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+RESKIN=(EnemyName=ViperM3_LW, SkinName="ArmorViper.Archetype.ARC_ArmorViper", OverwriteSkins=True)
This isnt working
This mod functions by expecting/changing a units 'full body mesh'.
So for LWotC this mod will be changing the units ""torso"" part. You will need to adjust the LWotC configs to '-' the config entries that add the units head/arms/legs/shins/thighs etc.
+RESKIN=(EnemyName=Viper, SkinName="GameUnit_ViperNeonate.ARC_GameUnit_ViperNeonate", c=True)
This should have changed all vipers to the neonate skin, but I got a mix. Changing 'c=True' to 'OverwriteSkins=True' fixed it.
The line below (with c=false) worked, giving a mix of both vipers (deleting 'c=false' also worked). But the comment mentions Mutons?
; For example, this command will add the Muton Centurion skin, giving you a mix of both Vipers.
Lines to change the general didn't work.
+RESKIN=(EnemyName=AdventGeneralM1, SkinName="SkinName="GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM2_M", OverwriteSkins=True)
+RESKIN=(EnemyName=AdventGeneralM1, SkinName="GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM2_F", OverwriteSkins=False)
Deleting the extra 'SkinName="' didn't fix it. The generals still looked like generals.
as example possible to change muton to muton centurion?
and if yes - where should i seek model names? thanks
It would be cool if you could detail your configs and the required steps/mods in a discussion for others to see/use :)
XAdventTrooper.Archetypes.GameUnit_AdvSoldier_M
- which is what you would need to set in -this- mods configs to the ABA units, to then use the LWotC AlienCustomiser configs
~ GoodLuck!
Context: When balancing the ABA mod with LW, I noticed that the gatling troopers at m2 and m3 change their names to gatling sergeants. So then I thought "It would make more sense for them to have the captain helmet" (since in LW, the advent sergeants have the captain helmet). So I tried using the alien variations config that LW uses, but it ends up looking kinda ugly with parts overlapping each other(or like a frankentrooper). I know it's been a while since you got a comment on this mod, but I'd appreciate the help. thx :)
i was planning on trying to do it through blender, but if there is an easier way that would be great
That'd be it. This mod can swap out models, but if the unit is made of cosmetic parts it's using a completely different system this mod doesn't interact with.
Why are you using either the old wpf launcher OR the new 2k one??
You should ideally be using the AML [github.com]
@porygon. im on aml
'...the older launcher for XCOM2 is still in the game files as a legacy .exe. It still works and everything. You have to find that launcher in the game folder/Binaries/Win64/Launcher folder, it's ModLauncherWPF.exe.
The mods have to be selected in that launcher as well as the 2k launcher. Then you can just launch it from the 2k launcher and it's good. The Reskinner mod was unchecked for me in that launcher, so I checked it off and it works. Nothing wrong with the .ini.'
+RESKIN=(EnemyName=AdvGrenadierM1, SkinName="GameUnit_BattleDroid.ARC_BattleDroid_M", OverwriteSkins=True)
Probably this problems exist with every viper reskin by your mod.
Putting animations inside .upk won't help.
And yes, problem only with specific animations type - moving.
Thank you very much!
Indeed problem was in template, "example weapon" template works just fine))
But i won't(probably publish this mod in workshop because it contains... some sensitive content.
And again, thank you and have a good day/night etc :)))
The default mod that comes with the mod tools is bugged, so you either need to build a mod from scratch or get a working version of the default mod template from the modding wiki.
However, you might be able to get away with just dropping the .upk right in Enemy Reskinner's Content folder. I'm pretty sure that works, but it's been a while.
Hi! Are you know any tips how to use your mod with own skins or alternatives how this can be made(i noob in modding)?
I found nice viper model in blender so attached it to in-game viper skeleton then imported to XCOM Editor where added materials, сopied and modified in-game archetype for use with it,tested it's work with animations(everything fine) then exported all as .upk.
To made it to work i used your mod.So made Default Mod, inside Content folder added my .upk file with everything(archetype, skeleton mesh, materials and textures) then simply added .ini file from your mod and wrote +RESKIN=(EnemyName=Viper, SkinName="ALT_Viper.ARC_GameUnit_Viper", OverwriteSkins=True) .Skin name took from archetype file.
Unfortunately this doesn't work((
How would I adapt this mod - with your permission and obvious credit given - for use with the base game (so the workshop release would not require wotc)? I can read the config files and edit, but I know nothing about XCOM modding proper. Is there a tag in your mod that locks it to wotc? Something I could change myself?
It's mostly for my own interest as I'd like to use this mod but in a base game run (plus shen's last gift and alien hunters). And naturally the launcher yells at me if the mod requires wotc.
> +RESKIN=(EnemyName=AdventPathfinder, SkinName="SkinName="GameUnit_AdvTrooper.ARC_GameUnit_AdvTrooperM2_M, OverwriteSkins=True)
but when testing by loading up a legacy skirmish and dropping the unit, its still got its old look?