Arcturus7777 Posted July 4, 2024 Posted July 4, 2024 View File BareBareMod V3 Moomany, just gave me permission to upload his mods, versions that I have had working. This is not my MOD I take no credit, all credit goes to the Moomany Also included is the MooTattas mod from the following post, This MOD is for XCom 2, NOT WOTC, repeat only use in XCom 2. Posted June 15, 2016 by Moomany So I have good news and bad news: Good 1: BareBareMod now has pretty much seamless everything, I personally still get mild aliasing on the seams sometimes, may have to do with forced aliasing on my part. Modified some textures and mild mesh editing (and removed leftover textures from the other bodies), but you'll probably not notice. (Sorry Kexx, it's only the legs though, and the last body edit I'll do for a long time) Barebaremod V3.zip Bad 1: No new body, original new body pretty much broke after trying to fix lighting issues, body 2 was me modifying the base xcom body and adding details.....which allowed me to learn that adding any new vertex by tessellation breaks the tattoo system (and once again no idea why, but the parts which disappear correlate to where the body part is skinned to different bones). Good 2: BareBareMod now has double copies of each body part (arms/torso/legs), one set allowing tattoos, one set disabling them, the ones that allow are usually higher on the list than the ones that dont. Here's some test tattoos mapped only for torso or legs. mootattats.zip Btw to anyone doing tattoos, for torso or legs only, it's easier to do the tattoo mapping using the torso or leg textures as a base and work from there. Bad 2: This system only really allows proper tattoo mapping on either the arms OR torso OR legs, although the old system still works e.g. Arcturus' tattoo mod still works if you choose all the body parts that supports tattoos. Good 3: After trying and failing to set up some hair (anyone know why all hair I export, even unedited X2 ones from both max and blender, show up in game rotated 90 degrees in 2 directions if any physics assets are applied to them?) physics assets are actually really easy to set up (on creatures anyway, I can set those up fine) and all creature/unit archetypes can have a physics asset attached (body physics). Bad 3: There doesn't seem to be a slot for physics on body/armour parts, although the helmet slot does, not that it helps much in this case. Installation unpack the BareBareMod you just downloaded, and copy the unpacked fold into your XcomGame/Mods section. Run the ALT game launcher, and active the new mod. Thank you Moomany Submitter Arcturus7777 Submitted 07/04/2024 Category XCOM 2
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now