[QUOTE=E3245;50104263]Almost done porting the M14 rifle, now with custom sounds. With some guidance from the guy who ported the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=641554054"]Halo Reach Weapons[/URL], I was able to reuse the Magnetic Rifle's firing animation and make the weapon fire three times, not three shot as in a burst. Several people, including Beagle (yes, the Beagle), suggested that I do this.
Some screenshots:
[t]http://i.imgur.com/INHdwax.png[/t][t]http://i.imgur.com/lKDr52X.png[/t][t]http://i.imgur.com/etxHLUd.png[/t][t]http://i.imgur.com/CYLG8re.png[/t][t]http://i.imgur.com/tn97TUs.png[/t][t]http://i.imgur.com/eRxxIvG.png[/t][/QUOTE]
Not surprised Beagle suggested something, because from his streams I've seen he absolutely loves IRL weaponry in XCOM2, and I mean all sorts of guns not just the default ones.
So this is the inanely-tedious secret project that I've been working on since XCOM 2 released.
[t]http://img03.deviantart.net/07ef/i/2016/101/3/6/xcom_2_film_poster_by_pilotguy97-d9yissn.png[/t]
I swear I've actually spent longer making this thing than I have actually playing XCOM 2 :v:.
[QUOTE=E3245;50104263]Almost done porting the M14 rifle, now with custom sounds. With some guidance from the guy who ported the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=641554054"]Halo Reach Weapons[/URL], I was able to reuse the Magnetic Rifle's firing animation and make the weapon fire three times, not three shot as in a burst. Several people, including Beagle (yes, the Beagle), suggested that I do this.[/QUOTE]
Man, all these Vietnam era weapons, all we need now is the uniform and a M60 for the cannon
[QUOTE=Nerts;50105319]Man, all these Vietnam era weapons, all we need now is the uniform and a M60 for the cannon[/QUOTE]
[URL="https://steamcommunity.com/sharedfiles/filedetails/?id=632252203"]NinjaNub already ported over the marines[/URL] from Ground Zeroes which is '75.
Don't think we've seen a M60 yet though.
[QUOTE=Nerts;50105319]Man, all these Vietnam era weapons, all we need now is the uniform and a M60 for the cannon[/QUOTE]
[QUOTE=Senscith;50105360]
Don't think we've seen a M60 yet though.[/QUOTE]
The M60 might be a challenge to port. The ammo belt needs to be animated, and that I can't do at the moment. That's the obstacle that I have yet to figure out.
I will be streaming when my internet stops being shit. Bleh. It'll be an intentionally poor playthrough.
[url]https://gaming.youtube.com/user/names04/live[/url]
[QUOTE=Gunner th;50106282]I'm streaming a terrible playthrough with lots of mods if anyone wants to watch. beware of dropped frames because my internet is a shitlord today.
[url]https://www.twitch.tv/gunnerthe[/url][/QUOTE]
My interest always immediately spikes if someone is using my Moonbase Alpha voicepack.
[QUOTE=E3245;50104263]Almost done porting the M14 rifle, now with custom sounds. With some guidance from the guy who ported the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=641554054"]Halo Reach Weapons[/URL], I was able to reuse the Magnetic Rifle's firing animation and make the weapon fire three times, not three shot as in a burst. Several people, including Beagle (yes, the Beagle), suggested that I do this.
[noparse]Some screenshots:
[t]http://i.imgur.com/INHdwax.png[/t][t]http://i.imgur.com/lKDr52X.png[/t][t]http://i.imgur.com/etxHLUd.png[/t][t]http://i.imgur.com/CYLG8re.png[/t][t]http://i.imgur.com/tn97TUs.png[/t][t]http://i.imgur.com/eRxxIvG.png[/t][/noparse][/QUOTE]
By 3 shots you mean like a semi-automatic rifle? I assume that because Reach's model pack had a Marksman Rifle that acted that way. Have you decided how it will function and what role it will take?
[QUOTE=Mr. Someguy;50107200]By 3 shots you mean like a semi-automatic rifle? I assume that because Reach's model pack had a Marksman Rifle that acted that way. Have you decided how it will function and what role it will take?[/QUOTE]
Honestly, I haven't decided what classes will be able to use the M14.
However, the same guy helped me make the mod configurable, so you can adjust the stats (damage, range, etc.) for the weapon. I've kept the stats the same as the conventional rifle.
I hope the "alien hunters" pack isn't sleek realistic modern looking gear, id much prefer messed up trophy hunter style gear.
Wanna dress my guys and girls up with strings of ayy skulls and Sectoid leather boots.
The M14 is finally here.
[t]http://images.akamai.steamusercontent.com/ugc/275092284522422750/72197EF15F8567F148E7BD895C108199E911783D/?[/t]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=663278422"]http://steamcommunity.com/sharedfiles/filedetails/?id=663278422[/URL]
As much as I tried, I couldn't add this weapon for the Sniper Class as well, sadly.
I'm surprised no one has made things like claymores or battleaxes for Rangers.
I wish I could mod... so many accessory ideas I have...
[QUOTE=-Ben_Wolfe-;50109138]I wish I could mod... so many accessory ideas I have...[/QUOTE]
I'd make Codex only appear in certain places, like around data vault, or as a hack fail condition.
What would really enhance the game would be a Custom difficulty, which lets you tweak all sorts of setttings and variables, without mucking with .inis. I'd like to play a mode with Legendary tactical difficulty but keeping the Commander Strategic difficulty.
H(alo)COM is coming along nicely, I'm seriously in love with this mod.
[t]http://images.akamai.steamusercontent.com/ugc/278469823702493174/F2C94789A3DE9C523FB618B502C3AD4808D9BFD2/[/t][t]http://images.akamai.steamusercontent.com/ugc/278469823702494105/2BCBC461B3F3A049A75DD249AD050D6657BFAD94/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/278469823705606932/53AA2BC0719A8418308DDD23C6079321716C8560/[/t][t]http://images.akamai.steamusercontent.com/ugc/278469823705608622/0A2E3BC020725CD67C74D4D4471146F47B699D7C/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/278469823705608975/62B3C8C8DD26A278B2358EAE3DDE93F9CFED9B7E/[/t][t]http://images.akamai.steamusercontent.com/ugc/278469823705609353/22048808A72E3271E891E4711E196EF064CC5301/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/278469823705610440/1BF10CF5B11714E3D749FBC57AEC8888B06B52A9/[/t][t]http://images.akamai.steamusercontent.com/ugc/278469823709396772/A1D2A5A3E153F238A5B594D31AB9836078519EBA/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/278469823709395980/2BCC34ECC2F69B47AFB2AE083C046B6CDDBAB89B/[/t][t]http://images.akamai.steamusercontent.com/ugc/278469823710195453/1C72A9DC02AE60535813CEF299D637E097F9C114/[/t]
The HCOM experience will be complete once Ninja finishes his ODST's and when/if someone sets up the Reach UNSCDF Army troopers.
Also, that moment when you execute a goddamn Sectopod with your sharpshooter. Feels good.
[QUOTE=Viper123_SWE;50112089]Also, that moment when you execute a goddamn Sectopod with your sharpshooter. Feels good.[/QUOTE]
I had my soldiers execute a Berserker and a Gatekeeper on same turn.
Funnily enough that was one of three times the Repeater actually did it job in my entire 20 hour campaign.
I feel kind of cheated to be honest. I've begun my second playthrough which is on Commander Ironman. Literally the second mission or first Guerrilla Ops and the game has the fucking balls to reinforce the existing cells with a squad of 2 Stun Lancers and 1 Captain, all in all 21 health in one drop and 2 fuck-yous ready to mess my shit up. And if that wasn't enough, another cell of 1 Captain and 2 Troopers show up at exactly the same time.
On my second goddamn mission. I feel like I'm playing Long War or some shit what the fuck
[QUOTE=I am Error;50114289]I feel kind of cheated to be honest. I've begun my second playthrough which is on Commander Ironman. Literally the second mission or first Guerrilla Ops and the game has the fucking balls to reinforce the existing cells with a squad of 2 Stun Lancers and 1 Captain, all in all 21 health in one drop and 2 fuck-yous ready to mess my shit up. And if that wasn't enough, another cell of 1 Captain and 2 Troopers show up at exactly the same time.
On my second goddamn mission. I feel like I'm playing Long War or some shit what the fuck[/QUOTE]
Did you win? In those situations, the liberal application of grenades to destroy their cover helps a lot
[QUOTE=mralexs;50114366]Did you win? In those situations, the liberal application of grenades to destroy their cover helps a lot[/QUOTE]
I did, although it went from a smooth mission to simple hell. 1 turn left to destroy the beacon and my Ranger was the only survivor with 1 health. Hell of a start to a campaign of misery, it seems.
I do guess it's kinda fitting cos I'm doing a Halo-themed, especially Reach, playthrough, so getting fucked isn't that awful. Not that I wasn't seriously annoyed as I saw the Stun Lancers drop in, but you know. That's Xcom for you.
After my third mission I get the notifications for Low Supply and Low Manpower, which is a fantastic combination.
[QUOTE=I am Error;50114563]I did, although it went from a smooth mission to simple hell. 1 turn left to destroy the beacon and my Ranger was the only survivor with 1 health. Hell of a start to a campaign of misery, it seems.
I do guess it's kinda fitting cos I'm doing a Halo-themed, especially Reach, playthrough, so getting fucked isn't that awful. Not that I wasn't seriously annoyed as I saw the Stun Lancers drop in, but you know. That's Xcom for you.
After my third mission I get the notifications for Low Supply and Low Manpower, which is a fantastic combination.[/QUOTE]
I'm mid game almost to plasma on Commander and I have negative money coming in
[T]http://images.akamai.steamusercontent.com/ugc/510405794953472831/64F83AEA98854A78A0F36EB35B6382E921BE4018/[/T]#
[t]http://puu.sh/oeZhm/c728422578.jpg[/t]
[sp]need more conventional-com[/sp]
oh dear god that's beautiful
is that what it's supposed to look like? :saddowns:
hehe, just finished the blacksite mission with 4 squaddies in the first month
[t]http://i.imgur.com/1KpHt7q.png[/t] [t]http://i.imgur.com/ZADXadA.png[/t]
i didn't think they would have mechs yet though. a british ranger man died :(. you have taught us a valuable lesson with your valuable arm. thank you for throwing that grenade. rip.
[editline]12th April 2016[/editline]
and i just clipped a spotting tile while sneaking and aggroed 2 snakemen and 3 lancers and an officer with the last turn in a squad of corporals. and i'm back to not playing the game again. i need to self-impose ironman instead of playing on ironman because that was absolutely.....i'm speechless. this game leaves me speechless with stunning consistency. i can't play the game for more than 3 or 4 hours without it bringing me to total odds with the entire game concept and making me want to actually uninstall, [I]every[/I] time. World of Tanks, World of Warships, and War Thunder never brought me even close to that. I'm literally going to go cool off from playing XCOM with a few rounds of a [I]Wargaming F2P[/I]. Maybe even a Eugen RTS to help me forget about tiles and turns. XCOM2 is next level. And I completed XCOM:EU in only 2 playthroughs. This is my third XCOM2 playthrough.
The devs asked a rhetorical question in an interview: "did we go too far?"... Yes. The meta and pretense of freedom and theme make me want to love the game and to think that it's just a "real" challenge. I have not uninstalled today, but there's a limit and I think XCOM2 passed it.
I'm of course posting in the XCOM2 thread, so I don't really know what the point of this is. Maybe I should just uninstall and buy the game on Steam for the workshop a year from now.
And while it's mildly related: I sincerely thought the aggro mechanic in XCOM:EU was a quirky technical limitation. Although I didn't follow XCOM2 pre-release very closely, I'd really thought the stealth mechanic and supporting systems were to replace the "pod aggro" micromanagement half of the game. I was looking forward to that.
[QUOTE=Mr. Someguy;50109857]I'd make Codex only appear in certain places, like around data vault, or as a hack fail condition.[/QUOTE]
I said this yesterday but looking through the files, it actually seems like it might be possible. Some major pieces of the puzzle are still missing, but with more understanding I might be able to do it. The problem is getting that understanding, I'm still trying to figure out exactly how a pod determines what enemies will appear in it, among half a dozen other things.
I also have no idea how the workshop works, I've only made direct .ini changes.
[QUOTE=Mr. Someguy;50120727]I said this yesterday but looking through the files, it actually seems like it might be possible. Some major pieces of the puzzle are still missing, but with more understanding I might be able to do it. The problem is getting that understanding, I'm still trying to figure out exactly how a pod determines what enemies will appear in it, among half a dozen other things.
I also have no idea how the workshop works, I've only made direct .ini changes.[/QUOTE]
Here's a video for people getting into XCOM 2 modding. It might be helpful to you.
[video=youtube;Si0v_Fgsgdk]https://www.youtube.com/watch?v=Si0v_Fgsgdk&feature=youtu.be[/video]
[QUOTE=goldenbuttocks;50121070][b]Remember Reach.[/b]
[thumb]http://i.imgur.com/7nI8c5F.jpg[/thumb][/QUOTE]
All you need is the voices and your set.
[QUOTE=E3245;50120869]Here's a video for people getting into XCOM 2 modding. It might be helpful to you.
[video=youtube;Si0v_Fgsgdk]https://www.youtube.com/watch?v=Si0v_Fgsgdk&feature=youtu.be[/video][/QUOTE]
Thanks, but I'm only sticking to ini edits, I don't know if it's actually possible with just that. I don't really have 50gb of space to dedicate to the full SDK.
[U]Update 1:[/U]
I have succeeded at removing pods from the starting mission, but failed at replacing them with Codex's. Maybe the Codex is hard coded to only appear after the Skulljack is used.
[U]Update 2:[/U]
I have succeeded at replacing all the enemies with Stun Lancers. My suspicions may have been accurate, my method appears to be functional.