XCOM 2
[Vanilla] M4A1 SOPMOD :: Call of Duty 4: Modern Warfare Remastered
117 Comments
Mabs 22 Oct @ 4:37am 
You still got the FSB disappearing when you add a scope?
HECU Grunt 19 Oct @ 7:05am 
this work with resistance firearms or? i N E E D an acog m4 for my usmc guys
Mario Van Peebles 3 Sep, 2022 @ 4:21pm 
I can't tell if this is a part of the resistance firearms pack
榛伦 Harurin 2 Mar, 2019 @ 4:21pm 
we need more dmg to that weapon. Plasma weapons does have more dmg but it looks weird.
Commissar Spectre 11 Nov, 2018 @ 4:39am 
∑3245 do you think you could upload you weapon mods to WoTC
Hugobertington 8 Sep, 2017 @ 5:39am 
UPLOAD THE WEAPON PACK, E3245
The Big Red 1 31 Aug, 2017 @ 4:11pm 
lol if there is one thing missing in the xpack is your gun mods: i NEED MORE guns desperately! i hate the plasma rifles in-game because they look too laser beamy (that is until someone figures out how to get them coilguns in there i will have to wait) second amendment ftw
Sturm Krahe 30 Aug, 2017 @ 4:19am 
Looking forward to that megapack then, WOTC has broken huge numbers of mods, glad to hear you're still chugging along.
∑3245  [author] 18 Aug, 2017 @ 7:07pm 
Dear everyone,

I'm sorry to say this, but I probably won't update my weapon mods since my work on the inevitable weapon megapack is nearly complete. However, this statement might change later in the future if I decide that progress on the weapon megapack is going nowhere.

Sorry for the inconvenience...
Sith Deceiver 27 Jul, 2017 @ 10:35am 
Is there any way to have this and your other gun mods upgrade their tiers when we purchase the vanilla upgrades, rather than having to purchase each one separately? For example, building the Magnetic Rifle will make the M4 and the AK and the FN and etc. all magnetic as well?
∑3245  [author] 14 Jul, 2017 @ 9:37pm 
@The Merchant of Benis
They should. Most, if not all of them work with Xskin.
Datu Ambatukam al-Ambasing 14 Jul, 2017 @ 9:36pm 
Cool. Can the same be said for the rest of your weapon mods?
∑3245  [author] 14 Jul, 2017 @ 7:52pm 
@The Merchant of Benis
It should work with Xskins right out of the box.
Datu Ambatukam al-Ambasing 14 Jul, 2017 @ 7:50pm 
Can I use this with XSkin? If not, which of your mods work better with it?
_ALuX_ 27 Jun, 2017 @ 7:35pm 
@E3245
Thank you very much for the help
∑3245  [author] 27 Jun, 2017 @ 7:15pm 
@ALuX
From the scripts in the mod's scr folder, or look inside the mod's XComGame.int (The Headers enclosed in [ ] )
_ALuX_ 27 Jun, 2017 @ 7:10pm 
@E3245 Just found it, messing around with it now. Remind me, how do I find the template name? (Just to be sure I have the right one)
∑3245  [author] 27 Jun, 2017 @ 7:06pm 
@ALuX
It's pretty much the same way (same file, different location).
_ALuX_ 27 Jun, 2017 @ 7:00pm 
@E3245
You showed JuggernautOfWar how to how to make the weapons appear on Gatecrasher but the instructions seem to be built towards LW2. Is it possible to do something similar for vanilla?
DanielKT 7 May, 2017 @ 2:03am 
For use with LW2, I'm trying to alter stats for the M82A1 and I've altered the INI file to do the changes, even altered the "do not touch" section to match after that didn't work.
Copy and pasted it to the M82A1 config folder.

No luck. Still has the default stats.
Any clue what I did wrong?
∑3245  [author] 8 Feb, 2017 @ 2:49pm 
@Korozain
Sorta. You need this mod for it to work properly.
http://steamproxy.net/sharedfiles/filedetails/?id=848352589
Dumajin 8 Feb, 2017 @ 2:31pm 
does this work with lw2
Unfussable 8 Feb, 2017 @ 5:01am 
Thanks! Unfortunately it's still undocumented in the mod's change log.
DrunKraken 8 Feb, 2017 @ 4:56am 
@Mindfreezer: The Vanilla stats are in the following file. "\Steam\steamapps\common\XCOM 2\XComGame\ConfigDefaultGameData_WeaponData.ini".
Unfussable 6 Feb, 2017 @ 6:01am 
Alright, reached mag weapons. Clearly the cost differ from the regular rifle upgrade. Do the stats differ as well? Why's none of this documented? :/
Unfussable 3 Feb, 2017 @ 12:23am 
I see. So everything is still vanilla statswise, just reskins. If I'm wrong about this, feel free to correct me. Otherwise I'll just work with that and take it for granted. :) Thank you!
∑3245  [author] 2 Feb, 2017 @ 9:14pm 
@Mindfreezer
This mod's template has certain functions that expose the Crit, Pierce, Shred, Mobility stats, unlike the vanilla weapons.
Unfussable 2 Feb, 2017 @ 8:52pm 
I think I just found the default weapon settings. Is it possible that your stats are actually still vanilla but the game for some reason just isn't showing the +crit (for example) on vanilla weapons? Why's that? And what about the -1 mobility on some of the snipers (I believe), is that vanilla as well?
Unfussable 2 Feb, 2017 @ 4:29am 
Erm, excuse me... I'd prefer to use the visual upgrade without changing the vanilla stats of the corresponding weapons. How do I go about that? Your documentation on the mod is decent, but appears to be lacking any sort of information on where to find the config (I got to that point now, it's hidden behind some number code in the workshop folder in steamapps), change notes on the stats or explanation on how to change it back. Where can I find a vanilla documentation with the vanilla stats?

Thank you for your help.:stress:
Tango Yankee 29 Jan, 2017 @ 5:15am 
Ok ill try to check, thank you :)
∑3245  [author] 28 Jan, 2017 @ 10:58am 
@Steel Rain
Make sure that you aren't running the game below 10-20 FPS. That can really screw up the sounds if you aren't careful.

Another thing to check is if there are any third-party audio drives (Razer Surround SDK or whatever). Sometimes that can mess up the sounds too.
Tango Yankee 28 Jan, 2017 @ 7:11am 
The mod works except for the weapon sound. How do you fix this? My audio drivers are up to date too.
∑3245  [author] 23 Jan, 2017 @ 12:30pm 
@JuggernautOfWar
It's a new weapon, so it doesn't replace the weapon at all. For it to appear on Gatecrasher, you need to edit an ini.

https://www.reddit.com/r/xcom2mods/comments/5pfbnz/how_to_change_weapon_skins_before_gatecrasher/
JuggernautOfWar 23 Jan, 2017 @ 12:01pm 
Does this replace the vanilla assault rifle? For example will it appear on all rookies like in Gatecrasher?
radaradardarda 22 Jan, 2017 @ 6:28pm 
Awesome! Thank you for making these mods.
∑3245  [author] 22 Jan, 2017 @ 6:23pm 
@Michael Johnson Lee
Yes, if I can. Pistols will need a template modification though.
radaradardarda 22 Jan, 2017 @ 5:35pm 
Will you keep the older files seperate from the long war 2 version? thank you if you do!
∑3245  [author] 22 Jan, 2017 @ 4:06pm 
∑3245  [author] 22 Jan, 2017 @ 10:33am 
@xNaquada
Trying to release a ini bug fix ASAP, please wait.
xNaquada 22 Jan, 2017 @ 9:16am 
Also has +1 ammo (4) compared to the LW2 assault rifle (3)
xNaquada 22 Jan, 2017 @ 8:18am 
Needs an update for Long War 2 -- This weapon only has 1 upgrade slot vs the LW2 base assault rifle's 3.
ChaosMadeFlesh 21 Jan, 2017 @ 6:52pm 
Ok... Will try to wait. It's a pain to manage all the weapon mods I subscribed and that merge sounds like damn good news to me. :)
∑3245  [author] 21 Jan, 2017 @ 6:49pm 
@ChaosMadeFlesh
Unfortunately, not anytime soon. It's gonna take me a while to finish the merger pack.
ChaosMadeFlesh 21 Jan, 2017 @ 6:28pm 
That merging would be quite appreciated. Can we expect it to happen in any foreseeable time?
∑3245  [author] 20 Jan, 2017 @ 1:45pm 
@Armyguy227
I was gonna merge most of the mods into one LW weapon pack first. The ones that won't be merged will be fixed in time.
S.Collins 20 Jan, 2017 @ 12:55pm 
any chance of updating your mods for long war?
ApocalypseMeows 10 Jan, 2017 @ 9:04pm 
also if you can do better versions of yard's HK416 and variants
ApocalypseMeows 10 Jan, 2017 @ 8:29pm 
if possible can you do the Heckler & Koch HK69A1 Grenade Launcher?
Mr. Bibbles 6 Jan, 2017 @ 8:05pm 
With respect to the Halo Reach weapons mod pack, would you be willing to release the Halo SMG with the propper forward grip like you have here with this M4?
∑3245  [author] 6 Jan, 2017 @ 4:44pm 
@Mulqueeny
If you can find a good looking blaster that's takes advantage of PBR (Highly doubt SW: Battlefront uses PBR).