XCOM 2
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[WOTC][WSR] XCOM Blue Magnetic Weapons Ghost Templates
   
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17.016 MB
10 Aug, 2021 @ 8:50am
20 Mar, 2022 @ 2:40pm
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[WOTC][WSR] XCOM Blue Magnetic Weapons Ghost Templates

In 1 collection by Veehementia
[WOTC] Veehementia's Mods and Ports
55 items
Description
DESCRIPTION

A while ago Puma_The_Great published his Advent Blue Magnetic Weapons Ghost Templates [WSR] mod, and I liked it a lot. So I sat down and made blue projectiles and effects for all the other XCOM weapons.

You'll find all the template, archetype, projectile and animation names in this mod's ReadMe file. Requests for template names and the likes in comments will be ignored.
Variants of the extended magazine models with blue emitters are included, but you'll have to configure them manually via WSR.


WEAPONS CHANGED
  • MG SPARK Autocannon
  • MG Bullpup
  • MG Vektor Rifle
  • MG Autopistol
  • MG Cannon
  • MG Shadowkeeper
  • MG Sword
  • MG Hunter Axe
  • MG Ripjack
  • MG Boltcaster
  • MG Gremlin
Some weapons have also had their emitters changed from red/orange to blue. You can see some examples in the screenshots.
You can find the option to change the MG Gremlin to a version using blue emitters in XComGame.ini. It is on by default.


F.A.Q.
  • Q: Where are the Assault Rifle, Shotgun, Pistol and Sniper Rifle projectiles?
    A: There are none here. Advent Blue Magnetic Weapons Ghost Templates [WSR] provides them all, since ADVENT and XCOM share nearly identical projectiles.

  • Q: Why are the Alien Hunter Axe and the Ripjack set up as Templates, while the other weapons are only listed as Archetypes?
    A: The Alien Hunter Axe and the Ripjack are set up in a way that makes it better to refer to them as Templates rather than Archetypes. Each has two Template names, so be sure to swap both so that you don't end up having mixed models.

  • Q: Where are the projectiles' screenshots?
    A: Couldn't find a way to properly catch them, so you'll have to try and see them for yourself.


SPECIAL THANKS
  • Iridar, for his immesureable patience and his incredible skill.
  • Puma_The_Great, since his work has given me both the idea and the resources to do mine.
14 Comments
Epic Dovahkiin 28 Sep, 2024 @ 1:49am 
i was wondering why XCOM's magnetic weapons were always that advent redish orange and not a much more visually distinctive and more pleasing blue thank you
RustyDios 8 Oct, 2021 @ 2:09pm 
Ah, fair enough. I'm using them with WSR anyway so hadn't noticed.
Veehementia  [author] 8 Oct, 2021 @ 12:03pm 
@RustyDios Most weapons are only available as archetypes. Only the Alien Hunter Axe and Ripjack are available as templates, and thus are the only ones compatible with XSkin.
RustyDios 8 Oct, 2021 @ 10:11am 
They are still ghost templates, so it should work fine with XSkin. You may have to change the filters in the bottom right of the XSkin Screen
eclecticbibliophile 8 Oct, 2021 @ 8:47am 
It's unfortunate that this doesn't work with Iridar's XSkin mod, only WSR
Ramsi Waldmann 25 Aug, 2021 @ 7:16am 
Hi there, I´m interested in your work, but I currently play Vanilla. Would it be possible for you to change this mod to work with the vanilla version, or is it too much work?
Thanks for your reply and have a nice day in advance :)
Veehementia  [author] 17 Aug, 2021 @ 11:17am 
@GreatOldOne Read the WSR guide.
GreatOldOne 17 Aug, 2021 @ 11:08am 
Ok stupid question: if I wanted to enable the blue for all, or specific XCOM weapons, how would I go about that?
Veehementia  [author] 11 Aug, 2021 @ 4:25am 
@Medicman Instead of DONOR_TEMPLATE=, put DONOR_GAME_ARCHETYPE= followed by the path to the archetype you want (you'll find them all in the ReadMe file)
Medicman 11 Aug, 2021 @ 2:08am 
How does one swap with the Archetypes?