XCOM 2
ADVENT Armoury - War Of The Chosen Version
103 条留言
[OG]CombatMedic02  [作者] 5 月 7 日 上午 11:41 
You start with the base versions and upgrade them through research.
Joe Marotta 5 月 7 日 上午 10:20 
Do you recover these items from missions or simply research them?
[OG]CombatMedic02  [作者] 2024 年 2 月 29 日 上午 11:13 
No problem! Glad you managed to get it working. :D:
TelliosDinglenut 2024 年 2 月 28 日 下午 5:10 
Gotcha Thanks! i got it working with the help of your guidance! thanks for the response!
[OG]CombatMedic02  [作者] 2024 年 2 月 26 日 上午 11:18 
@TelliosDinglenut This is actually a change you can make yourself fairly easily. Edit the following file in notepad: Program Files\Steam\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Config\DefaultClassData.ini and add AllowedWeapons=(SlotType=eInvSlot_PrimaryWeapon, WeaponType="rifle") to the skirmisher class, just put it under the other allowed weapons lines, you'll see bullpup there etc.
TelliosDinglenut 2024 年 2 月 25 日 下午 10:21 
Do you think you can Make it to where skirmishers can use the assault rifle? if not that's okay just wanted to ask, awesome mod!
[OG]CombatMedic02  [作者] 2023 年 12 月 19 日 上午 8:25 
No problem! I can definitely see how that would be an issue, personally I don't have many weapon mods and play with just under 200 mods in general. (Two thirds of them being different soldier cosmetics.) But I understand that knowing what to upgrade effects the strategy of the game.

As I said before I will try to get this functionally into the mod when I have time, it is something I've wanted to do for a while now. I just wanted to at least give you an alternative for the meantime but I understand not wanting to break your save.

Thanks for the understanding and Happy Holidays.
Ninja-454 2023 年 12 月 18 日 下午 4:19 
TL;DR - Too many of the same type to know what to remove, too far in the game to risk it.
At least when I shoot myself in the foot, I have a nice selection to pick from...
Ninja-454 2023 年 12 月 18 日 下午 4:17 
I have a config that I can use to remove them, but this late in my campaign, I'm not sure who is using what, so even though I'd like to just go with TAW & maybe the Flamethrower if it's not in TAW, I don't want to bust my current run or possibly wipe out good mods I have on weapons from removing it.
& on top, I have around 3-4 different variants of Advent Pistol, & trying to get all 4 upgraded & not knowing what is from where, there's equally no telling who of my gunslingers has 3-4 Superior mods on which type of Advent pistol for removal, same as no telling which to buy & which to ignore since they ALL share the same name in many cases. XD

Hopefully you're staying with your head above water though, I know that times are not just tough, but absolutely unbearable in many cases, so definitely don't feel rushed or like I was being a prick! :3
[OG]CombatMedic02  [作者] 2023 年 12 月 18 日 上午 11:39 
Hi Hex, unfortunately my life has gotten a bit busy lately and I haven't really had the time to sit down and work out the code needed to make the disabler functionality work with this mod. I will look into this in the new year hopefully. In the mean time you might be able to disable the weapons you don't want with this mod. https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2589916279
Ninja-454 2023 年 12 月 17 日 下午 1:51 
When were you planning on adding the disablers?
I don't want to sound rude or nagging, but I was hoping for that around September or October time & things just kind of didn't.

Again, not trying to sound rude at all, but game clutter & trying to keep up with duplicate upgrades with limited resources is also killing me. o.o
Nero 2022 年 11 月 13 日 上午 8:35 
alternatively you can use iridar's xskin and hide the items you do not want
[OG]CombatMedic02  [作者] 2022 年 1 月 14 日 上午 9:18 
Unfortunately not as I hadn't got around to putting the disabler lines in this mod like my other weapons mod.
Lux Manifestus 2022 年 1 月 13 日 下午 2:33 
Is there a way to enable only one weapon? The Stun Lance?
[OG]CombatMedic02  [作者] 2021 年 12 月 14 日 上午 8:57 
You'd have to either spawn them in or start a new game I think. I don't think I ever got around to adding code that retroactively added them to saves.
Honeybun_HyvalTTV 2021 年 12 月 13 日 下午 7:05 
Do you have to start a new game to get these? In my campaign I'm past some of the autopsies already. Will they just appear or will they need to be spawned in?
[OG]CombatMedic02  [作者] 2021 年 9 月 13 日 下午 1:11 
I'm not sure, he used parts of this mod to make that mod so I don't know if it'd double stuff up. I don't use it personally so I'm unsure. Sorry.
Speed demon 2021 年 9 月 12 日 下午 11:22 
Will this works with the ADVENT armors mod? That mod actually lets me use the armor and not as cosmetics.
[OG]CombatMedic02  [作者] 2020 年 8 月 25 日 下午 12:34 
@TrooperCoon Yeah, you get it after the lancer autopsy.
Nero 2020 年 8 月 24 日 下午 1:14 
stun lancer not showing up at all or do i have to autopsy lancer first?
Rukifish 2020 年 5 月 12 日 下午 12:03 
Okay thanks for the quick reply ^^
[OG]CombatMedic02  [作者] 2020 年 5 月 12 日 上午 11:35 
@Rukifish I think all item IDs can be found in the mod's XComGame.int file, in the localization folder, which you should be able to open with a text editor. It's been a while, I can't remember them myself off the top of my head.
Rukifish 2020 年 5 月 12 日 上午 10:28 
Hey there could you give us the item ids so we can get them with a command please, for some reason I can't get them (dunno if it's bad luck or some mod incompability, and I don't really care) they look really sick and I can't wait to try them :)
[OG]CombatMedic02  [作者] 2019 年 9 月 13 日 下午 3:35 
Thanks, glad you enjoy them. Even the Psi amp is very fun, I never used psi operators much till I made my psi amp lol
VroomVroom 2019 年 9 月 13 日 下午 12:22 
Yeah, understandable. But however you did a good job, im using all your advent mods except psi amp cause i dont use psi operatives. :)
[OG]CombatMedic02  [作者] 2019 年 9 月 13 日 上午 11:56 
Yeah, sorry about that, I never got round to adding the disabler code into this mod like I did with my flamethrower mod. Maybe I'll get round to it one day but I just want to chill this weekend. Work is hard at the moment. :P
VroomVroom 2019 年 9 月 13 日 上午 11:54 
It works fine so far im tested, the only thing is there's copies of rifles, pistols and swords, but it's oke i guess.
[OG]CombatMedic02  [作者] 2019 年 9 月 13 日 上午 11:48 
@Ishimura I'm not actually too sure, I've never used the two of these together. Give it a try and let me know. :)
VroomVroom 2019 年 9 月 13 日 上午 5:07 
Is it works with "total advent weaponry wotc"?
im asking because i need all advent weapons like shotguns, sniper rifle and etc but TAW doesnt have these abilities that im also like :)
[OG]CombatMedic02  [作者] 2019 年 3 月 20 日 上午 11:14 
@我从凡人身上汲取力量 Weird, I'm going to have to find another machine to test this on to try to find out what's going on here. It's working fine for me so I'm not sure what could be causing the issue. If anyone else could verify this isn't working any more for me or could provide an error from the log that would be super helpful for me. :/
酷酷龙 2019 年 3 月 20 日 上午 3:13 
Delete other mods,still not work
Shavy 2019 年 3 月 6 日 下午 5:55 
gonna be so much fun 1 shot k.o-ing aliens at max health.
[OG]CombatMedic02  [作者] 2019 年 1 月 2 日 上午 3:23 
@tomomi1922 No you can run the both. This pack contains the ADVENT weapons from the first game such as the Stun Lance, ADVENT Assault Rifle and ADVENT Pistol. :)

Total Advent Weaponry - WOTC is a mod that I just made WotC compatible. You might get a duplicate rifle if you use both of these mods but they should be able to be used together.

Personally I just use this mod and my WoTC mod which contains the weapons from WoTC. Such as the Flame Thrower, Chosen Sniper Rifle, Priest Assualt Rifle etc. You can run both of my mods at the same time without issues, because I do, I just broke them up for those that might not have the DLC. :)
Aaewen 2019 年 1 月 2 日 上午 3:12 
How is this different from your other mod "Total Advent Weaponry - WOTC"? Is this something I have to pick one or the other?
yes_commander 2018 年 11 月 22 日 上午 6:20 
@CombatMedic Yeah, sorry. I was digging through half a dozen mod configs and having to tab back and forth from the game to steam, while googling mod pages in a different window to get id numbers since you can only have one tab open in the steam browser and just had a whole chaotic mess going on when I posted before. :/

I thought I'd need to add a line to the main config of Primary Secondaries to get your pistol to show up for me, and I also suspected that Non-Infinite Constructions was complicating matters.

One of the two pistols eventually showed up as a Primary Weapon option but it wasn't immediate. I also loaded my game at one point to re-purchase the mag versions of the ADVENT pistol to verify that they were definitely not appearing as a primary at first. Only after buying them, saving, loading, then going to mission loadout.
[OG]CombatMedic02  [作者] 2018 年 11 月 22 日 上午 5:49 
@yes_commander I'm not sure how the mod you are using works, could you link to it perhaps? The lines of code that classify the weapon type are in the .uc files and is how the game knows which class uses which weapon, those line are already there, never heard of anything needing to be in the .ini file but maybe it's something I could add if I knew exactly what it was. If it's just a simple .ini change you could probably put it in yourself, I'll write a guide if I figure it out but I need to at least know the mod so I can test it. :P
yes_commander 2018 年 11 月 22 日 上午 2:58 
@[OG]CombatMedic02
Would something as simple as adding a line like this to the XComPrimarySecondaries.ini work, do you think?

Theoretical ini line, probably incorrect
+PistolCategories=ADVENTpistol_MG

I'm just copying the format of the other items enabled for primary usage (ex; +PistolCategories=pistol and +PistolCategories=sawedoffshotgun are what Primary Secondaries seems to use to enable those items). Not entirely sure of the unique name for the alien pistols though. Or if that would even accomplish what I'm hoping.

I'm not entirely sure what I'm doing in the inis, just deducing things from context, so any help would be appreciated. I'd love to use a matching pair of ADVENT pistols throughout a campaign.

I feel like the non-infinite upgrades mod I'm using (https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1100585521) may also play a role in my situation here but I'm not quite sure how.
yes_commander 2018 年 11 月 22 日 上午 2:24 
@NickSheperd
RPGO sets all weapons/all tiers to 3 attachment slots by default. It didn't apply to the Legacy Pack weapons but I went in and manually set them to 3 as well. And if you use Remove Weapon Upgrades, and console in the reusable upgrade breakthrough, you get more versatility out of your gear.
yes_commander 2018 年 11 月 22 日 上午 2:16 
I've been using a few mods for a dual pistol build, plus a mod to only make individual items rather than infinite squad upgrades, and after buying my first ADVENT mag pistol I found that I can't use it in the primary slot, just the secondary (which makes sense). Is there something I can do on my end to enable the pistol from this for primary use? Since the mods I'm using didn't automatically make a primary version, I figure I might have to do something manually to make it work.
[OG]CombatMedic02  [作者] 2018 年 10 月 26 日 上午 4:20 
@NickSheperd I have just pushed an update that adds some weapon slots to the Rifle and Pistol. Seems that it was on my to-do list but I just hadn't gotten round to doing it yet. Adding flashlights and weapon skins will take a bit more time but I'm sure I'll get them in there eventually. Was just fortunate that I had the day off today so I had time to actually work on it in-between updating my website. :D:

As for your mod question I don't think I know of any that specifically do pistols. I don't actually have any mods that add weapon slots but maybe someone else who reads these comments would know.
NickSheperd 2018 年 10 月 26 日 上午 3:17 
This is unrelated, but also can't find a mod that allows me to edit how many mod slots the vanilla conventional pistols have. If you happen to know of one, please point me in the right direction. ^_^'
[OG]CombatMedic02  [作者] 2018 年 10 月 26 日 上午 3:15 
Hmm, I see. I'll take a look and see if I can get this added. I have mod slots in my version, perhaps I just forgot to push this update to the public build. I think I added flash lights and such as well.
NickSheperd 2018 年 10 月 26 日 上午 3:11 
I'm currently using both this mod and the Total Advent Weaponry one. As you saw on my previous post on Total Advent Weaponry, that mod suffers from the inability to modify the weapon stats themselves, but the mod did include a line of code specifically for how many mod slots those weapons have.


However, this mod has the opposite problem. The weapon stats are exposed and able to be edited in the ini files, but there is no line dedicated to mod slots, and the weapons are not able to be modded at all in-game. (Tested Conventional and Magnetic tiers.)

This leads me to believe that there is no coding at all for weapon slots for the weapons from this particular mod.

I'm also using a mod that specifically targets conventional weapons for mod slots, I do not believe it is affecting them.
[OG]CombatMedic02  [作者] 2018 年 10 月 26 日 上午 2:06 
@NickSheperd The upgrade slots are a lot harder to edit because they are in the .uc files, not the .ini files which would require the mod tools in order to edit. They should have mod slots already? I think I pushed that update? If not I can look into that because I was sure I added some. I think there are also other mods out there that add more mod slots to weapons. (If you just want more.) :)
NickSheperd 2018 年 10 月 25 日 上午 3:33 
Is there any way we can modify the upgrade slots for these weapons? I can't figure out what line of code I need to use in the ini to modify their upgrade slots.
[OG]CombatMedic02  [作者] 2018 年 10 月 24 日 上午 9:14 
@babytigerwolf Love the look of the Stun Lance! It's such a cool looking weapon. Much better than the sword anyway! I see how that would be a problem. Although maybe a healthy fear of one's own weapon would help her wield it with honor? Then again relentlessly meshing in heads of Stun Lancers with it could be therapy in itself?

In any case I hope she gets good use out of it! :D:
yes_commander 2018 年 10 月 24 日 上午 5:31 
I just had an activation turn sour (dashed for a crate in a supply run which I really shouldn't have done) and a favorite troop tanked a lancer attack that she really had no right surviving. She also got that sweet fear of stun lancers phobia. I wanted to grab this and equip her with a stun lance once I put her through therapy. ;)
Coley 2018 年 9 月 19 日 上午 11:29 
That would be perfect, thank you.

Regards.
[OG]CombatMedic02  [作者] 2018 年 9 月 19 日 上午 11:25 
@patrick2160 Perhaps. Dunno if I have much time to implement this at the moment though, work is kind of mad at the moment. :P

@Duvy I could possibly implement the same kind of disabler script that my WoTC armoury mod uses? I'll do this when I have the time to sit down and actually get back into the coding again. :)

@Seti I'd rather leave it how it is, I mean you get the corpses after the first couple of missions anyway so I feel that it wouldn't make too much difference. :P
Railgunner2160 2018 年 9 月 18 日 下午 10:26 
Very nice, think you could contact Iridar and ask for permission to use his Advent Pistol model so you could enable the upgrades on it so that it could be used with the Primary Secondaries mod?