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XCOM 2 mods have arrived! NMM XCOM 2 support added!


SirSalami

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http://s10.postimg.org/rwv1b6i2h/site_launch.jpg

 

The first batch of XCOM 2 mods have been uploaded! The addition of these mods marked the launch of  our new XCOM 2 Nexus Site which includes file, image, and video shares as well as a forum for anyone looking to talk about XCOM 2 modding.

 

One of the great things about modding is the wide variety of additions that authors create and these mods are no exception:

 

http://s12.postimg.org/9hc2sfxvx/mod_1.jpg

Free Camera Rotation by wghost81 is a retooling of her excellent and well implemented mod for Enemy Unknown that unlocks the camera rotation and is configurable via .ini edits.

 

http://s12.postimg.org/5twbmdpot/mod_2.jpg

Witcher Character Pool by DzjengisKhan provides the first character replacement mod, featuring Geralt and friends from the Witcher! So. Awesome.

 

The folks over at Long War Studios, known for their expansive and heavily praised mod XCOM: Long War, were given early access to the XCOM 2 SDK that has enabled them to bring us three mods on launch day:

 

http://s12.postimg.org/6kp1s5s25/mod_3.jpg

SMG Pack adds 3 new sub-machine guns to the game. Great for close encounters, when a pistol just won’t cut it.

 

http://s12.postimg.org/fgztw3iod/mod_4.jpg

Leader Pack adds new perks to the Guerrilla Tactics school, allowing leaders to buff their entire squad.

 

http://s12.postimg.org/wk2lrlzd9/mod_5.jpg

Muton Centurion Alien Pack brings a fearsome new class of alien mid-campaign, that features the classic Enemy Unknown ability “War Cry”.

 

Additionally, thanks to 2K’s consideration and of course, DuskDweller’s tireless efforts, Nexus Mod Manager now supports XCOM 2, effective immediately! This of course includes one-click downloads, intuitive mod management and more. You’ll be prompted to update next time you start NMM. If you haven’t tried this powerful free tool yet, learn more at our download page.

 

Those of you looking for more information about creating XCOM 2 mods can start by downloading the SDK from steam, found by selecting “Tools” in steam library search bar. Documentation is included the folder: Steam\steamapps\common\XCOM 2 SDK\Documentation. For more direction visit our forums where graciously, Amineri, long time Nexus member and part of Long War Studios is offering her expertise.

 

Given the quality of mods for the past XCOM titles, it’ll be very exciting to see how quickly things develop for the XCOM 2 modding community. Not only files, but contributions to our forums like Amineri’s will help ensure the community thrives.

 

Thank you for your continued support! Have a great weekend, Commander!

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In response to post #34270165.


rodiercz wrote: Hi
please can you make mod that will turn off rounds limitations?
Thanks


Why? It's an important tactical point in the game. It forces aggressive play. Keep in mind that:

1) Soldiers are supposed to get hurt, so you're encouraged to have a pool of soldiers to rotate through
2) Not all missions have limitations on the number of rounds
3) The missions that do have limited rounds do so not only for strategic purposes, but also thematic ones. There isn't much point in disarming a bomb that will never go off anyway, for instance.

That being said, the SDK is available for download to anyone who wants it, so you can always read through the notes and make this mod yourself.
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In response to post #34270165. #34326030 is also a reply to the same post.


rodiercz wrote: Hi
please can you make mod that will turn off rounds limitations?
Thanks
dwhite25 wrote: Why? It's an important tactical point in the game. It forces aggressive play. Keep in mind that:

1) Soldiers are supposed to get hurt, so you're encouraged to have a pool of soldiers to rotate through
2) Not all missions have limitations on the number of rounds
3) The missions that do have limited rounds do so not only for strategic purposes, but also thematic ones. There isn't much point in disarming a bomb that will never go off anyway, for instance.

That being said, the SDK is available for download to anyone who wants it, so you can always read through the notes and make this mod yourself.


Adding time limits to almost every mission in a game, which is supposed to be about trying different tactical approaches to a mission, is ridiculous. It actually limits aggressiveness in terms of trying new tactics; it rather forces you to play each level in exactly the same way - the one that proved to be the most successful in the previous level. It's just too risky trying new things. It was fun in the previous two games where it wasn't overused; this time around it is present in like 50% of the missions, and these are not all bomb missions. The in-game rationale of using time limit in many of these missions is also lame. Edited by lyubohar
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In response to post #34413945. #34581165 is also a reply to the same post.


voxk01 wrote: I downloaded mods via the manager and enabled them but they don't appear within the game?
any help?


*nevermind. Didnt see the thingy in the launcher.
Firestorm333 wrote: Er...I could use some help. How do you make it work?


Go to Binaries\Win64\Launcher in your game folder and execute the ModlauncherWPF.exe tick the mods you want to use, close it and launch the game normally.
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  • 2 weeks later...
In response to post #34413945. #34581165, #34649855 are all replies on the same post.


voxk01 wrote: I downloaded mods via the manager and enabled them but they don't appear within the game?
any help?


*nevermind. Didnt see the thingy in the launcher.
Firestorm333 wrote: Er...I could use some help. How do you make it work?
verath7396 wrote: Go to Binaries\Win64\Launcher in your game folder and execute the ModlauncherWPF.exe tick the mods you want to use, close it and launch the game normally.


installed / activated mods via the NMM, and when I open the "ModLauncherWPF.exe" file, there are no mods listed. After checking out some YouTube vids on modding XCOM2, I'm being lead to believe that these check boxes only load if you install your mods via the Steam workshop. @verath7396 Are you sure that there are supposed to be mods showing up in this area if you're only installing via NMM and not via the workshop?

***EDIT***
Woops! Currently running a cracked copy of the game (the FitGirl Repack) and realized that I had set my XCOM 2 game location to the cracked binary's location "...\XCOM 2\NoDVD\sam2k8\Binaries\Win64" instead of the typical Steam install's game directory "...\XCOM 2\steam\steamapps\common\xcom 2".

In other words, if you're running the FitGirl Repack, make sure your NMM shows the "XCOM 2 Mods Directory*:" on the "XCOM 2" tab in Settings as "...\XCOM 2\steam\steamapps\common\xcom 2". Once I had rediscovered / reassigned the game's location, I uninstalled / reinstalled each mod, ran the ModlauncherWPF.exe, checked each box, hit Play, immediately quit, then ran the executable file created on the desktop by the repack installer. Then BOOM. All mods are finally working. Sweet sweet victory. Edited by agentplatypus
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