XCOM 2
[WOTC] WSR Weapon Skin Replacer - Configuration
218 opmerkingen
HastatusPrior 17 sep om 22:55 
I am trying to scale down Sword_CV by some 20% so it looks more like a machete and less like a broadsword. The sword itself is properly shrunk with WEAPON_REPLACEMENT, but its sheath isn't. I tried shrinking the sheath separately through SOCKETS_TO_ADD (which as far as I understand is supposed to scale default attachments, overriding existing ones) but it didn't help. Is this Sheath attachment peculiar in some way ? Please help.
CzechBall 13 jun om 14:26 
er, config code to make this work
CzechBall 13 jun om 14:23 
i'm looking at trying to alter the mag SMG so that it fires like the mag bullpup in its anims, if someone already has a mod for that, send me a link to it, if no mod exists rn, send me the code to make this work
Iridar  [auteur] 27 mei om 7:14 
Sorry, but I'm not gonna be holding your hand here. If you can't figure it on your own, you can try asking for help on the modmaking discord.
Lebowskichild 27 mei om 3:25 
Good morning @Iridar, thank you for your help so far.

I have added +WeaponCategories="C4" to the XComGameData.ini in OCWR

I have added these 3 lines in XComWeaponSkinReplacer.ini
+CHANGE_TEMPLATE=(TEMPLATE="TacticalC4", SET_WEAPON_CAT="C4", SET_INVENTORY_SLOT=eInvSlot_SecondaryWeapon)
+CHANGE_TEMPLATE=(TEMPLATE="TacticalX4", SET_WEAPON_CAT="C4", SET_INVENTORY_SLOT=eInvSlot_SecondaryWeapon)
+CHANGE_TEMPLATE=(TEMPLATE="TacticalE4", SET_WEAPON_CAT="C4", SET_INVENTORY_SLOT=eInvSlot_SecondaryWeapon)

And I have added this line to one of my custom classes in the XComClassData.ini

Would you happen to know if there is anything I have done wrong or missed?
Iridar  [auteur] 27 mei om 1:57 
You need to give the X4 a new weapon category and set the secondary weapon inventory slot for it. Then in the soldier class config in XComClassData.ini, allow that weapon category in the secondary weapon slot.
Lebowskichild 26 mei om 11:23 
Hi again @Iridar.

Could you explain what line I would need to add to this mods ini file to achieve turning the Tactical X4 item into a secondary weapon.

I have looked through the documentation for WSR but am unsure about which variables need to be added.
Iridar  [auteur] 26 mei om 7:17 
Should be
Lebowskichild 26 mei om 7:10 
Hi @Iridar. I was wondering if you could tell me, is it possible to use this mod to alter the availability of the WotC Tactical X4 mods item, so that it becomes a secondary weapon that can only be used by a specific class?
Grompaa 13 nov 2024 om 16:43 
That did it! Thank you so much! I'm really not proficient with coding so would have never found out that was the issue even if it was that simple. You're a life saver thank you really!
Dragon32 13 nov 2024 om 16:35 
@Grompaa
By starting a line with ; you're commenting it out so the game never reads it.
Grompaa 13 nov 2024 om 16:22 
Thanks for the quick reply! This is the command I've been using: ;+PROJECTILE_REPLACEMENT=(ACCEPTOR_TEMPLATE=BF4Railgun_MG, DONOR_TEMPLATE=ChosenSniperRifle_XCOM)
I also tried the same but using only base game weapons to test: ;+PROJECTILE_REPLACEMENT=(ACCEPTOR_TEMPLATE=VektorRifle_BM, DONOR_TEMPLATE=Bullpup_CV) also didn't seem to work... Im putting the commands under the "enter your commands bellow" on the ini file. is there something I'm missing maybe? Thanks again for the reply!
Iridar  [auteur] 13 nov 2024 om 16:16 
Hi. Something about the command is incorrect, that's the most I can say.
Grompaa 13 nov 2024 om 13:29 
Hi @Iridar, been enjoying quite a few of your mods and this one has been an interesting one to learn but I've been having an issue with a projectile replacement... I'm trying to give a modded weapon (bf4 railgun) the chosen sniper rifle projectile effect. I've managed to get all the information to make the command work but for some reason it doesn't seem to affect it at all. I'm not super experienced with modding so I hope you could offer some light on what the issue could be. Thanks for the great mod!
Aeterna25 4 okt 2024 om 10:58 
hey, sorry if this question has already been asked but how do i make weapons invisible? mainly for the spark
Pete 17 mei 2024 om 12:51 
Ahh that makes a lot of sense, so the path is already in game then. Thanks a lot!
Iridar  [auteur] 17 mei 2024 om 8:18 
If a mod doesn't have a content folder it means it's using assets from another mod (which would be typically marked as required) or from the game itself, which I assume is the case for cut content ammo, cuz it's literally game's cut content.
Pete 17 mei 2024 om 7:52 
Hi @Iridar, thanks for the great mod! You mention in the documentation If you want to use assets from a certain mod that aren't active, you copy the Content folder into another active mod. But I've noticed some mods like Cut Content Ammo by GrimyBunyip don't have a content folder, what do you do then?

I ask because I want the ammo from [WOTC] Cut Content Ammo to look like Cut Content Ammo by GrimyBunyip. The two are duplicates and can't run together, but I really like how the latter looks, but the former has better rounds overall. Any advice? Thanks!
Rost Kurt 24 apr 2024 om 15:26 
@Iridar, как заменить улучшение Буллпаппа, чтобі он улучшался вместе со Штурмовой винтовкой?
wilnemo35795 21 dec 2023 om 13:55 
From reading the Documentation for Template master, this is what I wrote for the Plasma Warhead:
+Edit_X2WeaponTemplate = (T = "PLASMAGRENADEMK3", P = "Cost",\\
Cost = (ResourceCosts[0] = (ItemTemplateName = "Supplies", Quantity = 20),\\
ResourceCosts[1] = (ItemTemplateName = "AlienAlloy", Quantity = 1),\\
ResourceCosts[2] = (ItemTemplateName = "EleriumDust", Quantity = 1),\\
ArtifactCosts[0] = (ItemTemplateName = "EleriumCore", Quantity = 1)))
Stukov81-T.TV 20 dec 2023 om 15:19 
that would be done more easily with template master.

Similar to this:
+Edit_X2WeaponTemplate = (T = "Medikit", P = "HideIfResearched", OP = "Remove")
+Edit_X2WeaponTemplate = (T = "NanoMedikit", P = "HideIfResearched", OP = "Remove")
+Edit_X2WeaponTemplate = (T = "NanoMedikit", P = "BaseItem", OP = "Remove")
+Edit_X2WeaponTemplate = (T = "BioMedikit", P = "BaseItem", OP = "Remove")

making them buildable can be done in WSR or Template Master by setting CanBeBuilt to true and adding a cost
wilnemo35795 20 dec 2023 om 13:28 
I want to change the grenades from Superior explosives from being upgraded automatically by the Superior explosives weapons project, to built individually after research, what command would i use to edit to remove the grenades from being upgraded?
Iridar  [auteur] 2 dec 2023 om 2:43 
@Forny
Read the documentation, the "WEAPONS_TO_HIDE_KEEP_SCHEMATIC" command does just that.

Alternatively, you can do that with the Item Hider mod using in-game UI.
Giggles 2 dec 2023 om 1:55 
Yeah, in the exact same boat as you Forny, annoying that the cod weapon classes don't apply to LWOTC.
Forny 18 sep 2023 om 16:08 
wow, this mod is awesome. But I'm a little useless with these things. I replace the weapons in the game with more realistic weapon skins like those in the CoD mods using the xSkin mod but it is very tedious to do it on each soldier one by one when you play Long War of the Chosen with dozens of soldiers. Also I don't want all those weapons to appear in the game's armory and so on. I want them to remain as ghost templates. I think all that could be changed with this mod but I can't figure out how to do it.
Gwynbleiid 12 sep 2023 om 22:37 
@Iridar Ok thx
Iridar  [auteur] 12 sep 2023 om 22:30 
@Gwynbleiid
Yes, add it as a default attachment.
Gwynbleiid 12 sep 2023 om 22:01 
Question, can I make a weapon have a weapon attachment visual even if it doesn't have the attachment? Like adding the visuals of the repeater for all Vektor tiers as default visuals
Iridar  [auteur] 25 jun 2023 om 0:47 
That's not unexpected.
Earendil_ 25 jun 2023 om 0:40 
I succesfully changed weapon projectiles, however, If I change weapon appearence using Xskin, the projectile does not apply.
OVER JUSTICE 25 feb 2023 om 10:40 
Is it possible to add the -10 aim and -1 mobility of the base ballistic shields mod to other mods that add new shields but don't include the negative stat effects? Some shield mods have it and some don't, and I can't find the exact way in which they have included the stat debuff
Iridar  [auteur] 5 feb 2023 om 22:03 
Currently not.
Hel's Angel 5 feb 2023 om 20:59 
Is it possible using this mod to remove the light from flashlight ? i just want the attachment, but the flash light gone.
cyrneco 1 okt 2022 om 3:29 
I can't manage to make sniper rifles (from mods or vanilla) to change rate of fire. What is the proper INI code for it? I tried the 'change rate of fire' and 'change animation commands but no luck...
Iridar  [auteur] 4 sep 2022 om 6:45 
хз посмотри как в Mod Jam прописано.
STRIKER 11 aug 2022 om 1:01 
@iridar,
Thanks, Will do.
Iridar  [auteur] 10 aug 2022 om 18:54 
@STRIKER
Use XSkin instead.
STRIKER 10 aug 2022 om 16:55 
is there any way to streamline this somewhat? i'm kinda fearful at the idea to read a full doc and enter several command lines just to cosmetically change a rifle's appearence
Bastion 30 jul 2022 om 11:03 
Its not the animation that bothers me really, i just want to have a kenetic glaive for thier psi weapon so i can make a 40k grey knight.
Iridar  [auteur] 30 jul 2022 om 10:47 
You can reskin shard gauntlets all you want, but shard blades are a part of the templar Rend animations and cannot be changed.
Bastion 30 jul 2022 om 10:38 
Could i use this to make templar shard blade look and act like a sword but still be shards??
Jess 27 jun 2022 om 5:35 
Hi im trying to change the icon of an ability and i just want to make sure the command im using is correct because it doesn't seem to work.

+CHANGE_ABILITY_TEMPLATE = (TEMPLATE = "WOTC_APA_AmbushToggle", ICON_IMAGE = "img:///UILibrary_WOTC_APA_Class_Pack.perk_Ambush")

I cant seem to get this work.
Haywire 12 apr 2022 om 17:50 
@Dragon32 & XpanD

Oh for Frith's sake... lol. Yes, that did it. Thanks all. :-D
Dragon32 12 apr 2022 om 15:17 
@Haywire
Try "cannon" not "canon", unless you're changing some religious law.
XpanD 12 apr 2022 om 15:16 
Those IDs aren't correct, you're missing one of the "N"s in "Cannon". Does it work with those added in?
Haywire 12 apr 2022 om 15:09 
Hey all! So, I've used this setup to make all tier cannons look like tier 1 but lately it seems to have defaulted back to vanilla models for each tier. Has the syntax changed lately or am I missing something? I haven't made any changes for awhile now.

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Canon_CV, DONOR_TEMPLATE=Canon_CV)
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Canon_MG, DONOR_TEMPLATE=Canon_CV)
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Canon_BM, DONOR_TEMPLATE=Canon_CV)
Iridar  [auteur] 14 dec 2021 om 3:27 
@Metal Machine
По идее такая замена должна заменять анимации тоже, не знаю с чего бы звуку пропадать.
Металiчна машинка 14 dec 2021 om 0:36 
@Iridar, смотри, заменил себе оружейку, но на пулемете, замененным z6, пропал звук. Это значит что он завязан на анимацию и будет работать только на родном темплейте?

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_CV, DONOR_TEMPLATE=WP_Z6Rotary, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_MG, DONOR_TEMPLATE=WP_Z6Rotary, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)

+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Cannon_BM, DONOR_TEMPLATE=WP_Z6Rotary, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)

+WEAPONS_TO_HIDE=WP_Z6Rotary_MG
+WEAPONS_TO_HIDE=WP_Z6Rotary_BM
XpanD 11 dec 2021 om 5:58 
The goal is to have the lower-tier items disappear from the menu if mag/beam is already unlocked, but I just seem to get all three showing at the same time. I've tried passing in Cannon_MG_Schematic/Cannon_BM_Schematic as well, but same result.

Anything I'm missing here, or any other ways to approach this? Thanks. (again!)

(testing these on a fresh debug cheat campaign, in case that affects anything)
XpanD 11 dec 2021 om 5:58 
I'm currently trying to create an upgrade path for an item that's been converted to single production, but I'm hitting a bit of a roadblock -- I can't seem to get HIDE_IF_PURCHASED to work.

Here's what I'm doing:
+CHANGE_TEMPLATE=(TEMPLATE=WP_GethSpitfire, SET_CAN_BE_BUILT=1, SET_STARTING_ITEM=0, HIDE_IF_PURCHASED=Cannon_MG, CHANGE_REQUIREMENTS=true, RESOURCE_COSTS[0]=(costs here))
+CHANGE_TEMPLATE=(TEMPLATE=WP_GethSpitfire_MG, SET_CAN_BE_BUILT=1, SET_STARTING_ITEM=0, HIDE_IF_PURCHASED=Cannon_BM, CHANGE_REQUIREMENTS=true, REQUIREMENTS=(RequiredTechs[0]=GaussWeapons), RESOURCE_COSTS[0]=(costs here))
+CHANGE_TEMPLATE=(TEMPLATE=WP_GethSpitfire_BM, SET_CAN_BE_BUILT=1, SET_STARTING_ITEM=0, CHANGE_REQUIREMENTS=true, REQUIREMENTS=(RequiredTechs[0]=HeavyPlasma), RESOURCE_COSTS[0]=(costs here))