Victor_Tadeu Posted September 10, 2014 Share Posted September 10, 2014 New weapons! Oh, man, I love new weapons! And a anti material rifle!? Downloading it right now!!! Uh, and by the way... new grenades, ahn? The first thing I thought was "I love the smell of napalm in the morning"! Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted September 10, 2014 Author Share Posted September 10, 2014 I have the GOG version. Do I need to install CE and settings separate from the mod? Thanks You can still apply this pack to 1.09 Pure Xenonauts. ^^ Question, currently mid way game of a 5.31 version.Are the save games compatible? (so can upgrade to V6?) thnx! No, sorry about that. Is not compatible hi TD,found the first issue in my gameplay, the projectile of the alien anihilator phase is dont know how to explain it..when they shoot, they create a redish bright square around it,but the problem is that is TOTALLY squared. if you search in /mod/xnt5.4/projectile/staryou will notice what im saying, i changed to the pl_blue version and the "square" dissapear, i guess this is because it wasnt saved right or something . This is a old problem, I was unable to fix some of the texture issues in this engine. Quote Link to comment Share on other sites More sharing options...
Victor_Tadeu Posted September 10, 2014 Share Posted September 10, 2014 TD, since you are around... can you talk about the new guns? I mean, they are a tear above or beloow the old new ballistics weapons or are parallel to it? Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted September 10, 2014 Author Share Posted September 10, 2014 TD, since you are around... can you talk about the new guns? I mean, they are a tear above or beloow the old new ballistics weapons or are parallel to it? Of course ^^ In some minutes I will post a guide for tech and new features. ^^ Quote Link to comment Share on other sites More sharing options...
Alewalek Posted September 10, 2014 Share Posted September 10, 2014 Painfull proces of instaling but succesful. Can somone tell me now if I wana add some modifications- like visual change of armor pictures or medals, or add mappacks or FiTH of Kabil do I have to replace files in main game or just in mod section of XNT? Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted September 10, 2014 Author Share Posted September 10, 2014 Painfull proces of instaling but succesful. Can somone tell me now if I wana add some modifications- like visual change of armor pictures or medals, or add mappacks or FiTH of Kabil do I have to replace files in main game or just in mod section of XNT? Depend in whatever you want. If you mod something that XNT dosent touch by XNT graphics mod the main assets directly. Quote Link to comment Share on other sites More sharing options...
podbelski Posted September 10, 2014 Share Posted September 10, 2014 Depend in whatever you want. If you mod something that XNT dosent touch by XNT graphics mod the main assets directly. how about two mappacks - from Kabill and from Skitso? Quote Link to comment Share on other sites More sharing options...
Alewalek Posted September 10, 2014 Share Posted September 10, 2014 (edited) Its complicated what iam changing by i get the drill. If I want replace how armor looks- then mian assets but if I want this armour pictures in xenopedia then XNT assets right? @podbelski I presume main assets, casue there is no map folder in XNT assets but FiTH I dont know probably main ass well right? Edited September 10, 2014 by Alewalek Quote Link to comment Share on other sites More sharing options...
blackwolf Posted September 10, 2014 Share Posted September 10, 2014 (edited) skitso and kabill maps: ALL IN THE MAIN FOLDER armours : the image on the main folder, the xenopedia images versions on the /mods/xnt/xenopedia images folder medals,rank images,custom roles images,ui screens,aircombat images,aircraft,ufos and almost everything else: on the main folder . FitH: download and use the mod tools from the launcher, select the zip from whenever you have it and them apply...the same with every other mod that use XCE instalation method (in the main page of everyo mod the dev will tell you if you need to use this method). Edited September 10, 2014 by blackwolf Quote Link to comment Share on other sites More sharing options...
Alewalek Posted September 10, 2014 Share Posted September 10, 2014 (edited) They say that FiTH goes only with maps and tiles and I presume this has to go to main ass well so not sure that if u goes by moding tool you will do right. actuay if u in doubt u can place files in main assets and in xnt shouldnt make a problem unless this is xml files Edited September 10, 2014 by Alewalek Quote Link to comment Share on other sites More sharing options...
blackwolf Posted September 10, 2014 Share Posted September 10, 2014 mmmmm i installed it via mod tools, i searched again in his thread and there is two versions...one from 1.09 vainilla, and another one from xce0.26 and above....i suggest you to use the xce version wich is more easy to use and will keep you away from compatible issues (remember that xnt add "little windows" to the internal ufo doors...and i saw a lot of post because this in his thread). Quote Link to comment Share on other sites More sharing options...
Alewalek Posted September 10, 2014 Share Posted September 10, 2014 if u use it this way and its working then ok I' ll do the same thanks. Quote Link to comment Share on other sites More sharing options...
blackwolf Posted September 10, 2014 Share Posted September 10, 2014 dont worry pal, i glad to help you . Quote Link to comment Share on other sites More sharing options...
andqui Posted September 10, 2014 Share Posted September 10, 2014 Sorry if this is more to do with vanilla than XNT, but how do I equip the hunter with the rocket launcher? I've researched the rocket turret, then built one in the workshop, but in the garage screen I only see the .30 cal MG, I can't see anywhere to use the rocket launcher instead. thanks Quote Link to comment Share on other sites More sharing options...
drages Posted September 10, 2014 Share Posted September 10, 2014 Of course ^^In some minutes I will post a guide for tech and new features. ^^ Yeah it would be great. Waiting for it. U need to press scout car weapon and choose rocket.. Quote Link to comment Share on other sites More sharing options...
Alewalek Posted September 10, 2014 Share Posted September 10, 2014 (edited) @ blackwolf Did u actualy chek is it working for u, after instaling FiTH by moding tool i get this folder in mods but in GC crash site is like in vanila - no changes( no fire & smoke) and no compartment in ufo just 1 big room like in vanila. @TD About first GC misiion- i met 2 blue cesans without weapons that was running all over the place- they had 1-2 grenades only, and minor viper siting in ufo that didnt ataked me after i closed door to the ufo beeing 2-3 tiles away from it. Sory the viper was blocked by egg in ufo- but when i unbloked it by kiling egg he was nice and calm as pupy runing 5 turns right and left outside ufo and catching some metal objects that was going out of my soldiers firearms- similar to those cesans Edited September 10, 2014 by Alewalek Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted September 10, 2014 Author Share Posted September 10, 2014 NEW SMALL GUIDE POST IN THE MAIN TOPIC Any suggestion, questions or tips are welcome. Quote Link to comment Share on other sites More sharing options...
Alewalek Posted September 10, 2014 Share Posted September 10, 2014 @blackwolf checked it one more time- replacing map and tiles from FiTH mod in main assets is working fine but modular instal is not working- mod is instaled but not working with xnt. At least for me. Quote Link to comment Share on other sites More sharing options...
ventuswings Posted September 10, 2014 Share Posted September 10, 2014 (edited) Is damage number removed on Insane for Hell Gate? I noticed its lack straight away and was wondering if it was by design. Grenades also don't seem to explode immediately but at EOT, so beginning to worry if I messed up some sort of mod priority order when I touched xml files to remove map reveal etc. Edited September 11, 2014 by ventuswings Quote Link to comment Share on other sites More sharing options...
Victor_Tadeu Posted September 11, 2014 Share Posted September 11, 2014 NEW SMALL GUIDE POST IN THE MAIN TOPICAny suggestion, questions or tips are welcome. Just a quick notice: the Shotgun Street Sweeper is with the same photo of the M14 Hellfire assault rifle in the guide. But anyway awesome to see that kind of guide is back! I always loves to se directly what is new! Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted September 11, 2014 Author Share Posted September 11, 2014 Just a quick notice: the Shotgun Street Sweeper is with the same photo of the M14 Hellfire assault rifle in the guide Thx ! Im pretty dazed Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted September 11, 2014 Author Share Posted September 11, 2014 Grenades are intented, isane difficulty not. Quote Link to comment Share on other sites More sharing options...
ventuswings Posted September 11, 2014 Share Posted September 11, 2014 (edited) Thank you for the response, so I know I have to revolutionize my grenade doctrine without worry. Haven't seen that on the change log so was bit confusing. Also time to go modify damage number display then... Edit: Huh. Looks like I need to modify main config.xml? I don't see damagetext present. Edited September 11, 2014 by ventuswings Quote Link to comment Share on other sites More sharing options...
Tom Sawyer Posted September 11, 2014 Share Posted September 11, 2014 TD and all thanks again for this mod. I am grabbing it but as Sark told Allen FINISH THE GAME. I have restarted so many times so once I finish this firebat.... Oh who am I kidding. OPEN THE HELLGATE! Quote Link to comment Share on other sites More sharing options...
TacticalDragon Posted September 11, 2014 Author Share Posted September 11, 2014 TD and all thanks again for this mod. I am grabbing it but as Sark told Allen FINISH THE GAME. I have restarted so many times so once I finish this firebat....Oh who am I kidding. OPEN THE HELLGATE! Hahahhaha thank you! The mod is possible thanks to the cooperation of all the team and players support! Quote Link to comment Share on other sites More sharing options...
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