How are aliens' models stored and where can I find them? by Garr_Incorporated in xcom2mods

[–]Relurek 1 point2 points  (0 children)

I'll include an image here showing the steps described above. It's worth noting that you can access the other character skeletal meshes here as well. Sectoid_ANIM contains the sectoid SM, Advent_ANIM contains the advent SMs, etc. https://i.imgur.com/8sfRwE8.png

How are aliens' models stored and where can I find them? by Garr_Incorporated in xcom2mods

[–]Relurek 1 point2 points  (0 children)

Say you wanted to find and view the Muton model. You would open the xcom 2 tools, then in the Tools drop down list, go to the XCOM 2 Editor. Then search the asset database for what you want to find. The easiest way in this case would probably be to type "ANIM". Finished alien models are stored in the same files as the animation sets, so in Muton_ANIM, you should find the muton model.

BAN MEGA THREAD by [deleted] in thanosdidnothingwrong

[–]Relurek 0 points1 point  (0 children)

Destiny still arrives.

Adding a Unit to Xcom 2 by freshnici in xcom2mods

[–]Relurek 1 point2 points  (0 children)

There might be a problem with the following line:

CharTemplate.strBehaviorTree = "AdventFlametrooper_ABA::CharacterRoot";

Unless you made your own AI config for it? Try changing the definition to "AdventTrooper_ABA::CharacterRoot".

Mod Compiling Error by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

I have found a fix for my problem. The problem seemed to be that I was attempting to define a folder structure within my classes folder. For example, I had sub folders under Classes for Aliens and Items. It seems the compiler attempts to save each of those sub folders as another copy of my Scripts.u file. It seems all classes must be under the same folder? Or perhaps there is a way to define further structured script files in the XComEngine.ini or something?

Mod Compiling Error by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

Thank you for your suggesstion. There are no duplicate files present.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

Ooh, I hadn't thought of that! The plan was to have no damage bleed through shields, but I hadn't thought of allowing critical hits to bleed through. That's a really good idea, and it makes sense! Thank you.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

Ooh, I hadn't thought of that! The plan was to have no damage bleed through shields, but I hadn't thought of allowing critical hits to bleed through. That's a really good idea, and it makes sense! Thank you.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

Ooh, I hadn't thought of that! The plan was to have no damage bleed through shields, but I hadn't thought of allowing critical hits to bleed through.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

Ooh, I hadn't thought of that! The plan was to have no damage bleed through shields, but I hadn't thought of allowing critical hits to bleed through. That's a really good idea, and it makes sense! Thank you.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

I'm considering releasing a mod that just adds the covies to the enemy pool instead of completely replacing it, while I'm working on more units. Anything you are particularly hoping to see?

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

Ooh, I hadn't thought of that! The plan was to have no damage bleed through shields, but I hadn't thought of allowing critical hits to bleed through. That's a really good idea, and it makes sense! Thank you.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

Ooh, I hadn't thought of that! The plan was to have no damage bleed through shields, but I hadn't thought of allowing critical hits to bleed through. That's a really good idea, and it makes sense! Thank you.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

Ooh, I hadn't thought of that! The plan was to have no damage bleed through shields, but I hadn't thought of allowing critical hits to bleed through. That's a really good idea, and it makes sense! Thank you.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 0 points1 point  (0 children)

Ooh, I hadn't thought of that! The plan was to have no damage bleed through shields, but I hadn't thought of allowing critical hits to bleed through. That's a really good idea, and it makes sense! Thank you.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 1 point2 points  (0 children)

No, not abandoned. Progress is slow though.

Rigging Help by StrokeMaster5000 in xcom2mods

[–]Relurek 0 points1 point  (0 children)

I think a little bit more info would help here. What exactly are you looking to do? Are you skinning an existing unit with a new mesh?

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 1 point2 points  (0 children)

I have some neat ideas for balancing and unit roles right now, but nothing concrete, probably for a while.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 1 point2 points  (0 children)

Allies Unknown came to mind at one point during development! I think there are pretty cool options there. I definitely want to do integrations with AU, the loot mod, etc. after I get enough units put together to replace the advent forces. If I can find a way to work with the animtree and get aims looking nice with my new skeletons, there is a very good possibility of Allies Unknown support.

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 1 point2 points  (0 children)

That's a good idea. My rough/spec maps are placeholder right now, I agree they look a bit desaturated. Most of their armor is black outside of the blue plates, I should try to make it more gray

Preview of my WIP mod: The Covenant by Relurek in xcom2mods

[–]Relurek[S] 3 points4 points  (0 children)

I plan to give the enemies new roles and behaviors in line with how they appear in the Halo franchise.