XCOM 2
Space Marine 2 Dreadnought SPARK (Warhammer 40k)
44 Comments
The Clockwork Gamer 21 May @ 1:57pm 
anyone know a good way to hide the SPARK's head??? I wanna use this mod but I cannot remove SPARK's head ;-;l
Raisen 8 May @ 1:43am 
@Player. Thanks. The DollHouse works horrible, as the game literally get stuck loading the colors and the tint still looks awful too. I will test if works in a moment.
Player  [author] 7 May @ 8:06pm 
@Raisen Tinting should be fixed now and work again without DollHouse if you dont want to use that mod.
Raisen 6 May @ 4:51am 
@Player ok, but i will have to change the Unrestricted Custumization, since that Is the one i been using, and according to the deacription, both are incompatibles.
Player  [author] 6 May @ 2:23am 
@Raisen Yeah some others reported that in the Tactical mod too. Changing how the game treats textures broke the tintables. Not sure how to fix that yet, for now you need DollHouse which still lets you tint
Raisen 5 May @ 8:25pm 
Check the tintables. Now i have all of them in red color except the default ultramarine.
Isaacklan 23 Apr @ 3:43pm 
I was thinking in my head when we see Sectopod, but the dreadnought comes to play

"THAT ABOMINATION IS MINE"

*throws a car at the Sectopod*

"IN THE NAME OF THE COMMANDER, I CAST YOU DOWN!"
🝥ሠĪꋊD乃レΛᗪ乇 19 Apr @ 9:27am 
SHUTTER AND DIE.
Player  [author] 16 Apr @ 1:15am 
@DREAMKEEM1 I dont know where the shields would be implemented in XCOM. I know some class mods make use of shields as weapons though but I have not learned how to add weapons. I suppose it could just be a cosmetic left forearm item but would clip everywhere and looks weird with the primary weapon.
DREAMKEEM1 15 Apr @ 10:29pm 
@player i love your mods, i hope u make more for warhammer i'm enjoying this a lot. A better idea u should make the bladeguard veteran shields from the game and the terminator from the astartes mods. Low key looking out for a chapter set mod.
Player  [author] 14 Apr @ 11:53pm 
@Keyes Thanks, enjoy! I hadnt even thought of the other two characters or any unique items they have

@Raisen Acheran's head piece is interesting, Ive added it to the Vanguard mod. Capes in general are a pain to animate though and dont end up looking great. Also Acheran's models specifically have a problem looking "blocky" which would be even worse on fabric.
Keyes 14 Apr @ 8:28am 
@Player Just the campaign ones! I just saw the update to your Tactical mod! You're awesome!!
Raisen 13 Apr @ 11:20am 
@player and Acheran's head piece and cape? the Phobos armor mod make me now have him in a 90% (Since the game already has a similar beard type and even some mods too). The only thing i add as as a subtitute for the head piece was from the Inquisitors mod, since the other old Astartes armor mods has a simlar one but it foesn't it doesn't attach to anything because it was made as an acessory for a helmet.
Raisen 13 Apr @ 11:13am 
@Player thanks!!!

I finally test them all yesterday (i have 4 with diferent weapons. Melee, Gatling type, Heavy Sniper type and cannon type). They are work just awesome. Even the one Melee, it seems to resort to punch with the non armed hand. The gatling one is even awesome because it looks as if is shooting from the weapon already. Also tested it in 2 Sparks and 2 MECs. One even has the Ordinance secondary weapon that make it looks like it shoots the rockets.

I also will try to see later today if works with the "Terminator class" mod, since those has access to the Terminator Canon and a special stance (you have to configurate it by select the normal or nerveous stance) when equip the canon and one of the Terminator armors you can craft in the proving ground.

Also You said it looks "Weird" without weapon, but i see Space Wolves Dreadnoughts without weapons and only double power fists. HMMM! i think i have another idea.
Player  [author] 13 Apr @ 7:55am 
@Keyes Which pieces were you thinking of? Acheran's shoulders are in the Vanguard mod, Calgar's are in the Heavy mod. I remember seeing Titus' in the files but didnt even think of the other two.
Keyes 13 Apr @ 5:32am 
I'm not sure what you're going to work on next/are working on currently, but could we get a pack with character-specific armor pieces? Titus, Chiron, Gadriel and Captain Acheran all have unique pieces unavailable to players.
Player  [author] 12 Apr @ 8:14pm 
@Raisen Added arms with just the hands, no cannon, it looks weird when shooting but have fun
tastiger841 12 Apr @ 5:04pm 
I edited him to be used as human and he moves like a ninja, lol

Only MostlyHarmless can animator it as he did with his 40k mods. Thank the Emperor there is MEC trooper mod so I can use him as human.

Iridar's SPARK Arsenal has Kinetic Strike Module, which can be used as melee. Just resize it until you can't see it.

It is good to see people are brainstorming to make the mod better!
Raisen 12 Apr @ 3:02am 
@Player Yes! that is my other concern, but this is more for myself because i have 1 MEC unit who specilize in melee combat only with shield. That is the reason. So i can have the option to not have the weapon if the MEC i did have those melee only specializations. Other than that, i still have to test it, because 2 are on cover ops and another 2 are waiting on infiltration.
Player  [author] 12 Apr @ 1:56am 
@Maverick Terminators would be awesome but they arent in SM2. There apparently is a SM2 mod though?

@Raisen Its possible to mirror the arm but then it wouldnt have any weapon showing at all. Wouldnt that look even weirder when shooting?

@daegyn1 @Clone303 I like the original dreadnought more too but SM2 only has this one. At least the unarmored torso kind of looks like the original

@tastiger841 That sounds beyond my abilities lol It should be possible to make the parts for a soldier but I assume the animations would be even more screwed up. Even the SPARK's animations are pretty human-like and it holds weapons and aims like a human
Player  [author] 12 Apr @ 1:55am 
Thanks everyone, glad youre enjoying the mods!

@[AOC] Kageno Its a bit complicated, I barely know what Im doing and it takes a lot of time. I googled up SM2 asset rip and followed the youtube video by Haus. I setup the mod tools according to Iridar's reddit wiki post. Then followed the guide here on Steam by Roknar to get started. Then learned to mess around in Blender and Unreal Editor. Also learned/copied from other mods. There was probably an easier way to learn lol and I havent even looked at adding weapons which seem even more complicated. I think that reddit wiki has a guide though.

Maybe if there was a quick and easy way to just use the models over original animations with the XSkin or WSR mods?
Lena'Vamme 11 Apr @ 10:04pm 
This dude has single handedly made mods that the 40k xcom mod couldnt do-
Ion 11 Apr @ 9:21pm 
Man, you are just doing the emperor's work with all these. thank you so much who ever you are!:steamthumbsup:
DREAMKEEM1 11 Apr @ 9:13pm 
yo you should make the blade-guard shields, and make the terminator form the astartes mob
tastiger841 11 Apr @ 8:25pm 
Good to see you use the guide to reduce the file size.

I have a solution:

if you create another Dreadnought outfit for human, then use Unrestricted Customization on the Terminator outfit from [WOTC] Warhammer 40,000: Armours of the Imperium mod.

You cut off the cannon, then use the Terminator Assault Cannon from [WOTC] Warhammer 40:000: Armours of the Imperium - Weapons mod as it attaches to arm. Or even better as I have some experience with weapons, so I can create the new cannon.

If you are interested please add me as a friend as it is easier to communicate.
Clone303 11 Apr @ 6:48pm 
nice but the old dreadnought is still the coolset aka the one in Dawn of War 1 and 2
daegyn1 11 Apr @ 4:39pm 
can you do other dreadnought patterns?
Sofakingcool 11 Apr @ 4:06pm 
Holy Terra....
Raisen 11 Apr @ 12:46pm 
@Maverick Terminators exist with the other mods. You only have to kitbash customizations between the old Astartes Armors mod and the SM2 mods if you want more options.

The reason is that there is no SM2 Terminator armor at all ... or at least one who isn't moded (recently a modder introduced the Terminator armor into SM2 with the Astartes Ovehault mod).
Raisen 11 Apr @ 12:27pm 
3 things.

1- is there a posibility to have the dregnought with both arms without a weapon as an alt option?

2- for bypass the weapon still showing and glitching over the model, use the Weapon Reskin and Weapon Resize mod and set the weapon to the lowest value (0.0). That will hide any visible weapon that might glitch.

3-after test, you can equip Gremlings but they are on a diferent category than Bit (at least in LWotC). It will depend of the mod as well. But that is the only way i find to equip the servo skull gremling to a Spark/MEC unit.
deewinn05 11 Apr @ 12:10pm 
Holy Terra...it's BEAUTIFUL
nathanx2000 11 Apr @ 11:23am 
HO-LEE-SHIT...
Sniffy 11 Apr @ 10:22am 
FOR THE EMPEROR!!!
blackegret666 11 Apr @ 10:22am 
ONLY IN DEATH DOES DUTY END. AND EVEN IN DEATH, I STILL SERVE.
Veliä A.Mihaly 11 Apr @ 9:43am 
weapon mod when...?
Raisen 11 Apr @ 9:31am 
Also, there is a Servo Skull mod for gremlings.

I will check the skin swap mod since i didn't do it.
Raisen 11 Apr @ 9:21am 
Yes!!! At last my run Is complete!!! Now i can modify the only thing in game that i had to kitbash from other mods.
Thomas Eichorst 11 Apr @ 8:29am 
Very sexy
Maverick 11 Apr @ 8:28am 
At this point we expect the terminators. Amazing work well done!!! :steamthis::steamthis::steamthis::steamthumbsup:
Deacon Ivory 11 Apr @ 7:21am 
I am subbing to these mods, even though I'm not doing a WH40K run. They're just so good! Lol. Excellent work.
Freelancer 11 Apr @ 7:16am 
DANG!!! Okay!!!! The Space Marine runs on here are about to get crazy
[AOC] Kageno 11 Apr @ 6:22am 
Hey Player I wanne know how can I add the models from Space Marine 2 into xcom. Because you said that you dont want to do the weaopns, I would like to do them. So could you accept a friend invite for communication.
lichen93 11 Apr @ 5:44am 
what you actually made it?
dylanbuck98 11 Apr @ 5:03am 
fantastic