12pm
8 Feb, 2016 @ 2:46pm
11 Change Notes ( view )

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Zomby's Semi-Automatic Weapons

In 1 collection by Riftwalker
ZombY's XCOM 2 Weapons Collection
3 items
Description
This mod adds semi-automatic weapons to the game. They are rifle weapons and can be used by any soldier that can equip a Rifle. They give the soldier equiping them an aim bonus and have reduced ammo consumption, however, their increased bulkiness reduces the soldiers mobility and their reduces rate of fire reduces their crit chance and gives them a penalty of over watch shots that outweights their aim bonus significantly.

All bonuses and penalties including the cost of the weapon on the strategic layer even on legendary difficulty can be configured via the config file.

OKAY, anyone who hasn't already should do a new game if they're experiencing bugs from my mod, they're from my updates. This was the last one, if you don't mind ignoring my content and want to finish the campaign, more power to you, but you get the content from the mod you need to restart, or you may experience bugs.

Planned mods: http://forums.2k.com/showthread.php?4187291-ZombY-s-Weapon-mod

should these be one mod or or multiple seperate mods, you decide in the comments below. If you think seperate I will hate you forever, and it will take probably exponentially longer for any upgrade compatability(at least with visuals it seems you have to manually set them for each and every one)

Patch 1.01
allow non-new games
Patch 1.02
ACTUALLY allow non-new games
Patch 1.03
ACTUALLY foreaszileezes allow non-new games, I tested it and everything.
ALSO SCOPES!!!
oh and I guess weapon mods show visually now.
Patch1.04
Fixed Beam Rifle now to have 5 ammo by default.
Added upgrade slots to config file.
Patch 1.05
patched my stupidity, can now purchase upgrades again
Patch 1.06
BARRELS of fun.
Patch 1.07
Removed scopes so that they may prosper in fairer waters
Patch 1.08
Fixed invisible laser sights and scopes
136 Comments
RC 38 Boss 20 Apr, 2016 @ 6:27am 
Please increase the damage and range on theses semi-automatic weapons and lower the mobitily abit more cause as it is now I'm having serious trouble seeing the benfit of chosing such a weapon ty
IceMaverick 11 Apr, 2016 @ 2:49pm 
Hmm, I'll see if I can find and remember who told me. I know the SMG mod was broken for a week after Anarchy, but they pushed a patch and it started working again.
Riftwalker  [author] 11 Apr, 2016 @ 11:16am 
I've been hunting for this problem for a while and i can;t really find what the answer is. People tell me SMG from long war still works and i can't see any meaningful difference, if you could find out exactly what changed from who ever told you before that'd be great.
IceMaverick 11 Apr, 2016 @ 9:34am 
Just actually comfirmed that your mod is also plagued by the issue. Purchasing the weapon upgrades in engineering doesn't actually upgrade SA Rifles to Chirpguns and beyond. Back when Anarchy's Children came out, they deprecated one of the functions that was common to weapon upgrade templates (or so I was told) and it needs to be adjusted to the new methods to allow for the weapons to upgrade again.
IceMaverick 11 Apr, 2016 @ 8:52am 
It's just after that update, they changed one of the functions that dealt with weapon upgrade templates and broke the old methods. Rather than do the adjustment to fix it, he just removed them all from the workshop. (Actually, I'm not sure this mod doesn't suffer from the same problem. I haven't actually tested if it upgrades correctly after the update or not... Let me go do that.)
Riftwalker  [author] 10 Apr, 2016 @ 11:25pm 
depenmds what changed to make them stop working with anarachy's children?
IceMaverick 10 Apr, 2016 @ 10:01pm 
Hey Zomby, since Teh T removed his Carbine and LMG mods when Anarchy's Children broke upgrade templates, any chance you might be willing to make replacements so my equipment variation doesn't tank back down to barely above vanilla standards again?
Riftwalker  [author] 2 Mar, 2016 @ 12:51pm 
hmm generally when i deleted those thing the compiler re-added them automatically, I wonder if they changed that.
IceMaverick 2 Mar, 2016 @ 12:13pm 
Hey. I'm posting for broadcasting volume to mod authors I'm subbed to, in case this applies to you and you haven't yet fixed the Memory issues inherent to many mods due to a ModBuddy error: https://www.reddit.com/r/xcom2mods/comments/48c8v3/psavoicepacks_and_other_mods_to_a_lesser_extent/

Please double check if this bug in ModBuddy may apply to your mod to help modded X2 games run better.
123nick 22 Feb, 2016 @ 4:22pm 
Ser Lancelot, http://steamworkshopdownloader.com/ might help you. it lets you download the mods as a .zip file, which is useful.