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skilller317

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Posts posted by skilller317

  1. Well, I'm not able to play much, so I've decided to upload my personal mod which contains lots of  Soviet weapons each with custom sounds and some NATO weapons. This MOD is for those who want a different playstyle early game and it can be used for roleplaying. The soviet weapons and ammo are bulkier and less accurate compared to NATO weapons but provide higher damage and offers armor penetration.

    Requires X.CE V0.35.0 or X-DIVISION 1.0.10.

    MOD Compatibility: Seems to be compatible with other mods but must be loaded after X-DIV but before XCE.

    WARNING: IF YOU DOWNLOADED THIS MOD BEFORE 6/30/2019 DO NOT UPGRADE UNLESS YOU STARTED A NEW GAME ALSO DELETE THE OLD MOD FOLDER

    ALL MODS ARE INCLUDED IN A SINGLE DOWNLOAD LINK AS OF 10/10/2022
    MOD IS FREE TO MODIFIY AND REDISTRIBUTE WITH CREDIT GIVEN

    Google Drive: https://drive.google.com/file/d/10F6YWX8y-EQLsVjE4wuCbdClFYbvPWml/view

    Special thanks:

    Charon for helping me reduce file size.

    p6kocka for providing backup.

    Soviet Weapons:  High damage, high armor mitigation, low accuracy

    • Rifles: AK47, AK74, SKS
    • Carbines: AG-043
    • Shotguns: SAIGA
    • Precision Rifles: KSVK, SVD, Mosin Nagant
    • Pistols: Makarov, Nagant 1895 Revolver
    • SMG: OTs-02 Kiparis, PPSH-41
    • Other: RPG-7

    NATO Weapons: Low Damage, little armor mitigation, high accuracy

    • Rifles: M16, M14, HK G41, Galil
    • Machine Guns: M60
    • Carbines: M4, HK G41C, Galil Carbine
    • Shotguns: Saiga, HK FABARM FP6
    • Precision Rifles: Barrett M82A1, Remington 700, PSG1, Galil Sniper
    • Pistols: Colt 1911, S&W M15, Desert Eagle, Glock 17, Beretta M9
    • SMG: H&K MP5, FN P90, THOMPSON, UZI

    Psionics for Xenonauts:

    Adds three tiers of Psi Amps mk1, mk2 and mk3 unlocked through research. Each tier boosts the abilities range, radius and damage but requires a corpse of a caesian psion corpse and the previous tier unlocked. The requirements can be edited in researches.xml.

    Abilities:

    • Mindblast - stuns a target deals extra damage to robots
    • Pyrokinesis - sets an area on fire
    • Illuminate - lights an area up (used to work but now it doesn't)
    • Kinetic Blast - explodes an area (like a grenade on steroids)
    • Doubt - suppresses a target

    Known Issues: Make sure to reload the psi amp in the loadout screen with one of the abilities found under rockets.

    CAS MOD:

    You can call in air support using a radio found under the explosives category. Like I said it is very OP but somewhat balanced due to the inaccuracy and how much the radio weighs. May cause lag on older computers.

    Atomic Weapons MOD:

    Adds two atomic bombs to the game. Has custom audio and has research/manufacturing requirements. Both of which can be viewed in research.xml and manufactures.xml. Also there is "radiation" in the blast zone using the toxic gas effect.

    Tranquilizer Guns MOD:

    Adds 6 tranquilizer guns 3 rifle tiers and 3 pistol tiers for capturing those pesky aliens. Includes custom sounds, custom projectiles and all the good stuff.

    Grenade Launchers MOD:

    Adds 4 grenade launchers (m79, HK 69a1, china lake and Milkgor MGL) ballistic tier, laser tier, plasma tier and mag tier. They are unlocked once you research the appropriate weapon tier. All have custom sounds and use 40mm variants of the different grenade tiers.

    Known Issues: Make sure to reload the grenade launcher in the loadout screen with one of the 40mm types found under rockets.

     

     

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