XCOM 2
XCom EW helmets for SPARK's
59 Comments
ObelixDk  [author] 4 Aug, 2018 @ 6:15am 
Please read the last message i posted.. i am still REALLY busy with other mods and simply haven't had the time to update this one
Weebos 3 Aug, 2018 @ 10:15am 
Would love to see this make it to WOTC one day.
wookiecop 12 May, 2018 @ 9:09am 
wotc when?
ObelixDk  [author] 30 Sep, 2017 @ 9:54pm 
@everyone i am really sorry that i have not gotten around to fixing this mod yet, but RL and other mods have claimed alot of my time.. will try to get this fixed, but as of now, i can not give a time limit :(
Bacxaber 30 Sep, 2017 @ 9:01pm 
You adding the helmet or not, matey?
Sirabot 16 Sep, 2017 @ 4:44am 
Maybe it could use an update if you get around to it. The menu lag it creates is fierce.
MissingNo 8 Sep, 2017 @ 6:17am 
hey mate, would you update this for WOTC? should be fairly straightforward: https://www.reddit.com/r/xcom2mods/comments/6x3lfm/updating_your_mod_for_wotc/
Sirabot 7 Sep, 2017 @ 11:42am 
It works fine. Only 3 of the helmets textures are broken/blacked out. Woop woop

Still needs a little update. But yeah, it doesn't break the game or anything. My two favorite helmets to use work just fine. So... happy day :P
Bacxaber 7 Sep, 2017 @ 10:23am 
When you do, can you please add the helmet I mentioned?
ObelixDk  [author] 7 Sep, 2017 @ 5:41am 
I have not gotten around to porting this one yet guys.. Have not tested it so don't know if it's compatible
Sirabot 7 Sep, 2017 @ 2:14am 
Guess I'm about to find out lol... RIP
hygorct 4 Sep, 2017 @ 7:40pm 
works in wotc?
Bacxaber 12 Aug, 2017 @ 8:44am 
It's not, mate.
ObelixDk  [author] 11 Aug, 2017 @ 11:40pm 
that one should be in there.. i am not at my pc right now to check it, so cant be 100% sure though..

i BELIEVE all i left out was the stedson, open faced one and the barrets
Bacxaber 11 Aug, 2017 @ 9:12pm 
It isn't. You're thinking of the yellow visor. I'm talking about this: https://vignette3.wikia.nocookie.net/xcom/images/2/22/ESP_red_armor.jpg/revision/latest?cb=20121026162227
ObelixDk  [author] 11 Aug, 2017 @ 7:47pm 
If I remember correctly then that one is open in the lower half of the helmet and wouldn't work for sparks
Bacxaber 11 Aug, 2017 @ 4:55pm 
Not to be rude, but you're missing one of the helmets. The one with a red visor.
Weebos 28 Jun, 2017 @ 4:34pm 
I also have missing textures for Carapace 4. Just a black head.
zxcqwe 12 Feb, 2017 @ 4:45pm 
MEC_Head_Carapace4. maybe texture missing
handsomegrape 12 Feb, 2017 @ 7:33am 
The colors are off compared to the EW mech bodies. There's also one, I think it was number 4, that just appeared as a big black chunk, texture missing.
Medicman 25 Jan, 2017 @ 11:23pm 
Its not, I have all the once listed in the Pic above (Kevlar Head, Carapace Head 1-4, Ghost Head 1-4 Psi Head & Skeletal Head) Non of thos are the Reaper head in the Picture.
ObelixDk  [author] 25 Jan, 2017 @ 9:58pm 
that one should be there already
ObelixDk  [author] 25 Jan, 2017 @ 9:10pm 
because some of the helmets are only half masks, and would not work for the spark unit
Medicman 25 Jan, 2017 @ 7:22pm 
This dosen't come with all the Helmets, Why?
Slayer0fKings 18 Dec, 2016 @ 10:34am 
Only other thing I could think of is that one author who made a weapon skin system for all sparks using vanilla assets or Sparts kitbashes.
ObelixDk  [author] 18 Dec, 2016 @ 3:01am 
i can port armors / helmets no problem, but apparently its a different thing to port the weapon meshes.. for some reason i dont have any problems porting weapons to enemy units, but soldiers.. nope..
Slayer0fKings 17 Dec, 2016 @ 9:05pm 
Have you contacted the author of of the EW MEC ports maybe he has insights.
ObelixDk  [author] 17 Dec, 2016 @ 6:32am 
I have tried making weapon skins, but i must be doing something wrong in the export of the fbx file, because everytime i try and import the new texture to SDK it crashes..
Slayer0fKings 17 Dec, 2016 @ 4:04am 
can you make the minigun MEC skin for SPARK?
renanim 8 Nov, 2016 @ 9:57pm 
Can you make the EW railgun skin for SPARK?
Granudo 5 Nov, 2016 @ 7:52pm 
That remind me about a episode of doctor who, about shadow eating man, am i right?
ObelixDk  [author] 18 Oct, 2016 @ 7:06am 
Source file path = brain fart graphics ;)

I really am sorry for the mixup.. I'll be more than happy to put you as contributitur for this misshap :)
Mr Kablamm0fish 18 Oct, 2016 @ 6:49am 
Jeeze I sounded like a dick yesterday, sorry about that.

As it's a mistake, I won't go all ragey :p there's credits now anyway so all's good.

Keep up the good work :D

p.s. The file structure thing was more talking about the "source file path" in texture properties, it shows what folders the textures are imported from https://imgur.com/a/n10ZQ .
ObelixDk  [author] 17 Oct, 2016 @ 6:50pm 
@Mr Kablamm0fish it seems that i made a mistake when i imported the graphics into my mod, and i used yours by a mistake.. i DID export the files from EU / EW myself using Umodel for the meshes and Texmod for the textures, where i used my old files from the camo mod i made for Long war ( http://www.nexusmods.com/xcom/mods/551/? ) as Umodel only wanted to give me the textures as 64x64, but i used same naming as Umodel, and i guess thats why i mistook your textures for my own as they use same names.. ( http://imgur.com/a/3Agv8 the exported files from umodel and the files in the mod.. see.. same name )

If you take a look at my other mods, you will see i allways use the same folder structure (Predator Outfits and Bio Troops)

I WILL admit that i apparently made a mistake when importing the textures and for that i am truely sorry, and i thank you for the relaxed attitude towards this fuckup, and for the permission to continue to use the textures
Mr Kablamm0fish 17 Oct, 2016 @ 12:03pm 
I can't seem to find any messages about using assets, although I may have missed them, and I don't usually add people randomly on steam (shush the 2 people I've added with very little interaction) so sorry about that.

Fyi you are using my textures, which have been edited quite a bit, you'd have seen that if you'd exported them yourself from eu/ew (also your folder structures are kind of a giveaway).

I'm not going to make you change your mod (i.e. I give you permission to use the textures you have in your mod as of this message), but I would suggest actually getting an answer before using stuff from other mods, if you don't get an answer, don't use it.

p.s. I don't care about the material, it's probably straight up a copy of a X2 mat with some numbers changed anyway.
Woizer 10 Oct, 2016 @ 11:04am 
finally, thanks for this
ObelixDk  [author] 10 Oct, 2016 @ 10:02am 
I'll give it thought, that's all I can promise for now
Lago 10 Oct, 2016 @ 9:21am 
Lago 10 Oct, 2016 @ 9:20am 
The case I was attempting to make is that you aren't technically using his work any more than someone running EU/EW Ports normally is. Done in that way it's essentially a compatability patch.
ObelixDk  [author] 10 Oct, 2016 @ 9:08am 
@largo I know how upk material sharing functions, but I would see it as a better course to await his response / acceptance to use that much of his work... It's called politeness :)
Lago 10 Oct, 2016 @ 8:44am 
You're not copying any of his stuff though: you're telling your mod to call up his assets from his mod's directory and as such you're not redistributing any element of his mod in yours. All the files in your mod itself are completely original.
ObelixDk  [author] 9 Oct, 2016 @ 8:22pm 
@Fireborn i thought of doing it like that, but without Mr Kablamm0fish's permission i opted not to.. i might change it if he ever shows up again, as i myself have an old pc without super specs, so less memory consumption is better for me too.
But as it stands for now, i will have to do it this way
Mako 9 Oct, 2016 @ 3:25pm 
Beautiful, more SPARK options are always a welcome addition. Good work!
Coyote 9 Oct, 2016 @ 7:45am 
@lago: You can link upks together. I do it between part 1 and 2 of my own mod.
Lago 9 Oct, 2016 @ 6:46am 
Is it even possible to set the mod up as a dependency and have it load the models from another installed mod? If not the whole discussion's pointless, but if so there's a lot of potential there. You could have a core mod that has the skeleton in it and then mods that convert all sorts of helmets over for use by SPARKs: the EU ports, Capnbub's full helmets, the RAGE helmet... That's no more stealing other people's stuff than XSkin System is: it's providing the framework to use those assets in another way.
ObelixDk  [author] 9 Oct, 2016 @ 4:51am 
@krj12 haha yeah but I don't know if it's possible to add particle effects to helmets ;)

@fireborn nope, since the location of the head and the skeleton are different ;)
Coyote 9 Oct, 2016 @ 4:33am 
And just enabling the helmets for sparks AND soldiers would actually fix all the problems im having ;P
krj12 (Ken) 9 Oct, 2016 @ 4:28am 
That skeleton head looks cool. Now, if you could make it available as a soldier head and add a fire particle effect, that would be awesome. :)
Coyote 9 Oct, 2016 @ 4:23am 
@legion prime: All i know is if someone made my mod a required download i would be nothing but happy about it.

I do agree now though that this was the better choice ever since ObelixDk's reply.
I would not want linked up with someone elses mod that may be abandoned and the author unresponsive...

Im not complaining here... Im just simply trying to understand things and try my best to make it so i can use the content with my limited computer.