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+ATTACHMENT_REPLACEMENT=(TEMPLATE=Shotgun_MG, SOCKET=Suppressor, REPLACEMENT_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_SuppressorB")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=Shotgun_MG, SOCKET=Stock, REPLACEMENT_MESH="ConvShotgun.Meshes.SM_ConvShotgun_StockB")
I used one of your mod... Iridar's ADVENT Pistol... ACCEPTOR TEMPLATE is Pitol_BM then DONOR TEMPLATE is AdventPistol_MG... first it didn't work... I did some ini changes in the Primary Secondaries... in XComPrimarySecondaries.ini what I did is... uncomment this lines...
;+ArchetypeReplacements=(TemplateName=Pistol_CV, GameArchetype="PrimaryPistolsMod.Archetype.WP_Pistol_CV", NumUpgradeSlots=1)
;+ArchetypeReplacements=(TemplateName=Pistol_MG, GameArchetype="PrimaryPistolsMod.Archetype.WP_Pistol_MG", NumUpgradeSlots=2)
;+ArchetypeReplacements=(TemplateName=Pistol_BM, GameArchetype="PrimaryPistolsMod.Archetype.WP_Pistol_BM", NumUpgradeSlots=3)
;+ArchetypeReplacements=(TemplateName=Pistol_CV_Primary, GameArchetype="PrimaryPistolsMod.Archetype.WP_Pistol_CV", NumUpgradeSlots=1)
;+ArchetypeReplacements=(TemplateName=Pistol_MG_Primary, GameArchetype="PrimaryPistolsMod.Archetype.WP_Pistol_MG", NumUpgradeSlots=2)
;+ArchetypeReplacements=(TemplateName=Pistol_BM_Primary, GameArchetype="PrimaryPistolsMod.Archetype.WP_Pistol_BM", NumUpgradeSlots=3)
I dunno if it will work with Coil and Laser Pistol with attachment...
https://imgur.com/a/6Xe5tVi
I haven't checked, but you may want to use DONOR_TEMPLATE=AdventPistol_MG_Primary for the Pistol_CV_Primary in case you get weird animations in tactical.
The Code
; TEST WEAPON ASSAULT RIFLE CV
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=AssaultRifle_CV, DONOR_TEMPLATE=BOLTER_CV, HIDE_DONOR_TEMPLATE=False, HIDE_DONOR_SCHEMATIC=False)
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Optic, ORIGINAL_MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_OpticB", REPLACEMENT_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_OpticB") ; Laser Sight
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Optic, ORIGINAL_MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_OpticC", REPLACEMENT_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_OpticC") ; Scope
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Trigger, REPLACEMENT_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_TriggerB") ; Hair Trigger
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Reargrip, REPLACEMENT_MESH="ConvSniper.Meshes.SM_ConvSniper_StockB") ; Hair Trigger
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Reargrip, REPLACEMENT_MESH="WOTCAdventPathinfder_XcomWeapons.SkeletalMeshes.SM_ConventionalHunterRifle_Stock") ; Stock
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Mag, ORIGINAL_MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_MagB", REPLACEMENT_MESH="WOTCAdventPathinfder_XcomWeapons.SkeletalMeshes.SM_ConventionalHunterRifle_AutoLoader") ; ex mag
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Mag, ORIGINAL_MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_MagC", REPLACEMENT_MESH="WOTCAdventPathinfder_XcomWeapons.SkeletalMeshes.SM_ConventionalHunterRifle_AutoLoader") ; auto loader
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Mag, ORIGINAL_MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_MagD", REPLACEMENT_MESH="WOTCAdventPathinfder_XcomWeapons.SkeletalMeshes.SM_ConventionalHunterRifle_ExpandMag") ; ex. mag + auto loader
Built with the Hunter Rifle Mod (https://gtm.you1.cn/sharedfiles/filedetails/?id=1200161630)
and the BolterWeaponMod (https://gtm.you1.cn/sharedfiles/filedetails/?id=1493097153)
How it looks
https://imgur.com/a/OCEIELa
Did you Add the attachmentpoints to the weapons or do they alredy poses them but are unused because there are no weapons upgrade models in the original mod?
Coil Marauder 2
Titan MR-4 Custom 1
Titan MR-4 Custom 2
I'm absolutely in love with this mod's capabilities.
Perfect for WotC Tactical Suppressors
(Took me way to long to get this right lol)
;Assault Rifle
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Suppressor, ORIGINAL_MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_SuppressorB", REPLACEMENT_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_SuppressorB")
+SOCKETS_TO_ADD=(TEMPLATE=AssaultRifle_CV, SOCKET_NAME=Suppressor, OFFSET_X=3.5f, OFFSET_Z=3.8f, SCALE_X=0.80f, SCALE_Y=0.80f, SCALE_Z=0.80f)
;Shotgun
+ATTACHMENT_REPLACEMENT=(TEMPLATE=Shotgun_CV, SOCKET=Suppressor, ORIGINAL_MESH="ConvShotgun.Meshes.SM_ConvShotgun_SuppressorB", REPLACEMENT_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_SuppressorB")
+SOCKETS_TO_ADD=(TEMPLATE=Shotgun_CV, SOCKET_NAME=Suppressor, OFFSET_X=-5.0f, OFFSET_Z=5.2f, SCALE_X=0.80f, SCALE_Y=0.80f, SCALE_Z=0.805f)
;Sniper
+ATTACHMENT_REPLACEMENT=(TEMPLATE=SniperRifle_CV, SOCKET=Suppressor, SOCKET_REPLACEMENT=SniperSuppressor, ORIGINAL_MESH="ConvSniper.Meshes.SM_ConvSniper_SuppressorB", REPLACEMENT_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_SuppressorB")
+SOCKETS_TO_ADD=(TEMPLATE=SniperRifle_CV, SOCKET_NAME=SniperSuppressor, OFFSET_X=-16.0f, OFFSET_Z=0.4f, SCALE_X=1.4f, SCALE_Y=1.4f, SCALE_Z=1.4f)
;Bullpup
+ATTACHMENT_REPLACEMENT=(TEMPLATE=Bullpup_CV, SOCKET=Suppressor, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_SuppressorB", REPLACEMENT_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_SuppressorB")
+SOCKETS_TO_ADD=(TEMPLATE=Bullpup_CV, SOCKET_NAME=Suppressor, OFFSET_X=-1.2f, OFFSET_Z=4.1f, SCALE_X=0.60f, SCALE_Y=0.60f, SCALE_Z=0.60f)
;SMG (LW2 SMG Pack needed)
+ATTACHMENT_REPLACEMENT=(TEMPLATE=SMG_CV, SOCKET=Suppressor, ORIGINAL_MESH="LWSMG_CV.Meshes.SK_LWConvSMG_SuppressorB", REPLACEMENT_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_SuppressorB")
+SOCKETS_TO_ADD=(TEMPLATE=SMG_CV, SOCKET_NAME=Suppressor, OFFSET_X=-11.5f, OFFSET_Z=1f, SCALE_X=0.80f, SCALE_Y=0.80f, SCALE_Z=0.805f)
;Pistol (PrimarySecondaries Needed)
+ATTACHMENT_REPLACEMENT=(TEMPLATE=Pistol_CV_Primary, SOCKET=XC_SuppressorB, ORIGINAL_MESH="MagShotgun.Meshes.SM_MagShotgun_SuppressorB", REPLACEMENT_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_SuppressorB")
+SOCKETS_TO_ADD=(TEMPLATE=Pistol_CV_Primary, SOCKET_NAME=XC_SuppressorB, OFFSET_X=-1f, OFFSET_Z=2.6f, SCALE_X=0.50f, SCALE_Y=0.50f, SCALE_Z=0.50f)
+ATTACHMENT_REPLACEMENT=(TEMPLATE=Pistol_CV, SOCKET=XC_SuppressorB, ORIGINAL_MESH="MagShotgun.Meshes.SM_MagShotgun_SuppressorB", REPLACEMENT_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_SuppressorB")
+SOCKETS_TO_ADD=(TEMPLATE=Pistol_CV, SOCKET_NAME=XC_SuppressorB, OFFSET_X=-1f, OFFSET_Z=2.6f, SCALE_X=0.50f, SCALE_Y=0.50f, SCALE_Z=0.50f)
I like to keep the base game aesthetic but disliked some of the sounds etc.
So: The Vektor rifle was replaced with a weapon that looked more like the others but keeps that marksman feel. It uses the semi auto fire pattern of the mag AR, as specified in the example.
The AR was replaced with the superior aesthetics of Spart's carbines and utilises the TLE cannon firing animation and sound because I love the meatiness.
https://imgur.com/a/IZ4UJwR
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=AssaultRifle_CV, DONOR_TEMPLATE=MACHINECARBINE_SA_CV, COPY_DONOR_ATTACHMENTS=True, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)
+PROJECTILE_REPLACEMENT=(ACCEPTOR_TEMPLATE=AssaultRifle_CV, DONOR_TEMPLATE=TLE_Cannon_CV)
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Optic, ORIGINAL_MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_OpticC", REPLACEMENT_MESH="ConvSniper.Meshes.SM_ConvSniper_OpticB")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Stock, ORIGINAL_MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_StockB", REPLACEMENT_MESH="ConvShotgun.Meshes.SM_ConvShotgun_StockB")
;Vektor Rifle T1
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=VektorRifle_CV, DONOR_TEMPLATE=SERVICECARBINE_SA_CV, COPY_DONOR_ATTACHMENTS=True, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Optic, MESH="ConvSniper.Meshes.SM_ConvSniper_OpticB")
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Mag, MESH="ConvSniper.Meshes.SM_ConvSniper_MagB", REMOVE_ORIGINAL=True)
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Trigger, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_TriggerB")
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Reargrip, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_ReargripB")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Reargrip, ORIGINAL_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_ReargripB", REPLACEMENT_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_ReargripB")
What are sure to be the first of many changes. My only worry is that I'm not sure that the stocks of Spart's carbines are modular but we'll deal with that hurdle when we come to it.
Back again with some sweet bullpups. Some adjustments to animsets and these are all ready to go.
;Assault Rifle T1
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=AssaultRifle_CV, DONOR_TEMPLATE=Bullpup_CV, COPY_DONOR_ATTACHMENTS=True, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)
+PROJECTILE_REPLACEMENT=(ACCEPTOR_TEMPLATE=AssaultRifle_CV, DONOR_TEMPLATE=TLE_Cannon_CV)
+ANIMSET_REPLACEMENT=(ACCEPTOR_TEMPLATE=AssaultRifle_CV, DONOR_TEMPLATE=TLE_Cannon_CV, REPLACE_SOLDIER_ANIMSETS=False, REPLACE_WEAPON_ANIMSETS=True)
+SOCKETS_TO_ADD=(TEMPLATE=AssaultRifle_CV, SOCKET_NAME=Mag, OFFSET_X=-8f, OFFSET_Z=4f, SCALE_X=1f, SCALE_Y=1f, SCALE_Z=1f)
+DEFAULT_ATTACHMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Reargrip, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_ReargripA", REMOVE_ORIGINAL=True)
+DEFAULT_ATTACHMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Stock, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_StockB")
+DEFAULT_ATTACHMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Trigger, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_TriggerA")
+DEFAULT_ATTACHMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Mag, MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_MagB")
+DEFAULT_ATTACHMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Optic, MESH="ConvSniper.Meshes.SM_ConvSniper_OpticA")
+DEFAULT_ATTACHMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Suppressor, MESH="MagSMG.Meshes.SM_HOR_Mag_SMG_SuppressorB")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Mag, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_MagB", REPLACEMENT_MESH="CombatRifleSA.SkeletalMeshes.SM_ConvCombatE_MagA")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Mag, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_MagC", REPLACEMENT_MESH="ConvAssaultRifle.Meshes.SM_ConvAssaultRifle_MagD")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Mag, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_MagD", REPLACEMENT_MESH="CombatRifleSA.SkeletalMeshes.SM_ConvCombatE_MagA")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=AssaultRifle_CV, SOCKET=Optic, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_OpticC", REPLACEMENT_MESH="ConvSniper.Meshes.SM_ConvSniper_OpticB")
;Vektor Rifle T1
+WEAPON_REPLACEMENT=(ACCEPTOR_TEMPLATE=VektorRifle_CV, DONOR_TEMPLATE=Bullpup_CV, COPY_DONOR_ATTACHMENTS=True, HIDE_ACCEPTOR_ATTACHMENTS=True, HIDE_DONOR_TEMPLATE=True, HIDE_DONOR_SCHEMATIC=True)
+PROJECTILE_REPLACEMENT=(ACCEPTOR_TEMPLATE=VektorRifle_CV, DONOR_TEMPLATE=SniperRifle_CV)
+ANIMSET_REPLACEMENT=(ACCEPTOR_TEMPLATE=VektorRifle_CV, DONOR_TEMPLATE=VektorRifle_CV, REPLACE_SOLDIER_ANIMSETS=True, REPLACE_WEAPON_ANIMSETS=True)
+SOCKETS_TO_ADD=(TEMPLATE=VektorRifle_CV, SOCKET_NAME=Mag, OFFSET_X=-8f, OFFSET_Z=4f, SCALE_X=1f, SCALE_Y=1f, SCALE_Z=1f)
+SOCKETS_TO_ADD=(TEMPLATE=VektorRifle_CV, SOCKET_NAME=Suppressor, OFFSET_X=-16f, OFFSET_Z=0f, SCALE_X=1f, SCALE_Y=1f, SCALE_Z=1f)
+SOCKETS_TO_ADD=(TEMPLATE=VektorRifle_CV, SOCKET_NAME=Barrel, OFFSET_X=-75f, OFFSET_Z=2.85f, SCALE_X=3f, SCALE_Y=0.55f, SCALE_Z=0.55f)
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Reargrip, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_ReargripA", REMOVE_ORIGINAL=True)
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Stock, MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_StockB", REMOVE_ORIGINAL=True)
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Trigger, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_TriggerA")
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Mag, MESH="ConvSniper.Meshes.SM_ConvSniper_MagA")
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Optic, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_OpticC")
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Suppressor, MESH="ConvSniper.Meshes.SM_ConvSniper_SuppressorA")
+DEFAULT_ATTACHMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Barrel, MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_SuppressorB")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Mag, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_MagB", REPLACEMENT_MESH="ConvSniper.Meshes.SM_ConvSniper_MagB")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Mag, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_MagC", REPLACEMENT_MESH="ConvSniper.Meshes.SM_ConvSniper_MagC")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Mag, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_MagD", REPLACEMENT_MESH="ConvSniper.Meshes.SM_ConvSniper_MagD")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Optic, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_OpticC", REPLACEMENT_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_OpticC")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Optic, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_OpticB", REPLACEMENT_MESH="CnvReaperRifle.Meshes.SM_HOR_Cnv_ReaperRifle_OpticB")
+ATTACHMENT_REPLACEMENT=(TEMPLATE=VektorRifle_CV, SOCKET=Suppressor, ORIGINAL_MESH="CnvSMG.Meshes.SM_HOR_Cnv_SMG_SuppressorB", REPLACEMENT_MESH="ConvSniper.Meshes.SM_ConvSniper_SuppressorB")
*The AR requires Spart's Carbines for WOTC as it utilises the drum mag.