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i realy love it but 2 GB is a lot
Thanks again for the mod (and the many others I'm still enjoying).
Consider the Advent Plasma Rifle from this mod outdated as opposed to the newer one, for now just use one of the alternative weapons from the original mod since I'm not currently planning on returning to Xcom modding unfortunately.
The good new is after testing it (directly in my heavily modded environnement), the elite trooper attacks seem now normal.
Now I just have to see how it goes in the long run.
After having hit the end game, I'm encountering graphical bugs concerning advent elite weapons upon firing. For example, the elite trooper fires black polygons, which I'm interpreting as missing fx texture. At first, I was expecting some mod in my list to have broken something, but even when keeping only this mod and its dependencies (and testing it in tactical debug), the behaviour stays the same.
Is this a known bug ? (Or is there some required configuration I wasn't aware of ?)
I've red the log file and found some warning/error messages which could (maybe) related :
[0062.24] Warning: Redscreen: Compiling M_Plasma_BlurBlend_Sprite at run-time, please ensure this is part of the cooking process
[0062.72] Log: Missing cached shader map for material M_PlasmaSplash, compiling.
Always happy to hear people enjoy what I've made, it's appreciated!
I was hoping no one would ever notice! : P
https://i.ytimg.com/vi/XFVzOu-0Odw/maxresdefault.jpg
Your pigeon:
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR8-VPGS-az7QYzAOAEgKXVrOXzZU5GFlM8dhaDn9rKi4uEpKBELdyMCEcU9cy9I8KqHDo&usqp=CAU
Why would you even lie about this... unless you have some sneaky, clandestine, world ending motive that you've perhaps come to calling Avatar, the last pigeonbender.
But yeah this mod should mostly cover it, I didn't do gameplay changes to the Advent Hunter Sniper (or to any unit) so it should act the same way as it does in the original ABA
The Advent Skirmisher skin is inspired by Lago but it's not compatible with it since I use the same method they do here.
with the new advent hunter will it play the cut intro dialog for it?
and also we no longer need the old advent hunter mod and it's sniper replace mod made by you?
and with the new advent skirmishers do we need the other advent skirmisher skin mod from Lago?
And you'll have issues with any units using weapons or assets from required mods, this mod is entirely only skins so I don't quite understand the question anyways.
If you mean if the disabled assets are loaded in on a per mission/level basis then I don't know, if you mean as a whole for the game then probably yes.
Not sure how it effects loading screens/missions/menus but on it's own this mod probably won't effect it that much if at all but combined with several other mods then yes your loading times will be increased but as said that's more about the amount of mods you have than individual ones.
And in a potential case where you replace the unit's original look entirely instead of adding additional potential skins then I'd imagine your Alien squadmate would also have their look replaced.
Or it might not take effect at all on the player versions of the Aliens, again no idea sorry.
Anyways the reason the Advent General gets reskinned to Vanilla is because of the scripting that I used for animation reveal stuff that isn't implemented in this version compared to Odd's I think, since CX General Revamp does it's changes the same way, my mod overrides it since this mod is newer.
So yeah you will need to use the Enemy Reskinner mod config to change the base General to the CX model instead of removing lines that effect the General.
Or else, my almost six-month old comment doesn't make any sense --'
Anyway, this mod is great, thank you for it.
I've had the same problem as @TrooperCoon concerning the General revamp mod : I don't know why, but even with the config lignes commented, the M1 General template is reverted to its vanilla form (but the unit kept its revamped abilities and its golden pistol). Fortunately, I've found a way to make it work, by simply replacing the lignes with the templates of the General revamp mod :
+RESKIN=(EnemyName=AdvGeneralM1, SkinName="Gameunit_AdventGeneral_Retexture.ARC_GameUnit_AdvGeneral_ReTex", OverwriteSkins=True) ;
+RESKIN=(EnemyName=AdvGeneralM2, SkinName="Gameunit_AdventGeneral_Retexture.ARC_GameUnit_AdvGeneral_ReTex", OverwriteSkins=True) ;
+RESKIN=(EnemyName=AdvGeneralM3, SkinName="Gameunit_AdventGeneral_Retexture.ARC_GameUnit_AdvGeneral_ReTex", OverwriteSkins=True) ;
On another note in general, I do eventually plan to release an add-on mod for DerBK's better missions mod since units like the Alien Commanders reuse base game models, since it will be it's own mod that makes it optional.
Might put up a ghost template for the Plasma weapons if I ever find the time for it.
Only the base game ones anyways, the brand new units should not be affected, I haven't tried them both together but this is my presumption based on how the General Revamp is made.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1241956143