Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Very kind, thank you
@OverlordMGC
Sell to black market
@Grei Shoutmon, @Leytra, @Ghost
Ah, unfortunate, sorry for the discrepancies :(
can't wait to see more:)
This mod by itself adds the Cannibal as a normally spawning enemy. This mod combined with it's raider faction counterpart will spawn the cannibal as a third party enemy: Raider Faction: Reapers
Thanks man, appreciate it! I agree about the sectoid voice, but is what I can offer at this time
Hi, yes so you can fully customize how and when these units appear via their encounter lists as mentioned. In regards to the broken animations caused by an overhaul mod - if another mod edits these base game animations, that is going to conflict. Going forward, I'll update my best practice to make a copy of the animation set instead of using a direct reference, but I can't always anticipate incompatibilities unfortunately.
If I recall correctly, the Raider Faction option is there for people who want the Reapers\Collectors to be a third faction rather than replace ADVENT.
You might have been told this already but this mod is kind of incompatible with advent overhauls (advent to empire and advent to emporium of man). Since the animations are replaced I often see this monster T-pose among other wonky animations. Is there any chance you can use animations from another creature mod rather than sharing with a vanilla alien?
[...]\steamapps\workshop\content\268500\2234432616
@Jill Sandwich
You got it :)
I've also noticed there aren't any file for this mod in steamapps>workshop>content>[XCOM AppID] where all the other mods are stored. Am I missing something here?
awesome man, and thanks for all the answers. also hopefully we will see a replacer for sectoid down the road.
cheers!
Yeah, I can update this in the future but since its not game breaking might take a while before I revisit.
ah i see, yeah it's too much trouble, not worth the time. never mind then.
1 more thing, in the config files for cannibal stats, we can tweak a bunch of stuff, which is awesome, but we can't tweak weapon damage. is there any way you can add a line for us to change the weapon damage value?
cheers!
1. Possible, but beyond my current scope - for similar reasons as #2:
2. I discovered 'sounds' are associated with animations - I would have to recreate every single animation sequence by hand to trigger each individual 'cannibal' sound effect. It's more effort than I can offer with competing IRL responsibilities unfortunately.
3. Yes, this is possible
4. My understanding is A as well. Higher the number, higher the chance of being included in a pod.
Hope this helps!
@Gentleman-Velocirapators
Time shall tell :)
A. spawnweight simply dictates the likelyhood of a unit being picked by the system. ie, the higher the spawnweight, the more likely the system will pick this unit when it generates a tactical mission.
this is my understanding and seems to be confirmed by testing all this time since encounterlists.ini is implemented. i set spawnweight for units like brute and praetorian to pretty high , at around 50-60. and they seem consistently spawn more than lower weight units like collector infantry units.
B. spawnweight dictates how much space a unit takes up inside a spawned pool for a tactical mission. ie if the spawnweight of a unit is high, it actually makes the system to spawn it less, because it takes up too much space. this is bad news, it has the opposite effect of A, especially for those of us who want to spawn more mass effect units in each mission.
thanks for the fix, they spawn normally now in game and they look awesome in game ! :D
a few small suggestions and a question:
1. currently it's weapon effect is a green beam, is it possible to change it to a ballistic weapon effect ? collector rifle firing effect ( and sound ) might be a good fit.
2. currently cannibal uses the sound of sectoids, which is very high pitched and therefore kind of jarring. if i remember correctly, cannibal in ME3 has this kind of lowkey roar. is it possible to change the sound of sectoids to the sound of the faceless? default faceless has this lazy, lowkey roar, it's not as loud and strong as berserker's sound. so i think it might be a good fit for cannibals.
3. since they use the same animation set. is it possible to make a replacer for default sectoids? sectoids is a very common enemies from the get go, and also i don't mind seeing cannibal uses the full set of abilities of sectoids, so just a model swap.
continue to next post.
Welp, I took a look at the Encounter-Spawn lists and I believe you're right. I've made an update this morning to correct. The enemy should now appear appropriately as a follower between force levels 5 - 15. Can you let me know if the enemy spawns going forward? Thank you
@ScrmblesThDethDealr
Yeah, I think I can work on something for that.
@M.O LILSLIMCAT
One day
@tastiger841
Good points
@Novash
Yes, these models are rigged to specific animation sets. If a new enemy replaces an existing enemy, we would want the animation sets to sync up, otherwise abilities and movement will be very wonky.
The modders who made Advent to Imperium used the Callidus assassins for Faceless, and Culexus Assassin for the Warlock.
So my guess is it depends on which reaper you want to be the replacer.
Well I was thinking more about their physical appearance rather than their ME-canon capabilities
@NightNinja54
You mean the animation set for the vanilla faceless?
Haha, it's up to you if you want to wait for them all - but remember everything is always a work in progress. I can't promise a day when it will all 'be done'. The good news is that you can add these enemies to in-progress campaigns and they'll show up like they were always there. But yes, Banshee up next - tbd from there.
Terminus Forces is definitely one I want to round out, especially with all the development collector/reapers and cerberus has received and will continue to receive.
For ruler/chosen stuff, it's on my ideas backlog - so hopefully one day, but also may be a while since I'll have to familiarize with those systems.
@Novash, @tastiger841
It's more about the rigged animation set than the model appearance for replacers
Not to mention that I really want to know how the Terminus Forces enemy pack is going to pan out...
Also.... random nonsense thought but if there was a way to add ruler/chosen equivalents to raider factions - Kai Leng as discount Assassin? Or should he remain rotting in an advent prison to shank people with toothbrushes and steal cereal?
Shame, they have the perfect look for it, with their contorted grotesque form
The update for Multiple Sitreps on the 25th will allow you to further customize how the game pulls sitreps. Both the Collector-Reaper 'Raider Faction' and 'Forces' are available sitreps that can be included in the multiple sitrep customization configuration file as desired.
@Novash
Hopefully Faceless replacer one day, it won't be a cannibal though.
@Jill Sandwich, @FluffyOwO
:)
omg, yes! incoming banshee confirmed! thank you so much! :D
Yes, it's in development. Cavily ported the model and it looks wonderful. I will attempt to make a faithful adaptation while working within the restrictions of the animation set available.
@Spunkn, vika fenryka, brbsharkweek, tran.bronstein
:) thanks folks, enjoy