Xenonauts

Xenonauts

Attachments and Upgrades: Ballistic Weapons
38 Comments
Tanksy 28 Sep @ 11:01am 
@CyberOmen I will have to try but the only mods i had was the community additions and armored assault, also it happened during a mission not in the armory, and my soldier just finished throwing c4. if that helps.
CyberOmen  [author] 24 Sep @ 6:09pm 
@Tanksy Have you run the game with only this mod installed/uninstalled to see if it is the culprit? Unfortunately I can't replicate the crash, so I have no idea why it is doing so.
Tanksy 24 Sep @ 11:31am 
game freezes for me any time I try to move a ballistics rifle with foregrip from backpack to hands
Comrade Guin 19 Jul @ 8:20pm 
@CyberOmen thanks love the mod, Akimbo is GOAT
CyberOmen  [author] 19 Jul @ 4:50pm 
It is, but it will not affect those weapons in any way. These weapons should appear alongside the other modded weapons assuming they do not share entry names.
Comrade Guin 19 Jul @ 5:48am 
is this compatible with mods that add weapons?
ronald 25 Aug, 2024 @ 7:44pm 
Mod doesn't show up in the mods folder when I launch the game
Ninja2dan 15 Jan, 2023 @ 11:15am 
Having the same problem with not seeing any option to craft/research the upgraded weapons. I did see a few pistol options such as the akimbo or extended magazine versions, but nothing else. Using several mods, but not anything like X-Div.
Malik-BGR 2 Nov, 2022 @ 3:26pm 
May ı ask.. Can you make a version for Soviet weapons pack and German weapons pack? If you like the idea of course or you have enough time for it. I think that would be great.
CyberOmen  [author] 18 Oct, 2022 @ 3:57am 
I don't know, if the pistols came up through the research lab, then the others should have followed.
Malik-BGR 18 Oct, 2022 @ 1:21am 
I am using X-Pansion and Xenonuts Fix mod. Only pistols are usable. Other ones are not even showed in inventory. Am ı have to priority up?
CyberOmen  [author] 11 Oct, 2022 @ 5:35am 
No problem, and thank you for the kind comment
p6kocka 11 Oct, 2022 @ 4:58am 
Yes. That's exactly what I ment. Thank you for your time and explanation. Btw. Great addition to the vanilla game, your mod. Should be in the base game.
CyberOmen  [author] 11 Oct, 2022 @ 2:52am 
That's because it's stats are based on the vanilla weapons stats, not those in XDivision. It will probably work fine with the mod as long as nothing is named the same, which is fairly unlikely, but they wont be balanced with XDivision in mind.
p6kocka 10 Oct, 2022 @ 10:43pm 
OK. Thanks. I have tested it together with x division. After I researched the first ballistic rifle with your attachment the enhanced rifle had totally different stats all over the place. So it´s not compatible I supose.
CyberOmen  [author] 10 Oct, 2022 @ 1:58pm 
@p5kocka In theory, maybe. My weapons will not change the stats of their weapons and vice-versa. The attachments aren't items, they're entirely "new" entries in the loadout list.
p6kocka 9 Oct, 2022 @ 12:06am 
X DIvision also adds new armours as well
p6kocka 9 Oct, 2022 @ 12:03am 
Hello. WOuld the mod be compatible with larger mods like X Division? WIth mods that alter the weapon stats?
dskdev 27 Jun, 2022 @ 3:06pm 
nice
Skuffe 22 Jul, 2021 @ 11:47am 
@==[CyberOmen]== aah i understand, well that would do it. Yeah im really excited for xenonauts 2 as well, release is this September right?
CyberOmen  [author] 22 Jul, 2021 @ 3:13am 
@Skuffle Thank you for the positive comment! I have interest in XN2, so when it comes out, if modding is similar to XN, and if they don't add such features themselves, I may rehash these mods for it ;)

That said, I have generally lost interest in working on things for this game, moving on to other games. I'd also avoided doing such a mod for other mods, as I'd basically have to entirely remake those mods which would take away from the original authors' following.
Skuffe 21 Jul, 2021 @ 10:56am 
@==[CyberOmen]== Gotta say i love this mod and omg this would be epic as hell if they had just made it into the core game, good work :)
Skuffe 21 Jul, 2021 @ 10:55am 
@==[CyberOmen]== i know this mayt be alot of work but im asking as i have no knowledge about coding/making mods but could you/would you do a "Attachments and Upgrades mod" but for German and Soviet weapons?
HexeR 5 May, 2021 @ 10:26pm 
This should be an essential aspect of the game. I was playing it and as I was researching I was hoping to see what new things I could unlock to improve the base weaponry until I realized "Oh....That's literally it...."
[EH] Mordred 20 Feb, 2021 @ 4:36pm 
@cyber you sexy modder, you! thanks!!!
CyberOmen  [author] 20 Feb, 2021 @ 2:01am 
It is, yes. Unfortunately there are a couple other things I'm working on in the mod that are incomplete, so I can't update it at this moment.

Update: Fixed the other issues I was having and repaired the modinfo.xml file, which is what was causing the bad install.
[EH] Mordred 4 Feb, 2021 @ 9:44am 
I believe the errors are being caused by the : on the name, the mod launcher tries to create a folder and windows rejects it because of the character
Basileus Bman 2 Feb, 2021 @ 4:20pm 
Nevermind! it seems to be working now!
CyberOmen  [author] 2 Feb, 2021 @ 12:53pm 
@OizoCZ That might have happened by mistake in the previous update, it only messes up the installer. Extracting as a .zip into the mods folder still works. Thanks for the heads-up though!
CyberOmen  [author] 14 Dec, 2020 @ 4:31pm 
I don't think I will, I've already created modified assets for mine, and Khall's uses certain ones in a different way and replaces others with totally different weapons.The mods should be able to load beside eachother as long as none of our asset names overlap (all of mine are default asset names with affixes)
José 14 Dec, 2020 @ 2:47pm 
Will you add compatibility with Khall's carbines and shotguns mod?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=338350276
CyberOmen  [author] 14 Dec, 2020 @ 2:28pm 
Yes, I think it requires CE. The Ballistics Upgrades mod should not need a new game as it's research start point is available with no prerequisites.

The mods I am following it up with will require a new game if you've passed certain Researches as branches of the tech tree only unlock immediately after a required Research is completed. When all the upgrades and attachments mods are complete and on the Workshop, I will look into making a companion mod to link them all together for existing saves.
Peter34 13 Dec, 2020 @ 10:40pm 
Does this mod work with CE? And can I add the mod to an on-going game, or do I have to start a new one?
José 13 Dec, 2020 @ 1:15am 
lol
Thanks
CyberOmen  [author] 13 Dec, 2020 @ 1:10am 
I wasn't planning on adding to the lore, but I'll see if I can fit it in somewhere.
José 12 Dec, 2020 @ 5:20pm 
Could you mention how laser safety goggles work when it comes to the lenses of the sighting optics works? It always bothered me how aiming down sights while firing laser weapons blinds you in EDF, and no other sci-fi makes mention of existing vision protection to work around this problem.
CyberOmen  [author] 12 Dec, 2020 @ 4:47pm 
Yes! Lasers is nearly finished.
José 9 Dec, 2020 @ 7:04pm 
This is really cool! Are you gonna do the same for later tiers?