Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Commander Avatar
Archon Visual Diversity
Prototype Sectopod skin.
Advent Hunter's new Sniper
Shieldbearer Weapon visual replacement.
MOCX Mec Visual Replacement
does that override them and should we unsub to them? ^^;;
I'm currently not modding although anybody can take the Chimera Squad stuff here as long as they credit Firaxis and such.
You could make them work as long as you know the file names in the UPK's/Content folder and included them in the enemy reskinner ini (and place the stuff from that mod's content folder into a mod you have enabled)
The difference between this mod and that mod are which modded enemies it changes, etc.
Also, those enemy mods listed, are they compatible with the ABA version?
I feel like it's redundant anyways personally since this mod pretty much does what that one accomplishes but makes the skin gold.
I know that, loosely, you can combine say, Voicepacks all into one mod by putting their Content folder, localisation file & config together. Is it possible to do the same with Enemies? Like if I wanted the recently updated "Yellow" & "Aegis" Advent looks from Spectrum - would I roll e.g. their Content folder into this Mod's, set up the config to point at the right templates. And then have them as looks but not spawning-in enemies?
Sorry I'm talking in loops. Mods make my head hurt, but while I do love some more visual variety my rig doesn't appreciate picking from 100+ different options when creating a pod of units. So just rendering them down to looks would be a huge boost.
I'm sure it's possible but maybe not via the default configs of the mod as is but again I don't know.
Can this be used to edit playable aliens mod? Not the LW version (although thats part of the question) the normal game version, the one that adds Vipers, Mutons, Sectoids and Adromadons?
This mod doesn't do anything without the required reskinning utility mod if that's what's missing, otherwise I'd try clearing your configs (google Xcom 2 mod config clearing if you don't know how)
That's new and I can only guess it's a mod conflict somewhere.
"Reveal animations in general will have it so that Aliens with multiple skins might sometimes display another skin in favor of the one that they actually have, this issue is the same one from World War L and my Archon visual diversity mod."
Nothing that can be done about it.
"This mod is not compatible with my ABA version, there will be conflicts."
their rifle animations and Chimera Squad abilities without making them new classes. Would be a nice alternative to ADVENT soldiers. Showing that the Elders are getting annoying with XCOM's success.
ABA is not covered in this mod which is where the Heavy comes from.