XCOM 2
[Old] [WotC] Coil Weapons - Plasma Tier Replacer
149 Comments
Räzz 14 May, 2021 @ 8:30am 
Thx m8! Weird, it works today. Lol. APpreciate your fast response! Thx for a great mod! So much more fun playing with these than the vanilla plasma weapons!
Lago  [author] 14 May, 2021 @ 7:38am 
The link works for me. Perhaps Steam glitching?
Räzz 13 May, 2021 @ 8:49am 
Sry for necro, but is the new version not available anymore? Link doesnt work for me. Thx!
Lago  [author] 5 Dec, 2019 @ 7:39am 
With the renewed interest in this mod, I've uploaded an updated version that uses WSR instead. It should fix the long-standing bugs with the attachments. https://gtm.steamproxy.vip/sharedfiles/filedetails/1929060959
Obsi <3 1 Dec, 2019 @ 2:12pm 
Cheers, my error was searching 'coil gun' rather than 'coilgun', it seems. Not the most robust search function!
Obsi <3 1 Dec, 2019 @ 5:53am 
...well, that was dumb of me. It requires a mod which isn't on the Workshop. In your description, it references something which I'm guessing used to be on here: "This mod is a patch for KnaveOfSpades's port of LW2's Coil guns to War of the Chosen and requires it. "
Obsi <3 1 Dec, 2019 @ 5:37am 
I think it's a result of me having TLP disabled, as the models aren't there either. The soldiers are holding... well, nothing! Reinstalling TLP now to confirm; didn't like all the clutter that TLP adds to the armoury so thought I'd try a run with it disabled.
Lago  [author] 30 Nov, 2019 @ 10:42am 
You could try unsubbing and resubbing, but beyond that I've got no idea what could break the coil tier research project's image.
Obsi <3 30 Nov, 2019 @ 7:03am 
I did look at the Iridar's but glazed over trying to read the supporting documentation. My intention is pretty much just to replace the Plasma weapons with the Coil weapons and modify the research descriptions to more appropriately reflect the delicious coily nature of the new boomsticks. Iridar's gave me the impression that I basically have to figure out and write up markup to accomplish the first half of that, which was concerning, to say the least.
Lago  [author] 29 Nov, 2019 @ 2:42pm 
I'm not sure what could cause that. However, I've not updated this mod for almost two years as Iridar's Weapon Skin Replacer rendered it largely obsolete.
Obsi <3 29 Nov, 2019 @ 9:31am 
Great mod, did a Long War 2 run recently and I absolutely adore the Coil tier, they look so much better than the Plasma weapons. Only one minor bug so far, as I'm only just hitting (what would be) Plasma tech. I'm getting a missing image error for the 'Coil Rifle' research project.

Any logs or other information I could provide to help try and track this down? I'm using Alternative Mod Launcher v1.3.2 with TLP disabled.

https://imgur.com/a/Qq0HmJy
Lago  [author] 27 Oct, 2019 @ 4:21am 
These models were made for Long War 2, so no hero models were made.
matthew86918 27 Oct, 2019 @ 2:03am 
pleas make a heros weapons version i prefer coil to beam but its weired only haveing the none hero weapons as such
Lago  [author] 8 Sep, 2019 @ 7:11am 
The game treats the primary pistol as a different weapon to the secondary pistol. This mod will only reskin the secondary pistol. You can reskin the primary pistols with Iridar's Weapon Skin Replacer.

I should really get around to remaking this mod with WSR as a requirement: it's a much cleaner way of doing what this mod does.
Traim 7 Sep, 2019 @ 4:24pm 
This Mod works for the most part, but sadly not for pistols. Dont know why, but with Primary Secondaries the game simply shows the Plasmapistol as a primary pistol (probably because its just copied and not the real "pistols"), but the secondarys are shown in the selectionbar as Coilpistols....but on the character and in the tactical game itself they revert to plasmapistols again. Dont know, maybe an issue with dedicated pistolslot or some other mod... bound to happen with more than 220 mods running at the same time :D.
Anyway, the rest works as intendet and I really appreciate it. Working pistols would be like icing on the cake ;).
Lago  [author] 8 Jul, 2019 @ 2:36pm 
This only reskins the weapons, yes.
Syro System 8 Jul, 2019 @ 2:16pm 
Sweet, this mod and the laser replacement for magnetic tier is just what I was looking for.

Just to be sure, this is just the weapon skins right? It won't conflict with another mod that edits the weapon damage numbers?
Lago  [author] 21 Jun, 2019 @ 1:59pm 
It's a reskinner for vanilla plasma weapons, and there's no vanilla plasma SMG.
High Voltage 19 Jun, 2019 @ 8:09am 
this breaks the subcoiler its not buildable at all
花兔 8 Jun, 2019 @ 8:19am 
@Dragon32
@Iridar
Lago  [author] 8 Jun, 2019 @ 3:22am 
I don't know. Maybe you could use https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1267164077 and disable its schematics with the weapon skin replacer? Or maybe use mine and Iridar's at the same time and use Iridar's mod to fix the visual bugs in mine?

You'll have to experiment with it a bit.
花兔 8 Jun, 2019 @ 1:45am 
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=Shotgun_CV, DONOR_TEMPLATE=Shotgun_CG, COPY_DONOR_ATTACHMENTS=True, HIDE_ACCEPTOR_ATTACHMENTS=True)
@Lago
but how to do disable the Coil tiers
Lago  [author] 7 Jun, 2019 @ 4:54pm 
This explains how Iridar's mod works and how to configure it to reskin whatever you wnat: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1689878874
花兔 7 Jun, 2019 @ 4:40pm 
It's been six months.
Have you found the reason for the image BUG
花兔 7 Jun, 2019 @ 4:39pm 
@Lago
I need your help
花兔 7 Jun, 2019 @ 4:39pm 
@Lago
Can I remove the Plasma Tier?

Coil Weapons It's not just cosmetics
Keep the Coilguns attributes
花兔 7 Jun, 2019 @ 12:19pm 
Lago  [author] 7 Jun, 2019 @ 8:34am 
Did you read the documentation for it?
花兔 7 Jun, 2019 @ 7:53am 
@Lago
花兔 7 Jun, 2019 @ 7:53am 
This mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1517938486 is much more powerful than mine. There's a fair bit of documentation to read, but if you're willing to put the time in to read it all it should be able to do everything my mod can't.
There is no effect
Ranger Dimitri 16 May, 2019 @ 4:40pm 
Seems resaonable, I'm just wondering if either you or Musashi would try to make a patch for such weapon type's.
Lago  [author] 16 May, 2019 @ 11:17am 
I'm fairly sure the Primary Secondaries are also different weapon templates, in which case they wouldn't reskin for the same reason the Utility Slot Sidearms don't.
Ranger Dimitri 16 May, 2019 @ 10:34am 
I also have an issue like Oy of Mid-World has and I use Utility Slot, but what I have to say involves Primary Secondaries by Musashi (and Indar's Akimbo Class mod) the Coil pistol's show up just fine for the Secondary version's, but the Primary one's still use Beam Pistol's (and everything that goes along with it) and while I do know about the weapon skin replacer mod, I am not a guy who can code, nor do I feel I can do such a thing and NOT risk messing everything up because of one mistype, also I'm having this annoying thing where when I click or press something it end's up reading as two click's rather than one. Not sure if it's something to do with my Mouse or Keyboard or if I'm putting too much pressure when I click. Point is I don't think just using a Weapon Skin's replacer mod that need's me to go into the code itself is something I can do. Good mod either way!
Pantæra 8 May, 2019 @ 8:31am 
Oh thanks, I'll give that a try if all else fails. Also thanks for the quick response!

The author of the Utility Slot Sidearms mod also stated, that you can add stuff to his mod, if you happen to know the "CategoryName" for the item in question. I suppose I'm out of luck here, since the CategoryName is most likely "Pistol" in you mod? Since it is a replacer?

Or could this be a load order issue?
Lago  [author] 8 May, 2019 @ 5:08am 
This is a fairly straightforward mod that replaces the visuals on the guns when the game boots up. However, the approach I used can't edit mod-added guns, such as SMGs.

I'm fairly sure the Utility Slot Sidearms mod doesn't make the vanilla pistol a utility item. It adds a new pistol with the same appearance and stats that is a utility item.

This mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1517938486 is much more powerful than mine. There's a fair bit of documentation to read, but if you're willing to put the time in to read it all it should be able to do everything my mod can't.
Pantæra 7 May, 2019 @ 5:06pm 
Hi there. I've been using this awesome mod for some time, however just made plasma (now coil) tier. Everything seems to work fine, except for the sidearms added by this mod "Utility Slot Sidearms WOTC", on my non sniper soldiers. They still use the Plasma Pistol model, along with the Coil Pistol description.

I know that this mod was not made to work flawlessly with another mod for sticking pistol into utility slots, however I was wondering if I could make it. Would you see a way to apply the complete change to pistols in the utility slot also?

Any help or insight would be greatly appreciated.
Lago  [author] 5 Apr, 2019 @ 1:43pm 
The method this mod uses only overwrites visuals and can't overwrite mod-added weapons.
That's why it has no SMGs.
Edgy1Dragon 5 Apr, 2019 @ 3:00am 
Can you add SMG?
Some weapon mods add SMGs like Resistance Firearms or Merc Plasma Weapons.
Mb it is possible to exract Coil SMG model & other things (configs mb) connected to it and have it as an 'extra assault rifle' but less dmg and with it's pros and cons like weapon range and extra mobility?
In the end we have SMGs and don't have SMGs mod installed.
Lago  [author] 9 Mar, 2019 @ 7:56am 
You don't need the SMGs installed, no.
Poul Mavinger 5 Mar, 2019 @ 10:00pm 
So if it doesnt replace the submachine gun can I remove that mod? the SMG is required for the original coilgun mod.
Lago  [author] 17 Jan, 2019 @ 8:18am 
Yes. There isn't a Coil SPARK model.
Ranger Dimitri 17 Jan, 2019 @ 3:19am 
So what does this mean for Spark's? Will they just have their Plasma Cannon's?
Lago  [author] 17 Jan, 2019 @ 3:18am 
They only made the base game weapons and the SMG. This mod only ports the base game weapons: the sniper rifle, assault rifle, cannon, shotgun and pistol.
Ranger Dimitri 17 Jan, 2019 @ 3:16am 
Okay, I just want to make sure that those two mod's can play nice, on the side note. Do Spark's get a custom Model as well? Or did Pavonis Interactive never get around to making one for Spark Cannon's?
Lago  [author] 17 Jan, 2019 @ 3:14am 
It should work fine. Even if the description and pictures of the techs get overwritten, it should function the same.
Ranger Dimitri 16 Jan, 2019 @ 3:17pm 
Okay, so I use Mechatronic Warfare, and part of that Mod has it so that Spark Cannon teir unlock's are tied to normal Cannon teir unlock's. What I want to know is will that cause any issue's with this mod, because I'd REALLY like the look and sound of these gun's, also I'm guessing with regard's to TLP's Plasma weapon that it will remain the same?
Lago  [author] 6 Jan, 2019 @ 5:58am 
The problem is the method I used to implement the reskins doesn't seem to work on anything added by other mods. I tried to get SMGs working, but I never managed it.
Medicman 5 Jan, 2019 @ 11:51pm 
Came here wondering about the SMGs and I got my awnser, should just make the SMG a hard requirement and replace the SMG yeah?
(Plz actual do that)
Lago  [author] 5 Jan, 2019 @ 3:04am 
This mod doesn't change the SMGs. The method I used can't modify templates added by other mods.