XCOM 2
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[WOTC] 40k Agripinaa Autogun & Bolter
   
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14 Nov, 2018 @ 12:25pm
13 Apr @ 12:37pm
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[WOTC] 40k Agripinaa Autogun & Bolter

Description
**Re-Upload**
If you subscribed to the first version, you should get this one instead.
An error snuck in before release and I used this opportunity to fix the mod not showing up in recent mods and also add support for the XSkin System by Robojumber ( I think...maybe...I did not test it).
Sorry for any inconvenience.

This contains 2 weapons for now, inspired by the Agripinaa autogun from 40k and the Bolter, so all the credit/rights goes to Games Workshop.
They includes custom attachments and icons and are tintable.
The stats and buffs are based on the basegame stats, but are for the most part configurable if you need to change them.

***UPDATE 09/02/2025***
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The default setting is now to not use my "custom" upgrades at all. Instead, it will use the basegame upgrades.
They will use the new icons and models when used with my guns, and the base game guns will use the standard visuals.
Whatever other upgrades you might have should be unaffected.

This also means that you cannot alter the stats unless you alter the basegame ones.

You can however, modify the config to return to the old way where they are mutually exclusive upgrades, though I don't see any reason why you would want to do that for the time being.
Maybe if this breaks something.
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There won't be another weapon in a long time but the vision is to replace all the LW2 weapons and tiers ( so err...maybe in xcom 4 given the speed I work at XD)
The Mohawk in the screenshots is from another mod.

Kudos to the Tommy Trials Discord server[discord.gg], without which I would not have been able to finish this ( like at all). And many thanks to Σ3245, IronGroinPie/Blackbladder and all the other big guys for the help too.


*** mod folder: 1565020466 ***
***tags: soldier customization, 40k, warhammer, warhammer 40k, warhammer 40000, ig, imperial Guard, not adeptus militarum, adeptus copyreitus, guns, gunpack, agripinaa, rifle, bolter***
Popular Discussions View All (3)
8
11 Mar, 2024 @ 6:26pm
WIP thread
Roknar
1
16 Apr, 2024 @ 9:41am
Template names for customizing
Roknar
0
16 Apr, 2024 @ 8:52am
FAQ
Roknar
101 Comments
Roknar  [author] 24 Aug @ 3:47pm 
@...cz long way from pistols, I'd rather finish the rifle set first
...cz 24 Aug @ 1:10am 
pls add bolt pisto?
Roknar  [author] 20 Aug @ 10:02am 
you could change the stats for the weapons too, but by default they have the same stats as the base game weapons.
Roknar  [author] 20 Aug @ 10:00am 
@King, these are separate weapons, not skins.
The Agripinnaa is a starter weapon, the bolter requires magnetic tier + the unlock from shens.(It think..maybe just magnetic tier..whatever you need to get basegame magnetic)
the grandes are starter weapons too.

The upgrades are, by default, set up to use the base game upgrades instead of them being separate drops. Right now, if you change that, they still use the same stats as the base game, but you could change the config to use different stats if you wanted to, but in that case they need to be separate drops.
King 20 Aug @ 4:29am 
I cant tell from the description - is this a graphic replacer for default weapons? If so, which ones, if not, how do we obtain them?
Lokomotive 26 Jul @ 5:21am 
There is no need to rush, take as much time you need. :D
Roknar  [author] 24 Jul @ 11:42am 
Thanks, but to be fair, at the pace I work at....I might as well be considered to have abandoned it XD. But not quite yet! Still got something cooking.
jonexhd 24 Jul @ 11:23am 
I have to say that's so hard to get a joyful 40K gameplay in WOTC. Most 40K authors have abandoned this game. Especially for armor mods.
Roknar  [author] 15 Apr @ 6:05am 
I can't help with the porting. I do these models from scratch. Ported models have their own challenges. You'll want to stop by on the modding reddit discord for that.

As for the weapons, it depends on what you want, I believe the easiest would be to set it up as a skin. You'd have to look into iridars and robojumpers mods for that if I'm not mistaken. Both are also on the discord if necessary.

If you want to make new weapons, you can copy what the basegame does. Maybe check how Σ3245 does it. My Mod isn't a good example I would say. I am aiming for more of a Total conversion (in some distant, distant future :D). That adds quite a bit of complexity for the upgrades.

In any case, if you haven't modded before, start with just setting things up.
Getting Modbuddy up and running is a challenge all in itself lol.
Then on getting a UPK set up with the models. You might need to check with Gamebreaker there, I dunno. (also on the discord)

The coding part can come in last.
[AOC] Kageno 15 Apr @ 5:46am 
Hey roknar could you possibly help me with making a weapon mod, porting the space marine 2 weapons into xcom2 (I already have the weapon models I just need help with coding and making the bare model useable in xcom2 ) ?