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Keksimus Maximus

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Posts posted by Keksimus Maximus

  1. 8 hours ago, Charon said:

    If you are not adding visual content than you can delete all .pngs, since they are getting loaded with X-Division anyway. Just use some powerful tool to search and delete all *.png, windows usually isnt too fast with searching.

    If you are adding new visual content you can add it once, and it will overwrite pngs defined in X-Division.

    That should decrease the mods size to a few mbs.

    • There, 41kb, not so bad now. ;)
    • Haha 1
  2. 7 hours ago, Charon said:

    If you are not adding visual content than you can delete all .pngs, since they are getting loaded with X-Division anyway. Just use some powerful tool to search and delete all *.png, windows usually isnt too fast with searching.

    If you are adding new visual content you can add it once, and it will overwrite pngs defined in X-Division.

    That should decrease the mods size to a few mbs.

    The main source of the large size is the spectres, some of them were fixed for the alien weapons and I can't really remember which ones were fixed and which ones were not, which is my mistake. I may just remove the spectre alterations for now and upload a new version when I can narrow down which ones need alteration.

  3. - Incoming Transmission -

    Hello humans, it is I, Paul. I have been privy to the knowledge that you seem to be scrapping down Imperial weapons to construct variants of your own, I am more than impressed with your efforts thus far, but what if I could offer you a simple yet elegant solution for your surplus advanced technology?

    Hmm? New schematics, exotic alien tech? No, of course not, I'm talking about simply shooting them with their own weapons. With some alterations I can make in a few Earth minutes, the weapons should be more than capable of being used by our forces when needed.

    - End Transmission -

    If it wasn't apparent, this mod allows you to use alien weapons obtained from missions, once they have been researched, of course, you may then equip them to your soldiers in the armory for use in future missions.

    Alien weapons damage has been increased to put them roughly on par with human Mk.II weapons since their damage in vanilla were rather low, generally, human weapons will outdo them in most regards and there isn't always an alien analog for weapons such as miniguns. Human Armor values have been altered to accommodate this change. Alien Weapons are now two-handed where appropriate.

     

    Alien weapons have received statistics screens in the armory like other weapons so you can see their capabilities.

     

    This addon requires X-Division 1.00.11c 

    https://www.mediafire.com/file/5arfu9ry095sla2/X-Division_The_Devil%27s_Toys.zip/file

     

    Installation:

    You must start a new game or else the mod will only work on newly researched items.


    1. Download the file (of course).

    2. Move the "X-Division The Devil's Toys" folder in the downloaded .zip file to                                                          (Xenonauts folder where X-Division is installed)/Assets/Mods.

    3. Enable the mod in the XCE mod manager and place it above X-Division in the load order.

    4. Play the addon, I hope. 

     

     

    Change Log:

    v2.0:

    • Added spectres for alien weapons that were not present in vanilla X-Division (Almost all of these were for pistol and shield combinations and predator armors).
    • Fixed Armory Strings for the Alien Advanced, Heavy, and Extreme grenades.

     

     

    Known Issues:

    • Alien ammo for some late-game weapons sometimes just does not recover properly from the battlefield, sometimes it recovers just fine. It is unknown to me why this happens (98% of the time it works just fine though).
    • Not really an issue, but to keep the Ceasans able to wield their shields and make their weapons two-handed for humans, an unconventional workaround had to be done. Don't equip a second weapon in your other hand when wielding Ceasan weapons or the weapon will disappear. 

     

    Author Notes:

    This mod allows the use of alien weapons upon research and barring some exceptions where a specialist is required to unlock them, this allows the use of certain alien weapons immediately. There is no way to mince words, this does make the mod somewhat easier. (Play on a higher difficulty than you normally would if you think it necessary).

    I want to establish that I had no part in creating any of the weapons in X-Division, that accolade belongs to the            X-Division mod team, I simply made an addon for their spectacular mod that allows the usage of alien weapons since the base game did not for its own reasons. 

     

     

     

     

     

     

    StunGrenade_desc.png

    Ion_Desc.png

    Ballistic_Desc.png

    Toxin_Spec.png

    • Like 2
    • Thanks 1
  4. I'm guessing the problem lies with the fact that alien grenades seem to have some odd properties that separate them from regular grenades, the foremost being that they seem to have an "ammo capacity" since they appear with a 1/1 below them as a firearm would. That being said, I'm not really sure why that is as I can't see anything differentiating them from standard grenades in the weapon_gc or weapons XMLs.

     

  5. 9 hours ago, Ruthless Reuban said:

    Mod makers (probably gone) might have better idea for this but usually in cases like this you are either missing something (some file(s) are missing some information) or something is named wrongly on some file(s).

    My suggestion: Replace. First try to make it work just by replacing one human grenade (say, fusion grenade) with one alien grenade, not making new grenade. Start modding one file at time (researches.xml, manufactures.xml, weapons.xml etc) adding alien grenade stats and see that it works. When/if completed, add back human grenade you removed. If works, add another alien grenade same way. When/if all alien grenades work, then add all human grenades back, they should work for obvious reasons. Should.

    Sound advice, I was thinking of doing this since it would be a surefire way to make it work or at least be a step in the right direction. Thanks for the help. 

  6. Not sure how much anyone would be able to help but there's no better place to ask. I'm making a sub-mod for X-Division that allows the player to equip Alien weapons procured in the field and equip them in the armory loadout screen. It works perfectly for the most part except for one thing; grenades. I tried the same method to get grenades equipable in the grenades menu but every time I unlock the grenade through research and try to equip it, the game crashes when you select the "grenades" tab in the armory. I've tried switching them from simply being (for example) weapon.alienstungrenade to weapon.grenade.alienstungrenade like most human standard grenades. I even updated the specters and alien inventories to reflect that change in the aiprops.xml, but the fact that I can't get the grenades to be equipable makes this fairly pointless. Any help would be appreciated, thanks in advance.

  7. The gamble is that almost all enemies in xdivision tend to rush you and a full autoshot to the face doesn't bode well if you don't have the armor, not to mention the inordinate amount of melee enemies that Xdivision adds to make melee even more of a risk.

    My second point is that despite their mitigation, there's almost always a gun that can do their job better and do more damage while leaving time units to reposition yourself.


    Also, it seems a bit of a missed opportunity making the scout armors have increased TU action costs, would have been ideal for melee weapon use if that wasn't the case.

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