orangy Posted June 13 Posted June 13 View File (WOTC) Jiggle X nude mod Adds breast jiggle physics to female bodies. In addition, separate plated armor + powered armor included. To Use: 1) select a NudeX torso from torso slot. 2) select a NudeX legs from legs slot. 3) when using armor, select from torso gears and shins for the armors. 4) if using clothing mods, select COMPATIBLE torso to fit the waist seams. REQUIRES: War of the Chosen expansion Submitter orangy Submitted 06/13/26 Category XCOM 2 1
SexDwarf2250 Posted June 27 Posted June 27 Wait, how is there no comment on this yet? This is a fantastic mod. Thanks, friend! Anyway, when carrying corpses, the breasts vanish for me. Not sure if the patch 1 hour ago already fixes this, just mentioning.
orangy Posted Tuesday at 04:32 PM Author Posted Tuesday at 04:32 PM (edited) Argg, never noticed that till you mentioned it. Anyways, looks like that's a visual bug from the game engine. At least it explained why there's floating grenades when soldiers die. Even regular game soldiers have stuffs detached when they die. Unfortunately, its a visual bug from the game engine itself... Just don't use naked girls to carry corpses! And don't look too closely, its really hard to notice due to the camera angle. If there's a mod that solves this visual glitch (ex, floating grenade that soldier was carrying when soldier dies), then it might fix this bug too.. Edited Tuesday at 04:44 PM by orangy
orangy Posted 19 hours ago Author Posted 19 hours ago Here's the deal, the above problem is fixable, BUT, the code will not work! According to google, here's the method: 1) made a new script file named X2EventListener_NudeX.uc 2) in the uc file, here's the code -------------------------------------------------------------------------------------- class X2EventListener_NudeX extends X2EventListener; static function array<X2DataTemplate> GetEventNames() { local array<X2DataTemplate> Templates; `LOG("DID THIS HAPPEN"); Templates.AddItem(Create_Listener_Template()); return Templates; } static function X2EventListenerTemplate Create_Listener_Template() { local X2EventListenerTemplate Template; `CREATE_X2TEMPLATE(class'X2EventListenerTemplate', Template, 'OnAbilityActivated'); Template.RegisterInTactical = true; Template.RegisterInStrategy = false; Template.AddEvent('EventID', OnAbilityActivated); return Template; } static protected function EventListenerReturn OnAbilityActivated(Object EventData, Object EventSource, XComGameState GameState, Name Event, Object CallbackData) { local XComGameStateContext_Ability AbilityContext; local XComGameState_Ability AbilityState; local XComGameState_Unit SourceUnit; local XComGameState_Unit TargetUnit; local int TargetObjectID; `LOG("MADE IT HERE"); // Verify the event data is an ability context AbilityContext = XComGameStateContext_Ability(GameState.GetContext()); if (AbilityContext == none) { return ELR_NoInterrupt; } // Cast the Ability state AbilityState = XComGameState_Ability(EventData); if (AbilityState == none) { return ELR_NoInterrupt; } // Check if the ability is related to carrying or dropping if (AbilityState.GetMyTemplateName() == 'CarryUnit' || AbilityState.GetMyTemplateName() == 'PutDownUnit') { //SourceUnit = XComGameState_Unit(GameState.GetGameStateForObjectID(AbilityContext.InputContext.SourceObjectID)); //TargetUnit = XComGameState_Unit(GameState.GetGameStateForObjectID(AbilityContext.InputContext.PrimaryTarget.ObjectID)); TargetObjectID = AbilityContext.InputContext.PrimaryTarget.ObjectID; SourceUnit = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectId(AbilityState.OwnerStateObject.ObjectID)); TargetUnit = XComGameState_Unit(`XCOMHISTORY.GetGameStateForObjectID(TargetObjectID)); // TODO: Add your custom logic here! `LOG("Unit" @ SourceUnit.GetFullName() @ "carried / put down" @ TargetUnit.GetFullName()); } return ELR_NoInterrupt; } -------------------------------------------------------------------- After playing the game and pickup/put down a body, the log files show that none of the code here activated. No 'MADE IT HERE' or 'DID THIS HAPPEN' in log files.. So, anyone knows how to actually get this work? Just want a code that can switch torso when the carry unit ability is used. The idea is to replace the jiggly torso with a normal torso so the breasts won't disappear.. ******************************* Also, chances are this mod will be abandoned after a few weeks. If anyone wants to make a fix, go ahead and do it! The original idea for the fix is to create a new torso with the breasts attached as a normal mesh. Then switch to that normal mesh when soldiers do the carry unit ability.
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