i need a fix when i go to change torso and make invisible hands it just goes back to normal hands is there a fix???
I mean I'm not getting paid for any of this, as it is a passion project of mine, but I'm currently working an OST mod for XCOM 2 that's the soundtrack for "Spec Ops The Line" and there's plenty of music to work with, but what I was thinking was that since the game has lots of licensed music because of the radio man, and it is up front and center, was use all of the licensed music as the HQ (Avenger) music.
If I were to use it, I would leave a big heads up on the description page that these certain songs are in the game.
My brother heavily disagrees as he thinks it will bloat the file size as the game has a lot of music anyways, but more importantly he thinks that no one would want to hear the licensed music, just the original music made for the game.
I kind of understand his point, but so much of that licensed music happens at times that are very memorable for the game.So I guess I came here to get a second opinion, what do you guys think?
I've managed to convert the audio files from Chimera Squad and have them successfully play, only problem is now I've got 10k randomly numbered files with no way to tell which is which. I've spent a bit of time digging through the files but truth be told I have no idea what I'm doing. Is there any way to figure out which files relate to which character, or am I just out of luck?
Please help. I created a few mods for myself a few year ago and wanted to get into modding XCOM 2 again but ModBuddy wont compile any project. Even the default ones wont compile. Here is a snippet from the Output window. If you have any idea please respond:
Mirroring SrcOrig to working directory (Src) ...
\-------------------------------------------------------------------------------
ROBOCOPY :: Robustes Dateikopieren fÂ?r Windows
\-------------------------------------------------------------------------------
Gestartet: Mittwoch, 27. Mai 2020 17:57:12
Quelle : E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Development\SrcOrig\
Ziel : E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Development\Src\
Dateien : *.uc
*.uci
Optionen: /S /E /DCOPY:DA /COPY:DAT /PURGE /MIR /NP /R:1000000 /W:30
\------------------------------------------------------------------------------
0 E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Development\SrcOrig\
-1 *ZUS. Verz. -1 E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Development\Src\MyXCOM2Mod\
-1 *ZUS. Verz. -1 E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Development\Src\MyXCOM2Mod\Classes\
*EXTRA Datei 1291 X2DownloadableContentInfo_MyXCOM2Mod.uc
0 E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Development\SrcOrig\AkAudio\
16 E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Development\SrcOrig\AkAudio\Classes\
0 E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Development\SrcOrig\AkAudio\Inc\
0 E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\Development\SrcOrig\AkAudio\Src\
...
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4155
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1.2 k
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...
Command: E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\binaries\Win64\
Arguments: make -nopause -mods MyXCOM2Mod "E:\Program Files (x86)\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\XComGame\\Mods\MyXCOM2Mod\"
Done building project "My XCOM2 Mod3.x2proj" -- FAILED.
here is a treat for everyone who got this far:
pls halp!
I've been too busy to work on mods for a while, but now I have some time and decided to return to xcom2 modding. But now I noticed that the Tactical Legacy pack seems to have caused my mod's (wa's custom gear wotc) material overrides between helmet variants to break.
It's strange because in-game when I go through the helmets in order the materials will fail to update to the next one in the list. However, when I mouse around to the right of the list, avoiding variants that share the same mesh, it updates to the correct material specified in the archetype file.
It's as if the game doesn't read the archetype files at all if the previous one and the one you highlight next share a model.
I use material overrides to give options between decals or no decals for the helmets, as well as providing matte versions that go with anarchy's children T3 armors.
Does anyone have any idea where the issue could stem from?
sorry if I should ask this somewhere else or handle differently, I'm new to reddit.
I'm starting to learn xcom2 modding (for wotc) and have some basic questions
-
there's lots of guides for adding my own class, but what If I want to override an existing default class? for example tweak rules for rangers, whats the best method to handle that?
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is there a guide or something to use to easily see connections between different config files and classes? ctrl+f all over the place just getting tiring if there's another method out there
3. i'm seeing lots of guides for mods to base xcom2 but is there anything specific I need to know about wotc mods and how wotc works? for example I see it has its own folder with its own xcomgame folder and config files, etc... but does any part of wotc use the config files or classes out of the base game folder or is everything i need wotc in the wotc folder?
4. I'm finding lots of early mod guides, and even the people giving the guides constantly explain they are not sure if this is the best way because they're still learning. Is there a definitive guide anywhere for modding? youtube video series or something? Found a post with list of guides, many of which I had seen but it's lack of other / newer guides leaves me assuming there's not much out there
thanks ahead of time
I have the XCOM 2 source code found and browsed through it a few times, but I haven't been able to find anything about the individual enemies.
Essentially the mod is just going to be a 3x3 explosion that has both the sound, the infinite amounts, and the appearance of a typical frag grenade except that it applies Chryssalid poison to any valid targets in the blast zone. That's it. I just want to get introduced to modding the game before I go into anything such as attempting to balance it or make it tied to any autopsies.
Hello, help me please ... with this problem in the XCOM 2 WOTC SDK editor.
When loading the editor I get a screen with lost files.
=========================================================
Missing Files:
Can not find file 'XAudio 2'
Can not find file 'WinDrv'
========================================================
Missing Objects:
Package BLDGKit_City.Meshes.Trim in BLDGKit_AbandonedCity
FracturedStaticMesh BLDGKit_City.Meshes.Trim.WndwDeco_D_8x_FRAC in BLDGKit_AabandonedCity
======================================================================================
So I have been trying to update a Mod to WoTC from Vanilla Xcom (Mod is in Link: )
However after following the steps from this handy guide: ( )
I keep getting this error: Warning, Can't find files matching D:\SteamLibrary\steamapps\common\XCOM 2 War of the Chosen SDK\binaries\Win64\..\..\Development\Src\WoTC_RogueClass\Classes\*.uc
Does anyone know how to fix this? I downloaded the entire WoTC Modbuddy, and cant find that folder extension inside of the Win64 folder.
I am trying to create some actions that are triggered after the Chosen Retribution popup. I am using the Flawless mod listening for the Mission Summary screen that then does stuff. I looked through the source code and how Chosen Retribution screen is performed is different than Mission Summary screen.
Any help or guidance would be appreciated.
Thanks!
I'm looking to create a mod that involves transforming a unit into another while retaining its previous stats so it could turn back during a mission. before I can start I would need to find out how the faceless transform.
I am trying to create an ability that when button pressed takes the soldier out of concealment. Ultimately, I will give the soldier a temp boost as a result. Trying to perform the opposite to Stealth ability.
Will try to use this ability in LW2 and WotC. Will take snippet help in either.
Any help would be appreciated!
Hello I am trying to implement better stealth mechanic for Xcom 2. My idea is that after you shoot a target they will throw a flare/battle scanner to your position to try to spot you. However shooting is not turning ending for a unit in stealth so you can still run away and hopefully remain in stealth.
Is there anyway to mod this??? One idea I had was to make an Archon that whenever he was activated would immediately use blazing pinions on the offending solider. And all soldiers would have perks like Phantom and A shit ton of conceal charges to prevent the whole squad from being targeted. Furthermore the pinions would have their damage reduced to 1 w/no shred and would have their radius increased. The idea being that if a solider is hit/gets their cover destroyed they are revealed.
Do you think this is a good proof of concept? Any help would be appreciated! Thank you in advance.
And how difficult is it? I'm assuming a lot of it is hard coded and that you need to know code to do anything? I plan to take a look at the guides but figured I'd ask.
Is something like getting rid of the avenger entirely a possibility or no?
I just finished my voicepack for XCOM 2, and I don't know how to set the main icon in the steam workshop. How do I do this?
I've followed the guide in the sidebar plus other tutorials. I cannot get the sdk started.
At first I got the error about missing components, which I fixed by running the "vs_isoshell.exe" under binaries\redist.
After that, I haven't gotten much further than the splash screen for the sdk. It just crashes with a generic windows "XCOM ModBuddy Application has stopped working"
Same goes for if I launch the standard Xcom 2 sdk. Just crashes after the splash screen.
Any help would be appreciated. Just trying to make a voice pack mod
I hope you can help me out here Reddit, you're my last hope!
I'm pretty sure I followed every tutorial I could Google out there, but in any voice pack I create myself I cannot for the life of me get the sound files to play in the debugger character pool or tactical view.
I don't think I did anything wrong in ModBuddy, the .int file works and the voice pack shows up to be selected for use, template names match between .ini and .int, and everything's exactly the same as the example Russian voice pack.
In the Unreal Editor every sound cue plays as it should, I populated the entire voice bank (even unused lines) with soundcues, and after generating via tools > xcom utilities > generate sound banks I move them to my package and generate again without saving anything afterwards. The references all work too, by this time I must have checked ten times.
I save the .upk directly to the ModBuddy content folder to ensure the build always uses the latest version.
And still when I click preview I'm met with a resounding silence. I really want this voice pack to work but I'm about out of ideas!
For what it's worth, I think this person and I have the same problem. Whatever's mentioned here I also double checked:
I hope I'm overlooking something stupid that someone can point out to me, because I'm at a total loss!
So I would like to create my own voice pack, and I saw awesome tutorials how to do it. But I don't know which voice should I add and which dont.
I mean, when I am in the Unreal Editor Content Browser, I see all the voices I can add, but there is no "sample" of the original XCOM 2 voices. So I dont know it will be just a "running" sound, or a speech.
Is there any way to get one the the soldiers voices from the game?
So I was wondering whether or not entities in Xcom2 have hit boxes like in most other games. Any response is appreciated!
Hey Im new to x-com 2 modding and had this idea of adding a whole genre of new enimies to fight (battle droid). I have seen many other mods that add new enemy types so I was wondering, how does one make such a mod? I
m getting the basics down but some advice would help would a ton.
Hi there! Today I downloaded two voice packs and Alternative Launcher says they both identify as ExampleVoicePack so none is usable unless I unsub from either. Is there a relatively easy way of fixing this bummer apart from posting a comment in steam workshop hoping for original creator to read and fix OR installing humongous SDK? As expected simple file renaming did not do anything. Thank you.
So I've been able to mod and build and test just fine as long as I am just using .ini and .int files. As soon as I add a .uc file, even if it's empty the mod fails to build Has anyone else run into this problem with the WOTC modbuddy?
So i've been thinking about making a mod that replaces the lost incoming noise with a variety of dank funny noises and lines. However, I need to find the lost appeared noise first and have it replaced. Does anyone know where I can find it in the dev tools?
I am running into the problem where I cannot create a Defaultmod (Project file cannot be loaded blah blah). As far as I can see, there is no solution for this at the moment. I am looking for all the .uc files it creates to search through them. Is there any other way of obtaining or finding them?