XCOM 2
[WotC] RW Better Coil Laser Plasma Weapons Integration
91 Comments
Sandboxhead 24 Jul @ 4:13am 
@ modifieda4:
Well, this modder has been inactive in XCOM2 since 2020, and Iridar was still doing upkeep for his 5 tier mod until 2023... so no hate on Krumiro but if you're playing a mod-heavy XCOM2 today, Iridar's version is the safer more stable bet.

I've had some fun with Krumiro's mods. But after I lost a campaign using his mods this year (due to mod incompatibility issues), I've unsubscribed to all but his safest mods.
amokay 21 Apr, 2024 @ 3:09pm 
And now plasma was a full tier downgrade to my edit of the laser, also afaik AML sorts load order internally with little in the way of user control so that was a bust. To get the values I was supposed to have in game I ended up manually editing various DefaultGameData_WeaponData.ini files
amokay 17 Apr, 2024 @ 4:40am 
coils as tier 3 worked or at the very least I did not see anything wrong but lasers was a moderate downgrade as tier 4 so after some troubleshooting I discovered the alternate mod launcher uses the settings from the requirements not this mod except for some settings like wider damage range and obviously the research order. Unfortunately i have no idea how AML load order functions yet so I have no idea how to fix this.
modifieda4 28 Dec, 2022 @ 10:25am 
hmm, just unlocked lasers, no weapons to be loaded. installed iridar's 5 tier mod and it works. guess im switching.
RooikatG11 25 Sep, 2022 @ 4:18pm 
Could you help me? I have an Issue that i just dont get the Magnetic Weapons Research. I would send a list of Mods but thats too long. There are no Conflicts or missing Requirements. I researched modular weapons as per usual and didnt get the magnetic weapons research.

Was it moved somewhere else?
luis-milan1995 23 Dec, 2021 @ 10:11am 
hello I have a question, do you know why the mod of the colil and plasma weapons don't work in my xcom I research them but when I buy them they don't appear to equip them
dial 19 Jul, 2021 @ 9:36am 
so one thing that happened to me was that the laser weapons cost was way to low and the coil weapons were like three time the cost of laser
HydraGC 27 May, 2021 @ 6:37pm 
Been using this mod for a while but only recently I have ran into an issue where the coil research does not give any unlocks at all, no coil rifle or anything. I was wondering if you might have seen this bug before and have an answer for it.
Dragonlord 20 Feb, 2021 @ 8:36am 
Would I have to change magnetic assault rifle to 5 and plus one = 1 aka 5.5 and the mod would make laser 7, plasma 8.5?
Dragonlord 20 Feb, 2021 @ 8:32am 
What if I want to have 1.5 change each tier? or change specific types of guns? Is the thing that translates the damages the array found in the source folder? It has numbers like 4+2 is that main damage and critical?
Thanks
Bantichai 22 Jan, 2021 @ 6:11am 
This is a really cool mod, but do you think you could also intergrate the TLP weapons in as their own tiers? It would be so cool to have 8 tiers of weapons, similar to what you did with the armor progression.
AndrewMV 8 Dec, 2020 @ 3:00am 
Is this mod supposed to change the damage automatically? If that's the case, it is not doing it for me. Coil was +1 better than magnetic which was fine but laser was worse than coil, the same as magnetic to be exact.

Is changing the configs of the coil and laser pack the intended way? There is no way to change them through this mod config
AZL4N 9 Oct, 2020 @ 7:16pm 
@Stalin's Crusade that is a fantastic idea. I can see energy weapons having flat damage values and ignoring armor and shields, but being unable to crit (damage is applied to the surface and it "cooks" the enemy). Projectile weapons have the greater damage potential (hard to argue with a hole through the head), can crit, but can still be blocked by armor and shields.
MightNight 22 Jun, 2020 @ 3:30am 
Any chance to get this thrown in there? ;)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1262314149
Dzūkian Mushroom Crusade 8 May, 2020 @ 3:34pm 
"I prefer Sequence 1 because the evolution of weapons technology naturally and realistically..."

Actually it is rather unrealistic. If the evolution of weapons technology was realistic, then instead of a linear progression system, we would have a branching progression system, with each weapon having its own advantages and disadvantages. Directed energy weapons will probably be used in tandem with ballistic weapons in the future, rather than replacing them.

Instead of progression like this...
Conventional (T1) > Magnetic (T2) > Coil/Laser (T2.5) > Plasma (T3)

Or this...
Conventional (T1) > Magnetic (T2) > Coil (T3) > Laser (T4) > Plasma (T5)

Something like this would make more sense...
Conventional (T1) > Magnetic/Laser (T2) > Coil/Plasma (T3)

Each tier has one ballistic and one energy weapon as an option, and it provides more flexibility for the player with customising their loadouts, instead of just sticking with the same thing for the rest of the game.
Leion 3 May, 2020 @ 8:25pm 
Oh man you're a Boss! A Dark Soul's Boss! Loved it.
Zigg Price 18 Apr, 2020 @ 2:15pm 
Has there been any work on adjusting values for weapons not included in the Laser and Coil pack? The hero faction weapons all get surpassed, and the DLC weapons as well. MEC weapons, come to mind, and I think also melee weapons.

The obvious solution is to adjust their damage manually, but that feels cumbersome.
Zarkil 8 Apr, 2020 @ 6:39pm 
@krumiro, I just have to say your mods are amazing and I actually feel like I'm playing an xcom game again!
Hiro 3 Mar, 2020 @ 1:23pm 
Love the mod, but I have the same issue like ۞☪L۞C۞Y۞I۞N۞۞☪ has.

Besides ABetter Arsenal I don't have anything else affecting Plasma weapons.

As a quick fix I downloaded EU Plasma weapons and currently use those, but I 'd like to fix the issue with the vanilla plasma weapons as well.
An Arousing Avocado 2 Mar, 2020 @ 2:09am 
So I got this working pretty well in the way I want, as in I used the helpfull comment from Jan 9 of a year or so ago and it worked great, got the damage numbers to something balanced for my game, and got them to match with Claus's Merc Wep pack, except for one issue, I cant get the longwar SMG numbers to behave, they are still stupid high, not sure what to do, or even where to look
LCYin 21 Feb, 2020 @ 5:27am 
Thank you for the mod, I'm currently using this mod with coil as tier 5 option enabled and just unlocked plasma. But, the weapons in the plasma tier do not have any damage values and firing them just plays the animation and sound only. Firing still consumes action points but no damage is dealt, the pod is not alerted and concealment is not broken. I'll appreciate any help :D
krumiro  [author] 4 Feb, 2020 @ 6:49am 
Just uploaded an Update correcting some Research Times, Damage Values, Research Priorities when selecting Coil Weapons as Tier 5 with the option IPreferCoilWeaponsToBeTier5InsteadOfTier3 = true ;)
krumiro  [author] 1 Jan, 2020 @ 12:04pm 
Just released the new Mini-Mod:

"RW Better Warrior Anarchy Legacy Tiers Integration"

...which similarly extends Armors up to Tier 5 and is a is perfect to use in combination for this Mini-Mod. If you feel overpowered with Tier 4 and 5 Weapons (and Armors) then use a Mod that increases difficulty and the perfect one is my own:

"RW Better Mission Result Based Autoadjusting Difficulty"... ;)
krumiro  [author] 28 Dec, 2019 @ 7:24pm 
Just uploaded an update restoring this choosable variable (which was sadly removed since the War of the Chosen update):

IPreferCoilWeaponsToBeTier5InsteadOfTier3 = true/false

YES!!! the Coil<—>Plasma “Swap” is back!!! ;) After so much begging for it I decided to put some time on it and give it back to you guys … but hey, at least ONE of you could have been kind enough to cough out AT LEAST a single Donation, just saying… O_o ...keep in mind that I spent lots time for a modification that I don’t even use/need/want but just because someone else needs it out there… probably I’ve been softened by Christmas… ;)
krumiro  [author] 28 Dec, 2019 @ 4:12pm 
Hi, BTAxis, If you feel overpowered with Tier 4 and 5 Weapons (and Tier 4 and 5 Armors with "RW Better Warrior Anarchy Legacy Tiers Integration") then use a Mod that increases difficulty and the perfect one is my own "RW Better Mission Result Based Autoadjusting Difficulty"... ;)
EvilEgg 17 Apr, 2019 @ 7:03am 
Krumiro, thanks so much for this. And, of course, for all the had work you have out into your other mods...

I saw you say that, to your mind, the coil / plasma swap wasn't used much and therefore didn't get added as an option in the newer versions... But I'd like to add my voice to the others who politely ask for it, the coil tier weapons would be my pick for T5, swopping with plasma to T3.

In any case, thank you once again for your efforts!
Anotter Dude 31 Mar, 2019 @ 3:05am 
Hi, I have a problem with unlocking the Tier 3 of Reaper's Vector Rifle, of Skirmisher's Bullpop Rifle and of Templar's SideArm Pistol and the Spark Plasma Rifle. I haven no Idea what I am doing wrong in terms of mod conflicts.
BTAxis 24 Mar, 2019 @ 4:32am 
I played a campaign with this mod and though it's generally pretty great I found that by the time I got to even the 4th tier, the campaign was basically over and I was just waiting for the research to complete. Could you maybe add some simple ini settings for governing research times?
krumiro  [author] 14 Jan, 2019 @ 8:37am 
Just uploaded an Update which allows the construction of Tier 3 of Reaper's Vector Rifle, of Skirmisher's Bullpop Rifle and of Templar's SideArm Pistol to be unlocked with the “new” Tier 3 Research (Coil Weapons Research) instead of being unlocked with Plasma Weapons Research ("new" Tier 5) as before… ;)
krumiro  [author] 28 Dec, 2018 @ 2:54pm 
Hi, Gas Head. Below on January 9th I answered a similar question... ;)
Gas Head 27 Dec, 2018 @ 10:05am 
I like this mod, but I am unable to adjust damage values, which would be nice (I have some very peculiar changes in my XCOM game, and this isn't compatible the way it is). Any hints of how I could change damage values in your mod?
Samantha 24 Nov, 2018 @ 1:57am 
Didn't this mod use to have a line where you could set true or false to swap between coil and plasma?
Samantha 21 Nov, 2018 @ 11:19am 
Is it possible to use this mod to swap plasma and coil so coil are the highest tier?
花兔 21 Nov, 2018 @ 9:50am 
Any chance of a straight coil plasma skin swap mod for WotC? Coil guns look sooo much better.
MightNight 10 Oct, 2018 @ 8:20pm 
Since TLP is out is it possible you could add a new weapon tier that comes before the Conventional Weapons which use the TLP gaphics? Like scattergun = shotgun, marksman rifle = sniper rifle, lmg = cannon, and old world rifle = assault rifle? This would give us 6 tiers of weapons we can play with! :D
thryllth 22 Sep, 2018 @ 3:11am 
Personally I also liked the Coil/Plasma swap. I do not care for the visuals on the plasma tier weapons.
DERPKING1991 7 Sep, 2018 @ 12:53pm 
LOL if I had money id make sure things get done for yah. id do that for everyone so they can make the mods smoother and etc for this game till xcom 3 does come out.
krumiro  [author] 7 Sep, 2018 @ 12:39pm 
I'd love to rewrite that part of the mod with the modifications necessary to be compatible with the latest updates but, since it is timeconsuming and I don't personally use that option, first I prefer to debug/MakeWotCCompatible XCom Modifications (and program new ones) that I want/need to use in the imminent future of my beloved 15min/day Campaign... but If enough of you guys "votes" for it (I'm not saing the word, but it starts for "donat...") I might push this higher in my daily free-time priorities-list ... ;)
DERPKING1991 7 Sep, 2018 @ 9:57am 
Yeah I did use it, the only thing I just keep running into game crashes from other mods not working to really get around to it. I love the idea of having the coil last than the plasma, the option to switch was a good idea for the ones that did use it.
krumiro  [author] 7 Sep, 2018 @ 5:43am 
No, sorry, the update of september 3rd meant a timeconsuming complete rewriting each part of the Mod and therefore I excluded the parts which I personally never use (which was only the Coil/Plasma swap option). Was it important for you? I really thought that nobody was using that option exept me during my first WotC campaign...
DERPKING1991 6 Sep, 2018 @ 9:45pm 
So no swap with coil and plasma?
krumiro  [author] 4 Sep, 2018 @ 2:25pm 
Just uploaded an Update making Tygan's Research Costs also follow the same "linear increment" ;)

;Taygan's Research Costs before this Mod:
;Magnetic/Coil/Laser/Plasma
;0/0/0/10Alloys+10Elerium for Rifle,Pistol,SMG
;0/0/0/(5+5+10)Alloys+(5+5+0)Elerium for Cannon,Sniper,Shotgun

;Taygan's Research Costs after this Mod:
;Magnetic/Coil/Laser/Plasma
;0/10Alloys+10Elerium/20Alloys+20Elerium/30Alloys+30Elerium for Rifle,Pistol,SMG
;0/20Alloys+10Elerium/40Alloys+20Elerium/(15+15+30)Alloys+(15+15+0)Elerium for Cannon,Sniper,Shotgun
krumiro  [author] 2 Sep, 2018 @ 5:53pm 
Just uploaded an Update fixing a bug that was not properly integrating Coil and Laser Weapons into a correct Tier 3 and 4 sequence and therefore also solving the bug of the Weapons Attachments not correctly "transferred" during the upgrades... ;)
PSPSoldier534 5 Jun, 2018 @ 6:20pm 
For whatever reason, coilguns refuse to upgrade from the previous tier nicely. No matter whether I place coilguns after magnetics, lasers, or plasma, they refuse to carry over upgrades. They upgrade to the next tier just fine, but this behavior can cause massive problems for soldiers relying on heavily upgraded weapons. Otherwise, this mod is great.
Theodor Prince テオ 3 Mar, 2018 @ 11:21am 
Thanks! :steammocking:
mrPoonPoon 26 Jan, 2018 @ 8:56pm 
you're the best!
krumiro  [author] 26 Jan, 2018 @ 9:26am 
Just uploaded an Update for Compatibility with War of the Chosen… ;)

I’m still testing it in my own first WotC Campaign but, since I see how you guys are really anxious to see it… here it is, have fun… ;) Therefore (since this time this Update is published unusually before I feel comfortable enough (95%) of it being bugfree), if we work together, the sooner you guys point out to me any “anomaly” you might be spotting, the sooner I might give this WotC Compatibility Update its last “nuts and bolts tightening”… ;)
Mufty_7 19 Jan, 2018 @ 1:56pm 
i everyday hope to someone make it real :/
Raga (Justin Pearce) 19 Jan, 2018 @ 1:54pm 
There's WotC Lasers and Coilguns now, so maybe you can work WotC version now.
Mufty_7 14 Jan, 2018 @ 3:50pm 
krumiro? Can you please make something for WotC mods? i would like to play with these in WotC campaign.