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Joshuahoeth

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Everything posted by Joshuahoeth

  1. I believe they use a different ragdoll, if memory serves the Advent had their own dedicated ragdoll and so did all varients of humans, so since you are trying to fix this issue have you noticed civs don't ragdoll properly, they play a death animation, no matter how they are killed, but back to my topic the Sectopod's ragdoll does exist (infact you may have seen it your self) it appears to be almost ok just needs a bit of work *edit* could it be PHYS_Human *edit 2* The Gatekeeper's Ragdoll actually would work fine if we removed the robotic parts and added explosion effects that launch panels everywhere
  2. What does "PlusOne= X" mean for weapon stats I assume this is the chance the damage will be higher but isn't that spread?
  3. I know you can change them but that unbalances the game, what I really want to do is give them different weapon models
  4. you know you could be nicer about it and not call it ugly
  5. I just can not stand how for instance Andromedons and Mutons have essentially the same exact weapon yet the Muton's does so much less damage, same with the Advent Troopers different variants, not to mention they all have the exact same armor despite having more heath, does this bother anyone else or just me XD
  6. Just curious if this is possible with commands for testing/fun
  7. there is a mod out that adds a little number that displays above the cover symbol like this "X/X" while retaining the current HUD if that would be a good alternative for you
  8. Would it be possible to play reveal animations and Advent reinforcements and such without going into the camera angles, I prefer to stay in the overhead view but I like the reveal animations which I never get to see with the Action camera disabled, however the reinforcement animation still has a cutscene even with it off but that is beside the point, so would something like this be possible I imagine it would be
  9. Is this sort of thing even possible, from my understanding the editor currently doesn't like editing existing game data, but rather adding new data, so would we need to duplicate the Sectopod and make the new version spawn instead
  10. I'd love the idea of putting random armed civilians controlled by the AI on retaliation missions especially
  11. If this were the case it would make no sense, if a medikit could heal in a matter of seconds why would the base even have an infirmary
  12. Not especially I don't really tend to mess with anything relating to the grenades, this would likely need the editor
  13. You likely could do this sort of thing in the .inis with enough searching
  14. While the new Sectopods are amazing and all, their death animation is incredibly lackluster, and whilst browsing the editor, I found a physics Asset for the Sectopods, this however won't be as simple as replacing the explosion with the physics, for one, the ragdoll is incredibly broken the torso tends to flip out uncontrollably, it's legs also tend to fall off, but I was thinking that is a good thing. So what I propose is 1: Fixing the Ragdoll 2: Adding some smoke and various other particle effects, 3: possibly retaining the leg detachment, in EW most robotic units could Gib after all This mod request mainly formed upon how disappointed I was when I seeing the late game enemies die, they were so much more satisfying to dispatch in EW, due to ragdolling and if someone managed to do something unique with the Gatekeepers that'd be nice too
  15. I've been frustrating myself with particle effect life time values, can't seem to get any of the effect changes to appear in game
  16. As far as I know the Default*.ini files are the ones actually read, and loaded by the game, no clue what purpose the ones in documents serve though
  17. I can't even do anything more than .ini mods, no one has really told me how to do anything just what to do, I am in the same boat as you, would love to mod but have no idea how
  18. I made an interesting discovery when browsing through the Physics assets, I am inexperienced so correct me if I am wrong here but the Sectopod does have a ragdoll that is rather.... eh let's just say incomplete as it's skeleton is rather glitchy, or at the very least the main body is, so I am thinking it may be possible with some tweaks to replace the lame death animation we have now with a ragdoll, is this doable, Obviously we'd need to change the Physics asset as the one that currently exists is, as stated previously, a broken mess, but I for one love satisfying ragdolls and let's face it, the lame explosion we get now, isn't satisfying
  19. 1: A proper Sectopod Death animation with ragdolling and possible gibbing 2: Higher Building debris lifetime 3: Different Models for Advent variants
  20. Install path: C:\Program Files (x86)\Steam\steamapps\common\Xcom2\XcomGame\ User path: C:\Program Files (x86)\Steam\steamapps\common\Xcom 2 SDK\XcomGame\
  21. Oh and one other thing I know this is way out of my Skill level but would it be possible to add ragdoll physics to Sectopods, maybe make their legs and what not have the ability to break like EW, I just hate the unsatisfying cheesy explosion we get in Xcom 2
  22. I had the file paths wrong under options, the defaults were incorrect for me
  23. I almost think a small Number above the Health bar should also display it
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