-
Posts
81 -
Joined
-
Last visited
Nexus Mods Profile
About Obelixdk
Profile Fields
-
Website URL
http://CreativeXeno.dyndns.dk
-
Country
Denmark
-
Currently Playing
Xcom 2
-
Favourite Game
Xcom Enemy Within Long War / XCOM 2
Obelixdk's Achievements
-
or just download it from steam?
-
Solved the problem myself :)
-
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??
-
Shoulder Cannon animation test + sound sync
-
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 :)
-
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
-
reply from 2K support team
-
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
-
windows 10 here
-
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
-
i have an open ticket at 2k at the moment.. will let people know what they tell me
-
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" :/
-
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 ========== :(
-
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..
-
Wristblade animation and sound test basicly just a slightly modified version of the skullhack animations :)