XCOM 2
Battle Rifle Pack Skunkworks
55 kommentarer
The13Inquisitor 27. maj 2022 kl. 20:53 
Any chance of this mod and Skunk Works being updated for LWotC?
James 2. sep. 2018 kl. 9:37 
Hey dude I've ported the SAW over to WOTC for my own use. Thinking of releasing on the workshop if you'd be ok with that? Credit will be given obviously.
Lynsis 13. feb. 2018 kl. 18:32 
Really wish you or someone would update this for wotc, miss the battlerifle mods so much.
DeBlue 26. dec. 2017 kl. 17:21 
For some bizarre reason, I can't seem to change the clip size of the LMG... I can chage everything else though.
Jorkie 16. okt. 2017 kl. 14:06 
Update for WOTC would really be nice.
maximustrajan23 8. sep. 2017 kl. 5:28 
wotc? please?
Kirone - FordArkITA 2. sep. 2017 kl. 5:38 
Update for WOTC?
Инаморда 27. juni 2017 kl. 5:41 
Does it works with Mercenary Plasma Weapons?
Boisegangpc 27. maj 2017 kl. 19:09 
@Progessor Spank It- The next update for the Battle Rifle Pack(Skunkworks) will remove the LMGs and SAWs and give them their own mod, IIRC, with most or all tiers supported.
PotatoAim2k1 27. maj 2017 kl. 18:13 
Man, we really need like a proper C-mag mesh or a new box magazine mesh for the extended clip attachments with all of these SAW/LMG mods
Boisegangpc 26. maj 2017 kl. 16:22 
That sounds even better! :D
Uejji  [ophavsmand] 26. maj 2017 kl. 15:49 
What I'd actually like to do is make it easier for mod creators to add Battle Rifles in their weapon packs and for others to make "patches" that add Battle Rifles to weapon packs whose creators aren't updating anymore or aren't interested in adding Battle Rifles.

We might see a prototype of that soon.
Boisegangpc 26. maj 2017 kl. 12:06 
Thank you! I do have another thing that's most likely low-priority: do you know if you could make Mercenary Plasma Weapon variants of these? I love how those guns work and I'd like to see a bulked-out Mercenary Battle Rifle and Mercenary Marksman Rifle :D
Uejji  [ophavsmand] 26. maj 2017 kl. 11:00 
Thanks for explaining. Sounds like a legitimate concern. I'll make it a higher priority issue.
Boisegangpc 26. maj 2017 kl. 10:55 
Balanced Finite Items. Keep mixing them up :/
Uejji  [ophavsmand] 26. maj 2017 kl. 9:20 
You're using Finite Armory? Or Balanced Finite Items?
Boisegangpc 26. maj 2017 kl. 9:05 
That said, it's not too important- just something that might make it easier to use with other mods.
Boisegangpc 26. maj 2017 kl. 9:04 
The reason I'd like it is because I use the Finite Armory mod and I don't know how a dual schematic system would work. I haven't tried it, and I'm hesitant to try since it will screw up the balance of the weapon economy.
Uejji  [ophavsmand] 26. maj 2017 kl. 8:59 
@boisegangpc
Not in the next update. Maybe if it's something more people want in the future after most of the big bullet points have been hit.

I'm pretty hesitant to separate the BR from the MR logically. My justification is that they're the same rifle; they just throw a scope and bipod on it when they're handing it to a sniper instead of to an infantryman.

But, like I said, maybe if it's something more people want in the future.
Boisegangpc 26. maj 2017 kl. 3:56 
In the next update, could you make the MR and BR have separate schematics and weapon config data?
Uejji  [ophavsmand] 24. maj 2017 kl. 23:58 
@Jek Porkins
Don't expect the SAW and LMG to persist as-is. They won't be in this mod in the next update. They'll be spun off into another mod soonish.

But, generally, the idea is that SAW is AR-based and LMG is BR-based. I don't think Squadsight should be a weapon ability, but I'm willing to have a discussion about it.

The main difficulty for me will be balancing the SAW, LMG and Cannon. I'm intending a trade-off between damage and mobility for Grenadiers. LMG may or may not have the BR aim curve. I think right now it does, but I will probably give it the default AR aim curve unless it seems beneficial for a Grenadier to have an intermediate range weapon that isn't a grenade launcher.

Though like everything else it'll all be ini-tunable.
Jek Porkins 12. feb. 2017 kl. 18:16 
As far as I can tell, this mod DOES work with LW2, at least for conventional tier weapons.

However, what is the difference between the LMG and the SAW? I'm assuming one grants limited squadsight like in LW1?
Boisegangpc 12. feb. 2017 kl. 10:57 
Do you know if you can make Mercenary Plasma Weapon variants of the Battle Rifle and Marksman Rifle? I know it would be a lot more work than its worth, but I love how those look.
Boisegangpc 12. feb. 2017 kl. 9:22 
@Uejji Any word on the progress of the Machine Gun pack?
General Maxime Weygand 11. feb. 2017 kl. 13:24 
Is tis lw2 compatible? Probably not
Boisegangpc 17. jan. 2017 kl. 11:35 
What I'd like to see is either the LMG or SAW have a belt-fed magazine to better distinguish each weapon.
Boisegangpc 16. jan. 2017 kl. 16:51 
Ah, so that's why my AR looks wierd. Was confused why it was similar to the carbine model.
Price 4. dec. 2016 kl. 16:37 
I can't wait for dat lmg
Uejji  [ophavsmand] 30. nov. 2016 kl. 18:23 
Hello, everyone.

@Badass_Ben
Unfortunately, I'm not too keen on audio engineering. What I've been doing so far is experimenting with sometimes dozens of combinations of in-game sound effects to come up with something that is distinct and hopefully appropriate. This could change in the future, but as of right now this is a limitation in my skillset.

@The Scout
In an upcoming update will be a way to define the weapon type. They will default to cannon to fit in with stock classes, but you will be able to, if you choose, define them to be a custom weapon type and then modify any classes you wish to use them by including that weapon type as an equippable weapon.

@Everyone asking about SAW, LMG
I'm going to be spinning off the SAWs and LMGs into something like a "Machine Gun Pack" soon, with the ultimate goal of meeting the standard set by the Battle Rifle Pack in terms of useful variety and tiering.
thunderbeast 18. nov. 2016 kl. 2:36 
I am making config files for XSkinSystem.

http://gtm.steamproxy.vip/workshop/filedetails/discussion/707548632/348293230312368631/

Need tier 2, 3 SAW & LMG badly... :(
wookiecop 17. nov. 2016 kl. 21:20 
updates for LMG please
thunderbeast 22. okt. 2016 kl. 14:02 
; Weapon upgrade to incorporate foregrip.

;Grimy's Loot Mod integration
AR_CV_Upgrade = GrimyCustomStock
AR_CV_Upgrade = GrimyStabilizer
AR_CV_Upgrade = GrimyDuelist

Edit in to XComBattleRifleMeshPack.ini.
Fantasy System 16. okt. 2016 kl. 1:24 
Is it possible to allow the saw and LMG to the gunner from lwperkpack?
Deep Friar 17. sep. 2016 kl. 18:39 
Some collaboration with the Mercenary Plasma Weapons mod would be cool
Badass_Ben 16. sep. 2016 kl. 6:39 
Like the visual aspect, I just would like the machine guns to have a distinct audio.
Personally id also like a different audio for the basic assault rifle, ideally something a bit meatier (for example the Halo 1 assault rifle sounded like it tore shit up)
=[NK]= Col. Jack O'Neil 15. sep. 2016 kl. 5:05 
The -1 mobility isn't showing up when I equip the BR rifle, is there anyway to double check it's working??
CommanderShepard153 11. sep. 2016 kl. 12:50 
I love the SAW and LMG gameplay wise, however aesthetically, wouldn't the LMG work better as a cannon design? Just a suggestion.
Deacon Ivory 26. aug. 2016 kl. 4:35 
Excellent work! Aesthetically these fit right in with the other Spart's kitbashes and Mercenary Plasma Weapons. Really, really well done. Thank you!
Lynsis 26. aug. 2016 kl. 4:08 
@Uejji love the guns for the gunner, now just need to see what you come out with for the assault. ;P
Uejji  [ophavsmand] 25. aug. 2016 kl. 19:13 
Hey, everyone. I've just pushed an update that adds a prototype conventional SAW and LMG to Skunkworks. Check the Change Notes for more details.

Please post in the Feedback discussion topic with suggestions and constructive criticism!
Uejji  [ophavsmand] 23. aug. 2016 kl. 7:11 
@Lynsis
You have to choose one or the other. It's just reskinning the Assault Rifle already present in the game.
Lynsis 23. aug. 2016 kl. 2:16 
Lots of mesh updates, including:
-New Conventional and Magnetic Marksman Rifle scopes based on Central AR weapon mesh
-Bipod on Conventional Marksman Rifle and modified bipod on Magnetic Marksman Rifle
-INI tweaks for Assault Rifle, including carbine version, long rifle version, foregrip on/off/specific upgrade




How do i put the carbine version and the standard version into my game?
Phelan Hood 20. aug. 2016 kl. 3:57 
Gotta say I love this mod and the way you're setting it up. Having the longer rifle and foregrip options in the ini is reaaly awesome.
Uejji  [ophavsmand] 19. aug. 2016 kl. 22:33 
Hey, everyone. I've just pushed out a big update to the Mesh Pack. Check out the details in the Change Notes.
Uejji  [ophavsmand] 18. aug. 2016 kl. 23:12 
For feedback, criticism and suggestions, please post in the Feedback discussion topic to keep such discussion centralized.
=[NK]= Col. Jack O'Neil 18. aug. 2016 kl. 17:32 
Please remove the foregrip! I had to change your ini! :(
Uejji  [ophavsmand] 18. aug. 2016 kl. 13:54 
@Boats McGoats
Is it specifically related to the Skunkworks? If you still encounter the bug without Skunkworks, make a post in the BR Pack Discussion topic ( http://gtm.steamproxy.vip/workshop/filedetails/discussion/732321325/360670708792247111/ ) and we can try to hammer out what's going on.
B0atsMcG0ats 18. aug. 2016 kl. 13:26 
I think I found an incompatibility with your Marksmans Rifle and the Recon Class Marksmans Rifle. I can have Sharpshooters [or Grimy's Headhunters] select an MR, and it shows up as either an [original model] Assault Rifle or as your Battle Rifle. Not sure what is going on, because there's no conflict listed in the mod launcher.
Uejji  [ophavsmand] 18. aug. 2016 kl. 11:25 
@MoronicCinamun
2D assets are a bit of a hodgepodged mess currently, but it's something I'll fix sooner or later.

I'm working on adding some visual distinctiveness for the Marksman Rifles. My current project is adding folded bipods for the Convention and Laser MRs. I'll probably flip around the Magnetic BR bipod as well.

Concerning the AR, I'm playing around with the idea of removing the foregrip and making it part of one of the upgrades, probably the Stock upgrade. But I think I'll keep the carbine look with the smaller frame and shorter barrel.
BionicCinamun 18. aug. 2016 kl. 7:26 
(Remember me?) So I'm using this mod, just wanted to say the battle rifle is B-E-A-utiful with those firing animations, and I love the new AR look too.

I do sort of wish the Marksman Rifle was a bit more distinct, I thought I saw in a screenshot somewhere one with the normal Sniper Rifle muzzle brake on it, and that looks pretty cool.

Also for prior commentor, I am using Grimy's Loot. It works great so far. The like 2D weapon image on the loadscreens and the bottom right in mission looks a bit "weird" with the highlighted parts of the upgrades, but in-game on the actual models everything so far has fit deliciously.

Also I have received a Marksman Rifle from a loot box, if that was a question; it does the same thing I've seen with other mods in that I chose "sniper rifle" and got a marksman, the same thing happens with axe mod, spec ops knives, etc. when you choose sword, it seems to be a chance to replace.