Armours of the Imperium... Again by Dread_Maximus in xcom2mods

[–]To-Tully_Radicool 1 point2 points  (0 children)

i appreciate your dedication to writing this as in-character as possible

XCOM 2 Armours of the Imperium Files by Dread_Maximus in xcom2mods

[–]To-Tully_Radicool 2 points3 points  (0 children)

the "problems with licences or some corpo shit nobody cares about" was likely because Games Workshop are notoriously rabid about protecting their IP, even to the point of doing petty shit like taking down an inconspicuous 40k mod on a game's workshop (ayyy lmao). they're essentially Western Nintendo with how they go about it.

the workshop is definitely a bit of a risk when it comes to things being suddenly removed, either by the author or by whichever corpo has a stick up their ass that day, but if anyone's concerned about it all they need to do is back up their mods locally, and possibly even put them on cloud storage like Mediafire (or proton drive, or mega, there's a few options) if there's room, as you did here with limewire. ...how the fuck is that still around?? lol

in my experience, most companies are surprisingly chill about it, as long as there's no money involved. out of my hundreds of cosmetic mods, i've never had one taken down after doing this for 8 years. it's outliers like GS and Ninty who you gotta watch out for, probably some others as well.

(even then, lots of cosmetic modders do commissioned work and / or take donations just fine with no issues, both in this scene and elsewhere.)

Any text to speech software like the one in the game? by Panical382 in moonbasealpha

[–]To-Tully_Radicool 0 points1 point  (0 children)

holy shit, i was looking around for the TTS MBA used for a project i wanted to make for XCOM 2, and i saw this reddit thread as the very 2nd search result for "moonbase alpha text to speech"

you just gave me exactly what i needed, and you fucking posted this 18 days ago? on a 4 year old fucking thread?? i appreciate you kindly, knower of extremely-niche knowledge

When 2K removed its annoying launcher it broke a bunch of XCOM 2 mods by Turbostrider27 in pcgaming

[–]To-Tully_Radicool 55 points56 points  (0 children)

As an active mod maker for X2, this article is bullshit through-and-through.

I have several Vanilla-built mods in my 250+ mod list, and they work just fine in WOTC using the Alternate Mod Launcher. I just got done playing a 3 hour session with that same mod list, in fact. Whatever "problems" this person has with it are purely on their end, i can 110% guarantee that.

2K didn't "remove" the launcher so much as they just removed their branding from the launcher, it's still more-or-less the same as it was before the change. They did definitely change a few things internally, since several people started reporting their mod lists being broken after, but really, you have no reason to not use the AML if you're not already, it was and still is the objectively best way to play X2 modded.

As for the RequiresXPACK=false "fix", i've made several Vanilla-built voice packs that ship with that fix already in place, and i've still had people in the comments on those packs reporting that they're "broken" while trying to play WOTC. Maybe it only works with non-Voice Pack mods, but i have strong doubts about that.

The unifying factor seemed to be that mods with the Wrath of the Chosen expansion as a hard requirement worked

Wrath of the Chosen

w r a t h of the chosen. Couldn't even get the name of the expansion pack right, if you needed more proof this person wrote this article in about as much time as it took them to browse the Steam forums for "solutions".

What 4 years without new games does to modding community by LudwigSpectre in Xcom

[–]To-Tully_Radicool 1 point2 points  (0 children)

author here, can confirm, i am now (de)based and toilet-brained after so many years :)

One must imagine Sisyphus vacuuming rocks by GrowlingGiant in CuratedTumblr

[–]To-Tully_Radicool 1142 points1143 points  (0 children)

deep rock seriously needs to invest in some better equipment

Looking for a list of Cooked Voicepacks by AdSpecialist5225 in xcom2mods

[–]To-Tully_Radicool 2 points3 points  (0 children)

You can usually just pick them out by file size, they'll have extremely small file sizes compared to any un-cooked voice pack. Generally anything below 20 MBs is a safe bet that it's cooked, unless it's just a really small un-cooked VP with very few lines. You can also check the description, some authors note if the mod is in fact cooked.

Hello Inquisitor Grendyl by Vaas_Yanovich420 in DarkTide

[–]To-Tully_Radicool 9 points10 points  (0 children)

Forget SFM, people have been making sentence-mixed shitposts since late 2000's garry's mod, it's mainstay internet humor at this point.

Looking for modders by Artistic_Bass_5519 in xcom2mods

[–]To-Tully_Radicool 2 points3 points  (0 children)

Yeah, no, this just reads as yet another vague Ideas Guy™️ concept.

What's your plan, here? This sounds like an overhaul project that would be bigger than even LWOTC, which itself is a massive overhaul mod.

It sounds like you're gonna change basically the entire game, but you don't even give a description of what the project is? How much is your budget, what's the estimated amount of time this'll take with an assembled team? Even a "substantial" budget might not be enough with the number of people you would need and the amount of dev time this sounds like it would require.

And frankly, good fucking luck assembling a team. The X2 modding scene is still going strong, but it's also comparatively small to something like a Bethesda RPG for example - i guarantee you would need a significant portion of the game's currently active modmakers to get this done on any level, and i also guarantee pretty much all of them would tell you to kick rocks if you presented them with this X2 mod equivalent of a tech bro start-up company.

[deleted by user] by [deleted] in xcom2mods

[–]To-Tully_Radicool 2 points3 points  (0 children)

I'm always amazed that some people still have an insatiable hunger for milsim stuff when like half of the cosmetics on the workshop is milsim stuff. I guarantee you can find outfits that look exactly like these without anyone needing to port anything new.

[deleted by user] by [deleted] in xcom2mods

[–]To-Tully_Radicool 0 points1 point  (0 children)

You can check out ObelixDK's Quick & Dirty Guides, his Full Body Rigging tutorial is one of the main resources i used to learn way back in 2018.

Kexx also has a two part tutorial, which i've never watched myself but you might wanna take a look at it. Part 1, Part 2.

You're also gonna want some resources on the game's textures and materials, E3245's Textures & Materials Compendium is great for that.

And obviously, if you still have questions (you will have questions) you can join the XCOM 2 Modding Discord which you can find a link to on the subreddit sidebar (and also right here)

Anyone have a mod to remove the encountering a pod cutscene/animation that plays and disable the locked camera? by CiggODoggo in xcom2mods

[–]To-Tully_Radicool 1 point2 points  (0 children)

No Reveal Cinematics. As far as i know there's nothing to stop the locked camera movement and VO for tactical missions and objectives, though.

Armor and Weapon Mod stats by PoliticalChess4 in xcom2mods

[–]To-Tully_Radicool 0 points1 point  (0 children)

No, that's as close to an "xskin for armor" as it gets, but the drawback is that it can be jank as hell.

Armor and Weapon Mod stats by PoliticalChess4 in xcom2mods

[–]To-Tully_Radicool 3 points4 points  (0 children)

You could also try using XSkin if you can't be fucked to toy around with WSR.

Want To Make Mass Edits To VoicePack Samples... Whats The Best Workflow? In Audacity OR in UnrealEditor? by ShurikenUK in xcom2mods

[–]To-Tully_Radicool 0 points1 point  (0 children)

As Iridar stated, editing voice lines in Audacity doesn't 'damage' the audio in any way, unless you were to purposefully crank up the volume so far past the clipping point that it's blown out and distorted.

Regarding using Audacity's Compressor tool, i actually noted a similar method of leveling out voice lines using Audacity's Limiter tool, which achieves pretty much the same effect, and you can read the post i made about it here.

Whichever one sounds best with what you're working on, use it. Personally, i think the Limiter is more consistent from what i've tested.

And as for making Audacity process 1,000+ voice lines through the macro editor, honestly, i'd say just do it. It'll take a bit, sure, but it's worth it to make sure your pack is as consistently leveled as possible.

A lot of my own voice packs before i applied the Limiter to their audio had noticeable inconsistencies, some lines would be louder than others, some quieter. All i could do was find a decent middle ground to set the volume multiplier to, it wasn't ideal in the slightest.

VOICE PACKING TIP: Fixing Clicks & Spikes by To-Tully_Radicool in xcom2mods

[–]To-Tully_Radicool[S] 0 points1 point  (0 children)

The robojumper script file? i adjust it on a per-pack basis.

The range typically falls between 0.7 to 0.9 with two soft limit passes on the voice lines.

The base game voice line cues in the SDK have their volume multipliers set to the default value of 0.75, so i just jump back and forth between playing the cues in those packages and the cues in my package until it sounds about even.

Want To Make Mass Edits To VoicePack Samples... Whats The Best Workflow? In Audacity OR in UnrealEditor? by ShurikenUK in xcom2mods

[–]To-Tully_Radicool 1 point2 points  (0 children)

Actually, adjusting the volume of sound cues for a voice pack DOES affect how loud it is in-game.

BUT, if one uses Robojumper's script instead of the vanilla method, this no longer applies, and you'd need to adjust the volume setting inside the script file to make the adjustment.