Deleted32045420User Posted April 26, 2016 Share Posted April 26, 2016 (edited) I hope this will develop to a place to put your current efforts and recent advancements in XCom2 modding. This thread will be dedicated to showing off what you've recently achieved with the modding tools via code,modeling or any other asset work there is. to start let me show you what I've done today: This is the first effect and ability I have made for my Quantum mod, it's essentially a bind ability from the viper adjusted to work on a solider, I call it - Casimir Pull . Next I will work on a Superposition ability which will be like a multiturn mimic beacon. Edited April 26, 2016 by Guest Link to comment Share on other sites More sharing options...
TeamDragonpunk Posted April 26, 2016 Share Posted April 26, 2016 Hello! @Eladdy202 that looks great! Really excited for yours, MCM, and playable aliens! So we're trying to make a total conversion mod, but have been stuck on the Tactical Co-Op Mod. Would also love to contribute more to the highlander framework that would unite all out mods, but I'm still trying to play catch up with the rest of the community. We have some really talented artists who are making 3D dragons now (since the process will be time consuming). Hopefully, we can add them in late 2017. https://www.youtube.com/watch?v=7kOFOBqTDHo Link to comment Share on other sites More sharing options...
Deleted32045420User Posted April 26, 2016 Author Share Posted April 26, 2016 oh Man Dragonpunk this is AMAZING! the model is great and the texture work looks good, cant wait until your mods get into the hands of the public Link to comment Share on other sites More sharing options...
Yzaxtol Posted April 27, 2016 Share Posted April 27, 2016 I haven't got anything flashy to show yet, just working to include a total of 56 weapons for XCOM 2, both as a standalone mod and part of my overhaul mod, Spectrum. Check the Document Here Link to comment Share on other sites More sharing options...
LiQuiD911 Posted April 27, 2016 Share Posted April 27, 2016 (edited) @Eladdv202 This reminds me a bit of mass effect :) Some time ago I was daydreaming about Mass effect 1 as an xcom turn based game. I'm doubleposting the images from the map thread but whatever, here's my current project.http://imgur.com/a/YE6sX Edited April 27, 2016 by LiQuiD911 Link to comment Share on other sites More sharing options...
Zyxpsilon Posted April 27, 2016 Share Posted April 27, 2016 Easy.. qUIck(s) + LAByrinth + GeoscApps. Each of which have their own dedicated development project threads in the generic Nexus forum area. Some stuff nearly completed (UI & Flags), others standing at the concept phase with a few script code tasks (for LAByrinth) already done by SuperD. Link to comment Share on other sites More sharing options...
Deleted32045420User Posted April 27, 2016 Author Share Posted April 27, 2016 Continuing work on the Quantum mod I've been able to finalize 2 more abilities (I'll do an effects pass when i finish all of the abilities so far it's all pretty similar) Ionization- Acid everyone in a 5 tile diameter, 2 uses, 3 turn cooldown Superposition- Mimic beacon, 2 uses, no cooldown Link to comment Share on other sites More sharing options...
bunnytrain Posted April 27, 2016 Share Posted April 27, 2016 Awesome thread! It's really cool to see the new content that everyone is building here! Me... I'm chugging away on the Mod Config Menu (MCM). You can track our progress here: https://github.com/andrewgu/ModConfigMenu The documentation is mostly written, and there are a bunch of remaining bugs to iron out. Several modders in the community (Super-d22, BlueRaja, and abelancy) have been doing an amazing job helping with architecture, finding bugs, and contributing code, so we're getting very close to a proper 1.0 release. Unfortunately it doesn't lend itself to sharing screenshots/videos, but if you look at the example code I hope the elegance of the API design is obvious! Link to comment Share on other sites More sharing options...
Zyxpsilon Posted April 28, 2016 Share Posted April 28, 2016 Ohhhh -- that's what andrewgu (aka-Superd22) & you have been busy with lately. That Mod-Options IDE will become very handy for many external projects as it should provide an easy solution for "customization settings" of any given gameplay+whatever else mods, etc. There was this other similar "Options" project which is already uploaded to Steam.. but yours seems a little more explicit with its offered features and still is documented extensively. I really liked seeing that demo page (second screenshot on GitHub intro description) where various controls are shown.Looks very promising. I know i'll be giving such stuff a solid try once ready -- my qUIck_FLG (201 new nations & cities) could use some form of "settings control" device just like what you're planning. Link to comment Share on other sites More sharing options...
bunnytrain Posted April 28, 2016 Share Posted April 28, 2016 (edited) Haha Superd22 isn't "andrewgu", that's me. :wink: But Superd22 did contribute a sizable chunk of code and is entirely responsible for the UI looking as "native" as it does. Yeah, there's another options menu project. This one is more fleshed out in terms of sheer feature support (https://github.com/andrewgu/ModConfigMenu/blob/master/documentation/advanced.md), and is more concise to use as a consequence of its underlying mechanism for letting other mods call into it. The bunch of us who have been discussing stuff in the Github repo have been going over the API design absolutely neurotically, so I think it's become very developer friendly. Edited April 28, 2016 by bunnytrain Link to comment Share on other sites More sharing options...
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