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Obelixdk

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Nexus Mods Profile

About Obelixdk

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  • Website URL
    http://CreativeXeno.dyndns.dk
  • Country
    Denmark
  • Currently Playing
    Xcom 2
  • Favourite Game
    Xcom Enemy Within Long War / XCOM 2

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  1. i have imported some new meshes for some advent troops but for the life of me cant figure out why there is no weapons showing for them.. i tried exporting a stock mesh for an advent soldier where the soldier had weapons showing, but when opening the fbx in Blender there is no weapon and if i just rename the file and import it back into the SDK without changing anything but the name it dosent show any weapons again.. what am i missing??
  2. Shoulder Cannon animation test + sound sync
  3. Ok i guess i managed to REALLY screw up my comp while trying to fix this problem so it requires a total reinstall of the computer.. Oh well.. At least i have backups of the most important things :)
  4. It didn't like I installed the SDK in a new drive so it's currently downloading the damned SDK AGAIN.. Will try tracktwo's fix after that
  5. I am currently in the process of clearing all traces and then reinstalling both the SDK and the game.. Slow process but it's better than just waiting 4-5 days for a reply from Firaxis / 2K.. Will let you know what the result is
  6. no i havent, but i can build the mods no problem though.. i hardly ever use debug mode anyway as it tends to screw up my char pool
  7. i have an open ticket at 2k at the moment.. will let people know what they tell me
  8. i am getting the same problem as you.. i have no idea what to do to fix it.. i tried uninstalling the SDK + deleting any leftover files, redownloaded the SDK and reinstalled the 2 required files.. still cant get past the "Loading objects referenced by: FoliageBrushSphereMaterial" :/
  9. i am getting this error when trying to build my predatormod now Launching script compiler for base game scripts... Command: C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\XComGame.com Arguments: make -nopause -unattended Log: Executing Class UnrealEd.MakeCommandlet --------------------Core - Release-------------------- Analyzing... Scripts successfully compiled - saving package 'C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\..\..\XComGame\Script\Core.u' --------------------Engine - Release-------------------- Analyzing... Error, Unable to create object of type 'SeqAct_Interp': native class layout differs from script layout. Please build C++ before continuing to avoid data corruption. Compile aborted due to errors. Warning/Error Summary --------------------- Error, Unable to create object of type 'SeqAct_Interp': native class layout differs from script layout. Please build C++ before continuing to avoid data corruption. Failure - 1 error(s), 0 warning(s) (1 Unique Errors, 0 Unique Warnings) Execution of commandlet took: 63.45 seconds Launching script compiler for new package scripts... Command: C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\XComGame.com Arguments: make -nopause -mods PredatorOutfits "C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\PredatorOutfits\" Log: Executing Class UnrealEd.MakeCommandlet --------------------Core - Release-------------------- --------------------Engine - Release-------------------- Analyzing... Error, Unable to create object of type 'SeqAct_Interp': native class layout differs from script layout. Please build C++ before continuing to avoid data corruption. Compile aborted due to errors. Warning/Error Summary --------------------- Error, Unable to create object of type 'SeqAct_Interp': native class layout differs from script layout. Please build C++ before continuing to avoid data corruption. Failure - 1 error(s), 0 warning(s) (1 Unique Errors, 0 Unique Warnings) Execution of commandlet took: 39.97 seconds Done building project "PredatorOutfits.x2proj" -- FAILED. Build FAILED. ========== Build: 0 succeeded or up-to-date, 1 failed, 0 skipped ========== :(
  10. Initial ingame test of animations.. the weapons are not hooked yet, so thats why they are floating, but i am pretty happy with this first test Now to figure out how to sync the damage and have the kill animation trigger an animation on the enemies too..
  11. Wristblade animation and sound test basicly just a slightly modified version of the skullhack animations :)
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