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
I'm sorry to say this, but I probably won't update my weapon mods since my work on the inevitable weapon megapack is nearly complete. However, this statement might change later in the future if I decide that progress on the weapon megapack is going nowhere.
Sorry for the inconvenience...
Doubt it, because I didn't modify the templates at all. I think one of XCom 2's updates might have broken the feature.
i was able to make it work for the SVD in previous updates but now none of them work like that maybe something with one of your updates?
Modifying the action points never really worked for anyone, and I just don't know why.
BOM14_SNIPER_ACTIONCOST_CV = 1
BOM14_SNIPER_ISSNIPER = false
You can with the XSkin System by robojumper, however this weapon is not supported by the very mod.
Forgot the XSkin system doesn't support the M14. Sorry, but that's the only solution that I can come up with.
Quickest way is to use the XSkin system by robojumper.
so the DE vs Colt should be only about 15 - 20% difference in size but the mod makes it look more like 30% bigger or so
You're correct that there aren't any suppressed sounds for the weapon. No one's has figured that part out yet.
The pistols are already done, but the size of the Desert Eagle compared to the M1911 is very big, to the point that the hands clip through the weapon. I know it's not supposed to be held with one hand, but something's off about it.
Soon, but first for pistols I plan to port the M1911 and the Desert Eagle first as a replacement to Yard's ports. Hate to waste those weapons.
For starters, you should check out my weapon importing tutorial [docs.google.com].
Porting New Vegas weapons is possible, but you would need the cavity or Ambient Occlusion map, which these models don't have by default. I usually use a program to generate the cavity. It's not foolproof, but it gets the job done.
For the diffuse/roughness (_DIF) map, I've used the diffuse and took the roughness from the alpha channel.
For the Normal (_NRM) map, I delete the alpha channel of the normal and export it as is.
For the mask (_MSK), I would copy the specular map to the red channel, cavity for the green, and tint for the blue channel. For the alpha, if you have a map with glowing parts and metal parts, then its a matter of setting the emissive color to 255, 255, 255 RGB and the metal color to 128, 128, 128. You can omit the alpha if you don't need either.
That in mind, do you happen to have tips on porting New Vegas mods over to XCOM 2? I'm tinkering with the SDK myself, and I'd love to get some pointers.
Very possible. Technically, I can use those textures/meshes from his WRP mod for New Vegas.
Anyways, enjoy the new update and don't forget to report any potential bugs or provide feedback, rate and whatever.
Not sure yet. I'm currently working on trying to get a New Vegas modder's blessing so that I can port the AK47, AKS-74u, SVD, RPK, M4A1, etc. These weapons should blow CoD's weapon models out of the water, since they are a lot more accurate and the models are intact.
https://drive.google.com/open?id=0B-MviV9dytomZVFpZVB2TS11eFU
You can already upgrade the weapon to use throughout the whole campaign though.
About the stats though, I'll keep it vanilla since there are some people that want cosmetic weapon mods. You can adjust the weapon stats by editing the ini files in the workshop folder if you want different stats.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=641554054
I've fixed it in the latest update. If you're still having problems, resubscribe to this mod and see what happens.
Thanks for the quick responce. Has the hot fix been released yet? Thanks.
I think you need to resubscribe to this mod. There was a mistake with one of the scripts not reading the ini.
Try unsubbing then resubbing and see if that changes anything. I'll look into this problem in the meantime.
Backup your inis, so you don't lose anything.
It's something I'm going to do eventually, since I've figured out how to do this.
Having some WWII weapons would be awesome!
Hmm, I do have COD: WaW, but I've never considered porting WWII weapons.
I'll think about it though.
I am wondering if you could consider the m1 Garand :).
Many thanks.