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[1.65/X.CE V0.35.0] X-Division: The Devil's Toys (Addon)


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- 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

Edited by Keksimus Maximus
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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.

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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.

Edited by Keksimus Maximus
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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
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Sorry to bother you ...

While working through the file reducing the Ammo Clips i could not find AlienLightningScatter in the String file except for the part:   
 

<Row ss:AutoFitHeight="0">
    <Cell ss:StyleID="s87"><Data ss:Type="String">ManTech.AlienLightningScatterWC</Data></Cell>
    <Cell ss:StyleID="s87"><Data ss:Type="String">Alien Lightning Scatter ***ACCESS GRANTED***</Data></Cell>
</Row>

But nothing that would be the tooltip for Damage, Range, Clipsize, etc

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