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moomany

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  1. Hey man, is there a chance you will make nude archons and troopers available for WOTC ?

     

  2. Can you update your mod for XCOM2: Chimera Squad?

  3. @kexx456 mate, you do what you want and post it to where you want. Thread's named lewd not nude.
  4. So I've restructured darkest desires so it works using the "mods" folder system Darkest Desires Mod folder edition.zip extract "999999_darkestdesire" folder into your dd base game's "mods" folder, and activate it in game, load order is personal preference, but it should only overwrite quirks (oh and I guess localization, only english btw) Now note: I've merged the original 1.5 files, not the lite version, so the buffs and quirks have been added back in, I have no idea how that messes with balance, but not too sure we're here for that I've removed the removal of camping skills from the mod, this causes graphical issues with the survivalist menu and the character page, if this really annoys you, rename the 999999_darkestdesire/raid/camping/default.camping_skills.json2 to default.camping_skills.json, or 999999_darkestdesire/dlc/702540_shieldbreaker/raid/camping/default.camping_skills.json2 to default.camping_skills.json if you have shieldbreaker. This will turn it back to how corta's original version is set up, removeing some base camping skills (shieldbreaker, the unit, will still have graphical issues, haven't used character enough to see what to replace) If you do rename these files, updating's on you, I've tried to set it up so updates shouldn't crash the game, but those are replacement files, they overwrite base game stuff. Overlapping camping skills in the survivalist menu, no idea how that's set up, but you should still be able to access them all, might just need to move your mouse around a bit. There is no "new" content, every addition uses pre-existing mod camping skills, which I want to change, but currently attempting to make a different mod which would be an add-on to this one (alternate genders for classes), and it'd be nice if I could figure out where the crash logs are........ I've merged the antiquarian changed added by MrMoosh changelog: Base mod updated for build 21071+ Overhauled how the mod is set up so no overwriting is required Merged MrMoosh's edits (the Antiquarian changes) Added Musketeer (copy of Arbalest), Flagellant and Shieldbreaker Merged Assassin patch p.s. I don't use Assassin, no idea how this mod affects that mod. p.p.s I haven't done the most extensive, or in fact, much QA on this thing.
  5. @mcmanus82 you have permission, but only if you can tell me how you fixed the tattoo issue
  6. @leggen it's not an issue with my mod specifically, it's to do with how the alien armours are coded in, for some reason they're missing " CharacterTemplate="Soldier")" at the end of their definition so torso is un-selectable in game, not too sure what to do about that, it'll probably need a general fix outside of this mod. Or grab this http://steamcommunity.com/sharedfiles/filedetails/?id=1133849751 @Xpyke Thanks
  7. Well, here's a barebareWOTC update, most probably only works with WOTC Barebaremod WOTC.zip Make sure any old versions are deleted, from the WOTC folder and the base X2 folder. Updated female body, might not look like much, but it's been mostly redone. Nipple normal map shamelessly stolen from kexx's valkyrie. Added male torso and legs, will have to add arms for people without anarchy dlc sometime, X2 rig is not really designed for a third limb between legs, any animation with large leg movements cause clipping and weird distortions, there aren't enough bones for cleaner skinning. Added entries for Reapers, works out the box. Added entries for Templars, retextured templar arms to remove shoulder cloth, interestingly, normal templars have thicker arms (won't work with the nude torso, so I kept the thinner arms). Plan on adding glow to body and legs. Added entries for Skirmishers, this will require a load of work, none of the textures match, the arms have different skinning, will take a while to fix. Anything missing or invisible tell me, I've got all the dlc and xpac so I have no idea what other see if they don't have anarchy's @mike24 Here's the fbx files Files for Animations.zip with male and female nude bodies (no genital bones, but has every standard bone from X2 skeleton), the Viper fbx, and all the animations associated with the bind ability (viper animations in viper folder, soldier animations in XCOM Soldier folder, there is only one set, the devs filter it or something for females.) Edit: Oh and this XCOM2Mods_Animation.pdf might be useful, it's from the sdk folder, I can't find the ma file it talks about so you've only got my fbx files to work with. Tell me if you want anything else, but control rigs (what ever they are) aren't accessible. @vixi well this answers your question @Xpyke It's probably easier for people if you update your post (apparently just writing on different posts doesn't put up a link), just note, both of these new ones are designed for WOTC only, might work with base, but most probably not.
  8. @endersgame Oh nice, didn't know about that, might fix my flags problem too. Thanks for linking that. @Loogie Hah and here I was adding entries to barebare @jenkman not saying no, but haven't planned on doing it. I'll look at it after updating barebare, as I'll need to update the advent mod with the newer bodies anyway. @Wizard no eta, my archnemeses, the neck and arm seams, are back. no physics though, one thing at a time. edit: I think I may have beaten the seams, still not perfect, but it won't cause me as much problems from now on, in other news Devs, your shoulder covered arm textures won't stop me.
  9. @Xpyke sure, I could just update my post when I actually update. @Leggen The vipers were never locked, but dlc vipers were though. There's no vipers mod because none of us ever did it, not saying I won't look at it, but not right now. @vixi I think so? I know the tattoo enabled ones work, don't know about the non tattoo'd version in the mod.
  10. No idea why trooper textures were breaking, I'd assumed that the archon working would mean everything else was. Heres a wotc compiled one MooUnitsAdvent.zip It works with the random advent soldier being assigned to you in missions (So you can see all the rigging issues hurrah) also seems to be some t-posing sometimes, probably have to recopy the archetype, but I'll do that at a later date. As for the archon cinematic bugs, no idea, they must have changed their code, there are a lot of wierd bugs with things like flags disappearing after loading in mission etc
  11. @mike24 sorry will get those to you soontm they don't have breast/penis skeletons....for now, the xpac sdk has all the uncooked assets for the dlc, we can do torso physics now >: ) @everyone else, will stick up an update soontm whilst checking my workshop mods, things I compile in wotc workshop shows up invisible and any base x2 compiled ones are hit and miss in wotc.......not too sure I can justify using 180Gb of my harddisk to keep both sdks....
  12. @mike24 No idea how animations are triggered on the ant farm, never really looked into it probably involves specific animation spots set up in the map file :/ I've have been looking at unit coding though and It seems all advent troopers are assigned a gender in game but most other units are not (Xcom and civilians have "bAppearanceDefinesPawn" which should already assign a gender to them, and I think there is a function for advent troopers which assigns them genders for their unit reveals. I think I can force assign a gender for the other units though using "bSetGenderAlways" and "kAppearance.iGender = eGender_Male/eGender_Female" in the unit definitions, which should allow abilities to function differently depending on chosen target and gender. (Or I figure out how the advent troopers get assigned genders, which would mean not having to create new units templates just so there are male and female version of aliens.) Something like this (ignore the syntax) ;;Ability Defintion yadayada if UnitPawn = eGender_Male { if PartnerUnitPawn = eGender_Female { ShooterAnim = xcomattackermxcomf TargetAnim = xcomtargetmxcomf } else if PartnerUnitPawn = eGender_Male { ShooterAnim = xcomattackermxcomm TargetAnim = xcomtargetmxcomm } } else if UnitPawn = eGender_Female { if PartnerUnitPawn = eGender_Female { ShooterAnim = xcomattackerfxcomf TargetAnim = xcomtargetfxcomf } else if PartnerUnitPawn = eGender_Male { ShooterAnim = xcomattackerfxcomm TargetAnim = xcomtargetfxcomm } } ;;continued ability definition yadayada That would make it 8 sets of animations, each part of the animations would have to be exported separately, like stages in skyrim, this is only thinking about soldiers targeting soldiers, but I think advent can use xcom soldier animation, but with possible face distortion. Looking at how the viper bind animations are set up, there are 5 animations for the Viper herself: 1: Killed during bind, 2: Hurt during bind, 3: Bind loop (this keeps playing until something else gets triggered), 4: Bind start and 5: Bind end For the bound unit 1: Hurt during bind, 2: Bind loop (ditto), 3: Bind start and 4: Bind end Interestingly, the viper only has 1 set of bind animations which work for both male and female soldiers, this is probably something to do with the filters the documentation was talking about, but I have no idea how that works. Do you have access to the sdk? if not, do you want the bind animations files so you can look at how they're set up? edit: errrgggg all this obviously relies on being able to make people nude on demand, which would involve forcing units to change armour on the fly/ change archetype in the case of advent/aliens, storing what they were before and reassigning that back when the ability ends, no idea how to even start coding this part :/
  13. @mike24 Yay an animator Animations are pretty simple to get into the sdk it's just the standard ue3 setup, do the animation in max/blender/maya and export that as an fbx, then import into sdk But I don't think the sdk has a control rig, unless the maya files do, but I can't access those. There's a bit of documentation on this in \XCOM 2 SDK\Documentation\Content\XCOM2Mods_Animation.pdf not sure how the male/female animation filter works though. In theory, a simple way to make 2 units do some loving, add an ability to a unit similar to the viper's bind ability (using the code on how they added the ride elevator ability in shen's legacy so not to override any unit definitions), make it a range of 1, can target ally/enemy, ability gets activated, both units move to same tile, play animations, setup animation stages, figure out stop code to stop them sexing forever, etc. If we ignore the moving to single tile animation that the bind ability has, it'd probably be much easier to set up animation wise, it'll be kinda like skyrim/fallout's teleport to smexytimes. I've looked at how the viper bind animation is set up, in the bind ability, it moves both units into the same tile and plays an animation separately, one animation for viper and a different one for the bound unit, that's pretty simple coding wise, how that is set up in a modelling program goes over my head In other news prop center fun...... Not shown here, but WOTC is going to break some materials which will need fixing, fun times ;_;
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