XCOM 2
[WOTC] Iridar's Five Tier Weapon Overhaul - Vanilla Balance
436 Comments
Iridar  [author] 2 Sep @ 9:27pm 
Read the description.
MetallRichymon 2 Sep @ 3:03pm 
Hello I'm Using Cover Infiltration and it say that if I want to use this mod I need to do some manual edit. But I don't know what to do. Can some one help me please.
Aru 22 Aug @ 2:02pm 
Oh! I see now! Thanks!
It's easy enough to find/do from what I've seen. Good to know for future playthrough.
GOGATSY 21 Aug @ 7:34am 
Iridar created discussion thread about compatibility issues, you can check instruction there.
Aru 21 Aug @ 5:45am 
Gogatsy where can you find the fix for that SPARK issue you mentioned? I'm using mechatronic mod too and may stumble into the same problem some day when I'm back to play in Xcom.
GOGATSY 21 Aug @ 5:37am 
Also I think something similar happened to vibroblades (T2 combat knifes besed on your tier system), but i unlocked magnet tier so long ago that it doesnt matter at this point)
GOGATSY 21 Aug @ 3:50am 
I'm not sure why, but for some reason, Tier 5 swords are missing from the armory. When I researched them, they were automatically equipped on the appropriate classes, but when I swapped them for another weapon, I noticed they were not in the list of weapons. The modded version of these weapons from the loot mod is equipable (from TeslaRage), but their basic version is missing. The only problem I had before was with SPARK weapons due to the Mechatronic mod (which I fixed using your instructions), and the loot mod, which I fixed in the config of the loot mod.
Inner Quartz 17 Aug @ 10:53am 
I didn't even think to disable that one! Thank you.
Iridar  [author] 17 Aug @ 10:28am 
Most likely a mod conflict with something like WIO, if you're using it.
Inner Quartz 16 Aug @ 1:04pm 
I'm using PA/CI and went ahead and set the mod weapons to be buildable, but when I researched Magnetics, I was not able to build the Mag Rifle itself. Racking my brain trying to find why.
Iridar  [author] 1 Aug @ 5:11pm 
Yes, by editing config.
Xantharion 1 Aug @ 2:54pm 
Is there any way of configuring the weapon upgrade slots from conventional weaponry? Before this mod I had 5 upgrade slots from the get go, (I know it's border-line greedy) that way but was just purely curious
Sandboxhead 24 Jul @ 5:03am 
Hi Iridar. Just downloaded this mod and all its accompanying required mods. Just typing a quick "Thank You!" I use a lot of your mods and they really help extend the life of this game!
Lord Of The Kink 6 Jun @ 5:39pm 
Nevermind, I disabled https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1267164077 and the research showed up.
Lord Of The Kink 6 Jun @ 12:14pm 
Hi, for some reason the option for Magnetic Weapons never shows up for me. I disabled just the overhaul mod and they appeared. Am I missing a prerequisite tech or have I messed up my mods?
ALEXX 22 Apr @ 11:37am 
Oh, thank you so much, commander!
Iridar  [author] 22 Apr @ 3:55am 
You will get T2 TLP weapons when you acquire coil weapons (T3 with this mod) and T3 when you acquire beam weapons (T5 with this mod).
ALEXX 22 Apr @ 2:30am 
Still have a question about TLP weapons. Just started a new campaign and unlocked the magnetic tier. Will I receive the "Tier 3" (2) TLP weapons when I research and build the laser (tier 3 according to the mod) tier?
b9thirty99 12 Apr @ 12:50pm 
No I was asking about the conflicts. Thanks a lot! Take care.
Iridar  [author] 12 Apr @ 11:37am 
It works in the sense that there are no conflicts. There are no laser and coil variants of TLP weapons in this mod, if that's what you're asking.
b9thirty99 12 Apr @ 5:30am 
Does this work with TLP dlc weapons too?
Iridar  [author] 1 Feb @ 6:54am 
If you're using old Primary Secondaries, the duplicates you're seeing are likely the primary versions of pistols and autopistols.
Bantichai 1 Feb @ 5:47am 
In relation to what Kjades was saying. So I'm using Prototype Armoury and I've made the adjustment in the config files to make the weapons single/finite build.

I tested this on a brand new campaign, all required mods are subbed.

My issue is despite the items being finite build, there are still technically "duplicates".

I see two options to build single/finite "Mag Autopistols" and single finite "Mag Pistols". I also tested this mod on my current playthrough and I can see duplicate for other techs like laser/coil which is why I opted to start a new campaign just to confirm.

Other weapons like the magnetic rifle, DOES NOT have a duplicate though and just has the one option to build single/finite. I'd have thought that would also have a duplicate but it doesn't.

Any way to resolve this?
Kjades 22 Jan @ 1:48am 
Ok, thanks again.
Iridar  [author] 22 Jan @ 1:07am 
You can switch this mod into single-buildable system, read the description above for instructions.
Kjades 22 Jan @ 12:32am 
Oh, I see, that is what may be causing the whole thing...
Should I disable it, ignore it or tune it in some way?
Thanks for the help in any case.
Iridar  [author] 21 Jan @ 3:26pm 
If you have Covert Infiltration, you probably have Prototype Armory as well.
Kjades 21 Jan @ 12:02pm 
No, I did not touch the mod at all, I am not that savvy...
I am not using LWotC (except for one LW perk pack), only Amalgamation + Covert Infiltration.
Is there anything that I need to do to use them properly?
RustyDios 21 Jan @ 11:09am 
Did you make the change in this mod to go to "single build" mode by editing the config as detailed in the description ?
As it looks like you are using either LWotC or CI/Prototype Armoury
Kjades 21 Jan @ 9:55am 
Hi Iridar, thanks for the help.
Here's two screenshots.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3411933070

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3411933213

I am starting to think that there may be some hidden overlap/conflict between mods,
despite AML not showing it.
The thing is, this is the only weapon overhaul I am using, apart from [WOTC] LW2 Secondary Weapons.
Iridar  [author] 20 Jan @ 4:50pm 
Hi. I don't understand the question. My mod has no such mechanics. Can you make a screenshot?
Kjades 20 Jan @ 9:38am 
Hi, I'm using this mod and I find it really nice, especially having a smoother development of my squad's firepower. I have a question: in the "build items" section, under weapons, there's the possibility to upgrade specific groups of weapons. How does this work? What does the upgrade consist in? I do not seem to find any difference between a specific weapon before and after upgrading it...
Not talking about the faction soldier's weapons (reaper, templar...), just the general upgrades.
Thanks.
Zyxzy 17 Dec, 2024 @ 3:01pm 
Turns out it wasn't this mod causing the conflict, it was not having shiremct's overhaul enabled even though the AML shows no dependencies on it.
Iridar  [author] 16 Dec, 2024 @ 11:16pm 
Presumably some other mod you have is messing with research via Template Master.
Zyxzy 16 Dec, 2024 @ 7:02pm 
Oh I meant Resistance Comm. Starting a new game with this mod and its dependencies off did fix it, so I don't know where else the conflict could be.
Iridar  [author] 16 Dec, 2024 @ 5:36pm 
There's absolutely no way this mod would be involved with it in any way.
Zyxzy 16 Dec, 2024 @ 5:24pm 
I'm having an issue with this mod where Resistance Radio isn't a research option, though it's the only one missing. I don't know what other mod is conflicting with this one, but I know it is involved.
Medias 11 Nov, 2024 @ 12:37am 
This is one of the best things since sliced bread, thanks for your hard work making and maintaining this mod!
Melan 29 Oct, 2024 @ 11:25am 
I´ve figured out why it happened. Coilguns which is a requirement for yours, has SMGs as a requirement. All those nested requirements can become dizzying sometimes.
Iridar  [author] 29 Oct, 2024 @ 11:17am 
No, it's not supposed to happen.
Melan 29 Oct, 2024 @ 10:58am 
When I subscribed to this mod, it also downloaded the SMG mod. Is that supposed to happen since it´s not listed as a requirement? Don´t really bother me, since I was going to have SMGs anyway. But just curious.
Iridar  [author] 13 Oct, 2024 @ 1:26am 
Prototype Armory, probably.
Yabbamann 13 Oct, 2024 @ 1:23am 
Hi everyone. Not sure what feature usually gives this, but I saw either Marbozir or Odd got a free weapon of the new tier after researching the tech, but I don't. Where would that interaction be coming from?
Iridar  [author] 11 Oct, 2024 @ 3:43pm 
Yes, it's not compatible with WIO.
ViivviiX 11 Oct, 2024 @ 3:21pm 
@Iridar Oh okay, I actually don't have Prototype Armory (Just CI). I'm testing out over and over to see if I can remove/turn off a few mods at a time to see if anything fixes it. I will report back if I find a definite answer.
This is the last bug I need to get worked out and then I'll finally be able to play a full campaign with my current mod set up.

And as I was writing this, I seemed to finally get it to work. Just did a test run and used some console commands to jump to doing the research/purchasing the upgrades, and after buying them, they are showing up now.

It seem to be because of
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2091410349
and
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2873101651

Maybe it was kind of obvious based on what these mods do, but I'm new to modding and must've over looked something when reading through the descriptions and all that.
Thanks for your quick responses and the work you do.
Iridar  [author] 11 Oct, 2024 @ 2:16pm 
Prototype Armory would be my first guess.
Iridar  [author] 11 Oct, 2024 @ 2:11pm 
Unlikely Tactical Armory UI would have any issues with this mod. Must be something else.
ViivviiX 11 Oct, 2024 @ 1:09pm 
Any idea of any kind of mods that may conflict with this to where when even after I research the upgrades, purchase them from Shen (the "Squad Upgrades") and then when I go to my armory, I don't see the upgraded weapons to upgrade.

I got magnetic upgrades, but for some reason the only one I have seen show up I can equip is the "Mag Shorty" (Magnetic Sawed Off). But none of the others are. I have all required mods.
Could something like "Tactical Armory UI" cause them to not show up? I click the filter to show magnetic weapons, and none are there.
Thanks for any clarification.
Iridar  [author] 9 Oct, 2024 @ 2:00pm 
You can always visually reskin weapons with Weapon Skin Replacer or XSkin.
RottenDub 8 Oct, 2024 @ 4:01pm 
@poemedia sadly the tier swapper allows you to research magnetic weapons from day one which kind of ruins the whole purpose of this mode, been distract my head trying to make them work together but with no luck, so the tier swapper has to go, wish someone would make that mod in another way that it doesn't let you cheat since day one, plasma guns are ugly as hell but what can you do , specially the weapon particles .