WOTC Lightsabers (Expanded)

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Author: MostlyHarmless

Last revision: 11 Apr, 2022 at 22:46 UTC (4)

File size: 170.9 MB

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Description:

REQUIREMENTS

WOTC
Revised Jedi Class Mod
Primary Secondaries
Animation and Sockets Supplement
Community Highlander

DESCRIPTION

This mod includes lightsabers in multiple variants, listed here in order of decreasing practicality: normal single-bladed lightsaber, lightsaber shoto (i.e short-bladed lightsaber), paired lightsabers, lightsaber pike, saberstaff, guard shoto (aka lightsaber tonfa), lightwhip and paired saberstaves.

Why all the (arguably) crazy variants? I am supposing at this point that anyone looking for a polished experience is probably using the workshop-produced lightsabers in the Revised Jedi Class mod by Musashi (which are excellent) so I considered this license to include in this mod whatever saber styles piqued my interest.

While all conventional variants will be available at the start of a new campaign, upgraded versions of each saber are created separately via their own schematics after unlocking magnetic and beam weapons, in order to allow players to choose which ones they want rather than being inundated with all of them at once.

WEAPON CATEGORY

All saber types in this mod have configurable weapon categories set in the XComGameData_WeaponData file in the config directory for this mod. By default, all saber types are set to either lightsaber or saberstaff for use with the Musashi Jedi Class. But you can also set saber types to sword, in order to use them with regular XCOM soldiers, or gauntlet for use with Templars.

Saber types marked as (Primary) below may be used by Templars and will support Templar abilities and animations. Do not use Templars to dual-wield sabers (i.e. putting sabers in both the Primary and Secondary weapon slots), doing so will break the animations for Templar abilities.

Lightsaber (Primary)
Paired Lightsabers (Primary)
Saberstaff (Primary)
Paired Saberstaves (Primary)
Lightsaber Pike (Primary)
Lightsaber Shoto (Primary/Secondary)
Guard Shoto (i.e. Tonfa) (Secondary)
Lightwhip (Primary)
Paired Lightwhips (Primary)

It is safe to change the weapon category for a saber type mid-campaign but re-equip all sabers from this mod to your troops after doing so before going on a tactical mission.

CREDITS

Credits go to Musashi for advice and for many of the animations used in this mod. Elements of the Vanilla and WOTC Jedi Class mods have made their way into this one also. Contributors to the Jedi Class mods include (Zyxpsilon, vhs, ObelixDK, xylthixlm, robojumper, LeaderEnemyBoss, Pavonis Interactive).

Code from Armors of the Imperium by DimDim was used to facilitate weapon tinting for the lightwhips.

I also want to recognize Marweezy’s Lightsaber mod, which was very useful in terms of learning the coding to figure out this mod.

I referenced a tutorial written by Iridar in order to get cloth physics working on the weapon templates for the lightwhips.

KNOWN ISSUE

Lightwhips sometimes disappear for no apparent reason. This is almost certainly something to do with the cloth physics on these weapons. They tend to reappear within the same missions just as mysteriously as they disappear (normally after the owning unit moves or attacks).

DISCLAIMER

Certain assets in this mod originated from Star Wars Battlefront 2, owned by EA/Dice, and the Force Unleashed, by LucasArts. Star Wars is rightfully owned by Disney. The assets here are for non-commercial uses. No payment or donations will be accepted. I do not have a patreon.

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Required DLC:

These DLC should be installed in order to use this item.


XCOM 2: War of the Chosen
Revisions:

Old revisions of this mod are available below. Click the link to download.