XCOM 2
Vektor Crossbow for LWOTC
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Nero 11. dec. 2024 kl. 0:18
LWOTC Vektor Crossbow Converted for WOTC use
this is built following the CI progression for 5 tier overhaul (CV-LS-MG-CG-BM)
head to the mod's XComStrategyTuning.ini
replace the archer plating parts with these
[Archer_Plating1 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="ArcherPlatingProject", RequiredTechs[1]="PlatedArmor") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventTrooper", Quantity=1)) [Archer_Plating2 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="ArcherPlatingProject", RequiredTechs[1]="PlatedArmor") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventTrooper", Quantity=1)) [Archer_Plating3 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="ArcherPlatingProject", RequiredTechs[1]="PlatedArmor") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseAdventTrooper", Quantity=1)) [Archer_Plating4 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="PoweredArmor", RequiredTechs[1]="ArcherPlatingProject") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseMuton", Quantity=1)) [Archer_Plating5 X2EquipmentTemplate] Requirements=(RequiredTechs[0]="PoweredArmor", RequiredTechs[1]="ArcherPlatingProject") Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ArtifactCosts[0]=(ItemTemplateName="CorpseMuton", Quantity=1))
to match the cost with the ones in lw_overhaul

Now towards XComWeaponTuning.ini
replace everything in this ini file with this
[Zero_Crossbow_Laser X2WeaponTemplate] Requirements=(RequiredTechs[0]="LaserWeaponsTech_LW", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=1), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Laser_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=1), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Magnetic X2WeaponTemplate] Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=2), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Magnetic_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=3), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Coil X2WeaponTemplate] Requirements=(RequiredTechs[0]="CoilGunTech_LW", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=3), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Coil_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=4), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2)) [Zero_Crossbow_Beam X2WeaponTemplate] Requirements=(RequiredTechs[0]="PlasmaRifle", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=4), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2), ResourceCosts[3]=(ItemTemplateName="EleriumCore", Quantity=1)) [Zero_Crossbow_Beam_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2), ResourceCosts[3]=(ItemTemplateName="EleriumCore", Quantity=1))
this sets up the build requirements to the correct tech name for 5 tier wotc
Sidst redigeret af Nero; 11. dec. 2024 kl. 0:27
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Nero 11. dec. 2024 kl. 0:21 
Next up, you need to create a new ini file named XComTemplateEditor.ini
and copy paste this inside of it
+Edit_X2TechTemplate = (T = "SaboteurBoltsProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsyAdventTrooper")) +Edit_X2TechTemplate = (T = "DisruptorBoltsProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsyViper")) +Edit_X2TechTemplate = (T = "BombardierBoltsProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsyMuton")) +Edit_X2TechTemplate = (T = "AssassinBoltsProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsySectoid")) +Edit_X2TechTemplate = (T = "QuiverProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "PlatedArmor")) +Edit_X2TechTemplate = (T = "ArcherPlatingProject", P = "Requirements", Requirements = (RequiredTechs[0] = "HybridMaterials", RequiredTechs[1] = "AutopsyAdventTrooper"))
Nero 11. dec. 2024 kl. 0:23 
Extra : Covert Infiltration - infiltration times and risk reduction
create an .ini file called XComInfiltration.ini
copy paste this
[CovertInfiltration.X2InfiltrationMod] +InfilModifiers=(DataName="ZERO_CROSSBOW_CONVENTIONAL", InfilHoursAdded=-6, RiskReductionPercent=0) +InfilModifiers=(DataName="ZERO_CROSSBOW_LASER", InfilHoursAdded=-6, RiskReductionPercent=1) +InfilModifiers=(DataName="Zero_Crossbow_MAGNETIC", InfilHoursAdded=-6, RiskReductionPercent=1) +InfilModifiers=(DataName="Zero_Crossbow_COIL", InfilHoursAdded=-6, RiskReductionPercent=2) +InfilModifiers=(DataName="Zero_Crossbow_BEAM", InfilHoursAdded=-6, RiskReductionPercent=2)
Sidst redigeret af Nero; 11. dec. 2024 kl. 0:23
Nero 11. dec. 2024 kl. 0:26 
Extra : Open Class Weapon Restrictions - all class that uses vektor rifles can also use vektor crossbows
create an .ini file called XComWOTCOpenWeaponRestrictions.ini
copy paste this
[WOTCOpenWeaponRestrictions.X2DownloadableContentInfo_WOTCOpenWeaponRestrictions] +GRANT_WEAPON=(AllowedWeaponType[0]="vektor_rifle", GrantWeaponType[0]="Zero_crossbow", Slot[0]=eInvSlot_PrimaryWeapon)
Nero 11. dec. 2024 kl. 0:30 
reminder that this is built with (CV-LS-MG-CG-BM) progression in mind
if you want to use this with normal iridar's 5two, you'll need to switch around the resource cost in XComWeaponTuning.ini as well as switching the stats around in in XComXbowStats.ini
Nero 11. dec. 2024 kl. 0:32 
Oprindeligt skrevet af TrooperCoon:
reminder that this is built with (CV-LS-MG-CG-BM) progression in mind
if you want to use this with normal iridar's 5two, you'll need to switch around the resource cost in XComWeaponTuning.ini as well as switching the stats around in in XComXbowStats.ini
for iridar's 5two (CV-MG-CG-LS-BM)
XComWeaponTuning.ini
[Zero_Crossbow_Magnetic X2WeaponTemplate] Requirements=(RequiredTechs[0]="MagnetizedWeapons", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=1), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Magnetic_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=1), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Coil X2WeaponTemplate] Requirements=(RequiredTechs[0]="CoilGunTech_LW", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=20), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=2), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Coil_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=30), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=3), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Laser X2WeaponTemplate] Requirements=(RequiredTechs[0]="LaserWeaponsTech_LW", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=3), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=1)) [Zero_Crossbow_Laser_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=40), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=4), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2)) [Zero_Crossbow_Beam X2WeaponTemplate] Requirements=(RequiredTechs[0]="PlasmaRifle", RequiredEngineeringScore=0, bVisibleIfPersonnelGatesNotMet=true) Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=4), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2), ResourceCosts[3]=(ItemTemplateName="EleriumCore", Quantity=1)) [Zero_Crossbow_Beam_Diff_3 X2WeaponTemplate] Cost=(ResourceCosts[0]=(ItemTemplateName="Supplies", Quantity=55), ResourceCosts[1]=(ItemTemplateName="AlienAlloy", Quantity=5), ResourceCosts[2]=(ItemTemplateName="EleriumDust", Quantity=2), ResourceCosts[3]=(ItemTemplateName="EleriumCore", Quantity=1))
Nero 11. dec. 2024 kl. 0:35 
for (CV-MG-CG-LS-BM) progression
in the mod's XComXbowStats.ini, change the everything below line 50 with these
ZERO_CROSSBOW_CONVENTIONAL_BASEDAMAGE= (Damage=4, Spread=0, PlusOne=0, Crit=2, Pierce=1, Shred=0, Tag="", DamageType="Projectile_Conventional") ZERO_CROSSBOW_MAGNETIC_BASEDAMAGE= (Damage=5, Spread=0, PlusOne=50, Crit=2, Pierce=1, Shred=0, Tag="", DamageType="Projectile_MagXCom") ZERO_CROSSBOW_COIL_BASEDAMAGE= (Damage=7, Spread=0, PlusOne=0, Crit=3, Pierce=2, Shred=0, Tag="", DamageType="Projectile_MagXCom") ZERO_CROSSBOW_LASER_BASEDAMAGE= (Damage=8, Spread=0, PlusOne=50, Crit=4, Pierce=4, Shred=0, Tag="", DamageType="Projectile_BeamXCom") ZERO_CROSSBOW_BEAM_BASEDAMAGE= (Damage=10, Spread=0, PlusOne=0, Crit=5, Pierce=2, Shred=0, Rupture=1, Tag="", DamageType="Projectile_BeamXCom") ; *** CONVENTIONAL *** ZERO_CROSSBOW_CONVENTIONAL_AIM = 0 ZERO_CROSSBOW_CONVENTIONAL_CRITCHANCE = 0 ZERO_CROSSBOW_CONVENTIONAL_ICLIPSIZE = 1 ZERO_CROSSBOW_CONVENTIONAL_ISOUNDRANGE= 5 ZERO_CROSSBOW_CONVENTIONAL_IENVIRONMENTDAMAGE = 1 ZERO_CROSSBOW_CONVENTIONAL_UPGRADESLOTS = 1 ; *** MAGNETIC *** ZERO_CROSSBOW_MAGNETIC_AIM = 0 ZERO_CROSSBOW_MAGNETIC_CRITCHANCE = 0 ZERO_CROSSBOW_MAGNETIC_ICLIPSIZE = 1 ZERO_CROSSBOW_MAGNETIC_ISOUNDRANGE = 1 ZERO_CROSSBOW_MAGNETIC_IENVIRONMENTDAMAGE = 5 ZERO_CROSSBOW_MAGNETIC_UPGRADESLOTS = 1 ZERO_CROSSBOW_MAGNETIC_BLACKMARKET_VALUE = 10 ; *** COIL *** ZERO_CROSSBOW_COIL_AIM = 0 ZERO_CROSSBOW_COIL_CRITCHANCE = 0 ZERO_CROSSBOW_COIL_ICLIPSIZE = 1 ZERO_CROSSBOW_COIL_ISOUNDRANGE = 1 ZERO_CROSSBOW_COIL_IENVIRONMENTDAMAGE = 2 ZERO_CROSSBOW_COIL_UPGRADESLOTS = 2 ZERO_CROSSBOW_COIL_BLACKMARKET_VALUE = 15 ; *** LASER *** ZERO_CROSSBOW_LASER_AIM = 5 ZERO_CROSSBOW_LASER_CRITCHANCE = 0 ZERO_CROSSBOW_LASER_ICLIPSIZE = 1 ZERO_CROSSBOW_LASER_ISOUNDRANGE = 0 ZERO_CROSSBOW_LASER_IENVIRONMENTDAMAGE = 0 ZERO_CROSSBOW_LASER_UPGRADESLOTS = 2 ZERO_CROSSBOW_LASER_BLACKMARKET_VALUE = 25 ; *** BEAM *** ZERO_CROSSBOW_BEAM_AIM = 0 ZERO_CROSSBOW_BEAM_CRITCHANCE = 0 ZERO_CROSSBOW_BEAM_ICLIPSIZE = 1 ZERO_CROSSBOW_BEAM_ISOUNDRANGE = 0 ZERO_CROSSBOW_BEAM_IENVIRONMENTDAMAGE = 3 ZERO_CROSSBOW_BEAM_UPGRADESLOTS = 3 ZERO_CROSSBOW_BEAM_BLACKMARKET_VALUE = 30
do not touch the range tables
Sidst redigeret af Nero; 13. dec. 2024 kl. 3:33
Nero 11. dec. 2024 kl. 0:37 
Extra : Infiltration Times for 5two (CV-MG-CG-LS-BM Progression)
[CovertInfiltration.X2InfiltrationMod] +InfilModifiers=(DataName="ZERO_CROSSBOW_CONVENTIONAL", InfilHoursAdded=-6, RiskReductionPercent=0) +InfilModifiers=(DataName="Zero_Crossbow_MAGNETIC", InfilHoursAdded=-6, RiskReductionPercent=1) +InfilModifiers=(DataName="Zero_Crossbow_COIL", InfilHoursAdded=-6, RiskReductionPercent=1) +InfilModifiers=(DataName="ZERO_CROSSBOW_LASER", InfilHoursAdded=-6, RiskReductionPercent=2) +InfilModifiers=(DataName="Zero_Crossbow_BEAM", InfilHoursAdded=-6, RiskReductionPercent=2)
Sidst redigeret af Nero; 13. dec. 2024 kl. 3:32
Zero  [udvikler] 12. dec. 2024 kl. 14:02 
Wow thanks!
AZL4N 29. juni kl. 1:52 
I'm not seeing the weapon model appearing on my soldiers when I equip them. Any ideas?

Totally happy to own this may be my own stupidity because the author very explicitly states this REQUIRES LWOTC, and I'm instead playing WOTC with RPGO, but thought I'd ask for help anyway.
Zero  [udvikler] 10. juli kl. 10:06 
@nero
How much of this can I add to the crossbow configs so that it works in both environments without people needing to edit configs?
Nero 11. juli kl. 2:02 
Oprindeligt skrevet af Zero:
@nero
How much of this can I add to the crossbow configs so that it works in both environments without people needing to edit configs?
not sure but just to be safe i'd put the config changes as a seperate addon mod if you want to run it without lwotc
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