• XCOM V5: Grazed shots still count as hits
    4,218 replies, posted
Here's my latest WIP. The China Lake Grenade Launcher: [t]http://i.imgur.com/lyvzqCQ.png[/t][t]http://i.imgur.com/4e9oSZ0.png[/t] [t]http://i.imgur.com/yEcMfk7.png[/t][t]http://i.imgur.com/HaBYc5u.png[/t] I couldn't give it shotgun animations, since for some reason the Grenade Launcher teleports straight to their hands while the primary weapon is still in their hands, and teleports off their hands. I would have to make custom animations to fix that, which is beyond me. For now, it uses the grenade launcher animations. Also, I need to make a custom mask for the weapon so certain parts can be colored, while other parts are left alone. Unless everyone wants it to stay like that, or make it not customizable.
XCOM won't let you spawn a Codex on the first mission but it doesn't care if you want to throw an Avatar in :v: [editline]13th April 2016[/editline] Must be because Codex can spawn as a normal unit but not until you encounter them 'properly', whereas Avatars never spawn in any pod.
[QUOTE=Mr. Someguy;50123344]XCOM won't let you spawn a Codex on the first mission but it doesn't care if you want to throw an Avatar in :v: [editline]13th April 2016[/editline] Must be because Codex can spawn as a normal unit but not until you encounter them 'properly', whereas Avatars never spawn in any pod.[/QUOTE] Speaking of, can Avatars be summoned by Skulljacking a Codex all the time or is it only possible once?
[QUOTE=goldenbuttocks;50121070][b]Remember Reach.[/b] [thumb]http://i.imgur.com/7nI8c5F.jpg[/thumb][/QUOTE] Should've made Jun russian and Jorge hungarian, not to mention switching Kat to whatever nationality she's descending from.
I've found the undersuit for the Halo armours to be a good look for a wraith armour replacement, but the chest sections on them are too huge and bulky for my liking.
[QUOTE=goldenbuttocks;50121070][b]Remember Reach.[/b] [thumb]http://i.imgur.com/7nI8c5F.jpg[/thumb][/QUOTE] Im tempted to get this just for the cybernetic arm. Does it work with both genders and other armors?
I want to mod my game more but currently the longer a mission goes on the more RAM the game uses until it eventually hits 15GB and crashes because I've only got 16GB and windows needs some.
[QUOTE=Nerts;50123962]I want to mod my game more but currently the longer a mission goes on the more RAM the game uses until it eventually hits 15GB and crashes because I've only got 16GB and windows needs some.[/QUOTE] I'm on 8GB RAM and I have about 60 mods installed and it worked fine for the missions that I had, weird. And by fine I mean average 20FPS and sometimes it goes up to 30 for a moment and then drops again.
[QUOTE=fulgrim;50123913]Im tempted to get this just for the cybernetic arm. Does it work with both genders and other armors?[/QUOTE] Reach roboarm works with both genders, right arm only tho.
I have no clue how this run is still going. My monthly income is 64 and my dudes are facing Sectopods with magnetic weaponry. I am SO glad I got the continent bonus that makes ammo and grenade foundry projects instant.
[QUOTE=RocketRacer;50124114]I'm on 8GB RAM and I have about 60 mods installed and it worked fine for the missions that I had, weird. And by fine I mean average 20FPS and sometimes it goes up to 30 for a moment and then drops again.[/QUOTE] Mine freezes when I make actions for maybe a tenth of a second at the start of a mission and then just gets longer and longer until it's about a 10 sec freeze and then crashes. Not sure if a particular mod is doing it.
[QUOTE=Viper123_SWE;50123522]Should've made Jun russian and Jorge hungarian, not to mention switching Kat to whatever nationality she's descending from.[/QUOTE] If you make Jun Russian then Kat should be too, considering they're from the same planet (and all that's mentioned is they speak with Slavic accents) Literally only know because I strive for absolute authenticity and my latest playthrough has all of the Deltas.
[QUOTE=mralexs;50124260]I have no clue how this run is still going. My monthly income is 64 and my dudes are facing Sectopods with magnetic weaponry. I am SO glad I got the continent bonus that makes ammo and grenade foundry projects instant.[/QUOTE] My Sniper got Powered Armour while he was still using his Sniper Rifle. He was surviving on Deadeye and Good Luck for awhile. I'm also perpetually on the edge of Avatar Project Completion because every Alien Facility has been build on the polar opposite of the goddamn world. The Aliens are smart enough to realize that XCOM can't hurt their operations if they set just set them up [I]really[/I] far away.
[QUOTE=Mr. Someguy;50125574]My Sniper got Powered Armour while he was still using his Sniper Rifle. He was surviving on Deadeye and Good Luck for awhile. I'm also perpetually on the edge of Avatar Project Completion because every Alien Facility has been build on the polar opposite of the goddamn world. The Aliens are smart enough to realize that XCOM can't hurt their operations if they set just set them up [I]really[/I] far away.[/QUOTE] Same here. I am one bar away from "get things fixed quick" mode and I'm doing a mission to delay a progress breakthrough. This run is running off of hopes and bitter tears
[QUOTE=Nerts;50124406]Mine freezes when I make actions for maybe a tenth of a second at the start of a mission and then just gets longer and longer until it's about a 10 sec freeze and then crashes. Not sure if a particular mod is doing it.[/QUOTE] This is pretty damn weird considering my machine is probably less powerful than yours(judging by amount of RAM you have) because I'm on a three year old laptop and Win8.
[QUOTE=RocketRacer;50126156]This is pretty damn weird considering my machine is probably less powerful than yours(judging by amount of RAM you have) because I'm on a three year old laptop and Win8.[/QUOTE] Well, I do have about 40-50 mods installed, so that's probably why.
[QUOTE=Nerts;50126663]Well, I do have about 40-50 mods installed, so that's probably why.[/QUOTE] check your workshop folder to see if you have some abnormally large modshadercache files in things
I'm gonna take a break from porting weapons. I can't seem to figure out why my weapons look like piles of clay shit. For now, here's the EX41 'China Lake' Grenade Launcher, because XCOM 2 needs more grenades, and grenade launchers. [t]http://images.akamai.steamusercontent.com/ugc/271715193868355458/5E7DB80A5D192482C35249073C2A280F0092D240/?[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=665084890[/url]
I wish they used the China Lake by default, it bothers me that they use a rotary grenade launcher when you get, at absolute maximum, 4 uses (2 primary, 1 secondary, 1 smoke). [editline]14th April 2016[/editline] And if I may ask you a question, how do you get things on the workshop? Although it was a personal project, I've sorta-considered putting my Codex mod up, but only if it's easy :downs:
[QUOTE=Mr. Someguy;50128830]I wish they used the China Lake by default, it bothers me that they use a rotary grenade launcher when you get, at absolute maximum, 4 uses (2 primary, 1 secondary, 1 smoke). [editline]14th April 2016[/editline] And if I may ask you a question, how do you get things on the workshop? Although it was a personal project, I've sorta-considered putting my Codex mod up, but only if it's easy :downs:[/QUOTE] You publish mods by opening tools > Publish Mod. For some reason, it won't save the new name/description/tags. For tags, you do[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=651748852"] this.[/URL] [editline]14th April 2016[/editline] Might be late, but I found the Rocket Launcher from XCOM: EU inside XCOM 2's SDK. The animations are intact, except that it was rigged for XCOM: EU skeleton. [t]http://i.imgur.com/gsqcupX.png[/t] I wonder how hard it would be to get this to work.
[QUOTE=E3245;50129091]You publish mods by opening tools > Publish Mod. For some reason, it won't save the new name/description/tags. For tags, you do[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=651748852"] this.[/URL][/QUOTE] Oh, I guess that isn't gonna happen. I've only done it with ini edits. I don't have the harddrive space for the tools, or the will to wait 20 hours to download them just to publish an ini edit. Thanks though :v: [QUOTE=E3245;50129091]Might be late, but I found the Rocket Launcher from XCOM: EU inside XCOM 2's SDK. The animations are intact, except that it was rigged for XCOM: EU skeleton. [t]http://i.imgur.com/gsqcupX.png[/t] I wonder how hard it would be to get this to work.[/QUOTE] DOITDOITDOITDOIT :excited: I missed the RPG and all of it's awesomeness.
[QUOTE=Mr. Someguy;50129109] DOITDOITDOITDOIT :excited: I missed the RPG and all of it's awesomeness.[/QUOTE] Yeah, I tried porting EU animation to XCOM 2's bone system, and his muscles started twitching when I played the animation in 3ds max. It might take some work to get the animations ported, something I can't do because I don't have the skill or knowledge. I found some more XCOM EU Weapon leftovers, however. They're big images, so I've put them in an [URL="http://imgur.com/a/LF15Z"]album[/URL] for everyone to see. A couple of highlights: [t]http://i.imgur.com/XSwSsjz.png[/t] [t]http://i.imgur.com/DgC1gh0.png[/t] [t]http://i.imgur.com/oqySLZM.png[/t] [t]http://i.imgur.com/TSImKIq.png[/t] The laser and the plasma weapons still has their animated materials. The only hard part is to animate the weapons' firing animation (pulling the trigger and the ejection port comes to mind) for XCOM 2, and give them a projectile particle effect.
What the hell is that last one? Is it the scrapped XCOM 2 DMR?
[QUOTE=Viper123_SWE;50129506]What the hell is that last one? Is it the scrapped XCOM 2 DMR?[/QUOTE] That's my guess. Since Sniper was replaced with Sharpshooter, and XCOM 2 took some cues from Long War, maybe they originally intended him to have a less ranged weapon too in the form of a DMR. In the end, the Sniper Rifle basically serves the exact same role anyway, as it loses accuracy at range. If it was the same, they must've scrapped it because Sniper Rifles are cooler or give a better excuse to keep immobile. If it was different, it might've been scrapped for still being too similar to either the Sniper or Assault Rifle.
It gotta be the DMR then since the Reach Weapons pack uses code from it for the Halo DMR. Still, a DMR for sharpshooters would've been cool. It would've worked well with the gunslinger perks IMO seeing as they're more effective mid to short range.
Given that it's called "SM_AssaultRifleModernHIGH_CIN" I'm going to assume it isn't a DMR but is an assault rifle. Specifically, a scrapped or otherwise unused version of the EU assault rifle, this particular model intended for a cinematic.
I miss having laser and plasma weapons.
[QUOTE=Taggart;50129797]Given that it's called "SM_AssaultRifleModernHIGH_CIN" I'm going to assume it isn't a DMR but is an assault rifle. Specifically, a scrapped or otherwise unused version of the EU assault rifle, this particular model intended for a cinematic.[/QUOTE] Kinda like Bradford's gun from the Tutorial?
[QUOTE=AbbaDee;50130439]I miss having laser and plasma weapons.[/QUOTE] The new Plasma weapons are basically a combination of EU's Laser and Plasma. I do miss Laser though, they could have added it in as a side-grade. My concept for Laser would be like: As a side-grade, they value extra accuracy at the cost of damage. A built-in laser sight and the lack of recoil grant +15 accuracy, but do the damage of the tier before them (Ballistic or Magnetic). They can be researched after killing the Viper, using tech from ADVENT and Alien Rifles. After Beam Weapons is researched, Laser Weapons are automatically upgraded to the damage of Magnetic Weapons, thanks to technical understanding provided by researching Beam Weapons.
[QUOTE=Mr. Someguy;50131564]The new Plasma weapons are basically a combination of EU's Laser and Plasma. I do miss Laser though, they could have added it in as a side-grade. My concept for Laser would be like: As a side-grade, they value extra accuracy at the cost of damage. A built-in laser sight and the lack of recoil grant +15 accuracy, but do the damage of the tier before them (Ballistic or Magnetic). They can be researched after killing the Viper, using tech from ADVENT and Alien Rifles. After Beam Weapons is researched, Laser Weapons are automatically upgraded to the damage of Magnetic Weapons, thanks to technical understanding provided by researching Beam Weapons.[/QUOTE] I'd say give them a high chance of setting things on fire too
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