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Calling all Modders: Producing A List of Active Mods


kabill

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Below is a list of mods compatible with the final release of Xenonauts. A full archive, including outdated mods, can be found here.

If you are a modder and wish to have your mod added to the list, please post on this thread or send me a PM.

Air Combat

[table=width: 700, class: grid, align: left]

[tr]

[td]Title[/td]

[td]Modified Files[/td]

[td]Description[/td]

[td]Compatibility[/td]

[/tr]

[tr]

[td]Flying Circus[/td]

[td]airplane and aircraftweapons[/td]

[td]Increases air combat difficulty and makes it more varied between different UFO types[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]You Can't Take the Sky From Me[/td]

[td]airplane and aircraftweapons[/td]

[td]Hard-mode air combat mod (WIP)[/td]

[td]v1.06[/td]

[/tr]

[/table]

Geoscape

[table=width: 700, class: grid, align: left]

[tr]

[td]Title[/td]

[td]Modified Files[/td]

[td]Description[/td]

[td]Compatibility[/td]

[/tr]

[tr]

[td]Dynamic UFO Spawns[/td]

[td]UFO mission types and UFO crew loadouts[/td]

[td]Makes UFO spawn types more random and mixes up crew composition[/td]

[td]v1.06[/td]

[/tr]

[/table]

Ground Combat

[table=width: 700, class: grid, align: left]

[tr]

[td]Title[/td]

[td]Modified Files[/td]

[td]Description[/td]

[td]Compatibility[/td]

[/tr]

[tr]

[td]Fire in the Hole![/td]

[td]gameconfig; gas_gc; items; researches; weapons; weapons_gc; xenopedia; UFO submaps; UFO ground tiles[/td]

[td]Redesign of UFOs to allow breaching of UFO hulls and enhances crash sites with fire and smoke[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Enhanced UFO Crash Sites[/td]

[td]gameconfig; gas_gc; all crashed UFO submaps[/td]

[td]Adds damaged tiles, smoke and fire to UFO crash sites[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Armoured Assault[/td]

[td]items, manufatures, researches, vehicles, vehicles_gc, armours, vehicleweapons, vehicleweapons_gc[/td]

[td]Balance mod for vehicles which also adds machinegun vehicle weapons for each tier.[/td]

[td]Compatible with final release[/td]

[/tr]

[/table]

Lore/Background

[table=width: 700, class: grid, align: left]

[tr]

[td]Title[/td]

[td]Modified Files[/td]

[td]Description[/td]

[td]Compatibility[/td]

[/tr]

[tr]

[td]Lore+[/td]

[td]researches; strings; xenopedia[/td]

[td]Extensive additions to Xenopedia all consistent with existing game lore[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Extended Soldiers Backgrounds[/td]

[td]strings.xml, soldiernames.xml, soldiernamesfemale.xml[/td]

[td]Adds a large number of additional background types for Xenonaut soldiers[/td]

[td]v1.06[/td]

[/tr]

[/table]

UI/Cosmetic

[table=width: 700, class: grid, align: left]

[tr]

[td]Title[/td]

[td]Modified Files[/td]

[td]Description[/td]

[td]Compatibility[/td]

[/tr]

[tr]

[td]Skitso's Oppressive UI[/td]

[td]Modifies almost all gfx and GUI files and most files in the /scripts folder[/td]

[td]Dark and moody GUI style[/td]

[td]v1.05 (and v1.06 I think)[/td]

[/tr]

[tr]

[td]Skitso's Sleek AI Turn[/td]

[td]GUI/GroundCombat/alienturn_icon; scripts/hiddenmove; scripts/hiddenmove_large; uitextures/black2[/td]

[td]Changes how alien turns are displayed for minimum contrast between alien and player turns[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Time Units First[/td]

[td]strings.xml, scripts/combatguiexport*.lua[/td]

[td]Small mod which changes the order of the TU and HP bars in the GC UI such that TUs are displa[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Skitso's Femonauts[/td]

[td]Female basic armour soldier body image[/td]

[td]Added curves on female xenonauts[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Skitso's Alternative Rank Insignia[/td]

[td]Rank insignia images[/td]

[td]Shiny new rank insignia[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Anderty's Triangular Cursor[/td]

[td]Default cursor image[/td]

[td]Triangular cursor image[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Exploding Zombies[/td]

[td]Zombie death animations[/td]

[td]Purple gore zombie animation instead of red gore animation[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]True Laser Beam[/td]

[td]weapons_gc[/td]

[td]Changes laser weapons to fire a 'true' laser beam rather than vanilla bolts[/td]

[td]Updated for v1.06[/td]

[/tr]

[tr]

[td]Jsleezy's Real Armors Mod[/td]

[td]Equipment screen armour images[/td]

[td]In progress - This mod aims to give the armors in Xenonauts a more military look.[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Jsleezy's Real Fighter SOUNDS[/td]

[td]Adds new sound files[/td]

[td]In progress - Jsleezy's Real Fighter SOUNDS adds around 105 new sounds to the game most of which are soldier chatter[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]Jsleezy's Real Fighter Portrait Pack[/td]

[td]Replaces soldier images[/td]

[td]In progress - This mod was created to add a little realism and personality to the game. This is a re-placer for all original portraits[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]KWill's Custom Role Symbols[/td]

[td]Role icons[/td]

[td]Replaces role icons with cool new ones[/td]

[td]v1.06[/td]

[/tr]

[/table]

Mod Packs/Overhauls

[table=width: 700, class: grid, align: left]

[tr]

[td]Title[/td]

[td]Modified Files[/td]

[td]Description[/td]

[td]Compatibility[/td]

[/tr]

[tr]

[td]XNT - Into Darkness[/td]

[td]Various balance/gameplay changes, so most![/td]

[td]Large mod which rebalances many aspects of the game[/td]

[td]v1.06[/td]

[/tr]

[tr]

[td]By Our powers Combined! Combined Mod Packs[/td]

[td]n/a[/td]

[td]Various mod packs combining otherwise incompatible mods, including Lore+, Skitso's Oppressive UI, Fire in the Hole and Enhanced Crash Sites[/td]

[td]v1.06 (Sort of. FitH/Lore+ needs updating)[/td]

[/tr]

[tr]

[td]Magnum-nauts[/td]

[td]weapons; weapons_gc; manufactures; researches;strings;items[/td]

[td]Weapon replacement mod that substitutes sci-fi weapons for a large collection of real-world firearms. Additional changes have been made to fit these into the game[/td]

[td]v1.05[/td]

[/tr]

[tr]

[td]Just-Another-Total-Overhaul-Mod[/td]

[td]Many. Expect incompatibility issues[/td]

[td]Many changes to alien stats and numbers, economy, weapons etc.[/td]

[td]v1.05[/td]

[/tr]

[tr]

[td]Asymmetric Weapons Tech with Plausible Advanced Ballistics[/td]

[td]weapons, weapons_gc, items, maybe others[/td]

[td]New and rebalanced weapons across all tiers[/td]

[td]v1.05[/td]

[/tr]

[/table]

Mod Tools

[table=width: 700, class: grid, align: left]

[tr]

[td]Link[/td]

[td]Function[/td]

[/tr]

[tr]

[td]Xenonauts Geographic Tool [/td]

[td]Useful tool for adding/relocating cities on the geoscape map[/td]

[/tr]

[tr]

[td]Resource Unpacker[/td]

[td]Tool for unpacking the unit and map images/spectres from their archive. If you want to do any map editing, you'll need this[/td]

[/tr]

[/table]

Edited by kabill
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You probably should add a short description of the mods in the OP too so people browsing these don't need to click all the links to know what the mods do. Also, you miss spelled my sleek AI turn mod (Skito's). ;)

Edited by Skitso
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Thanks Skitso. I've corrected the typo and added in a description column with some descriptions.

If mod owners would like me to change the description I've put in for their mod, PM me or post here with the replacement.

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Don't know. The final change-log didn't mention anything about it. But then, I was under the impression it was broken while something Chris wrote not so long ago implied to me that it wasn't.

Might be better to ask elsewhere, though. Not sure if devs are likely to be keeping an eye on this thread.

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Is there any way to install two mods at once if they modifiy the same file? I was planning on installing the Lore+ project and the Fire in the Hole mod, but I have no idea how to merge the files "strings", "researches" and "xenopedia". Any ideas?

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Is there any way to install two mods at once if they modifiy the same file? I was planning on installing the Lore+ project and the Fire in the Hole mod, but I have no idea how to merge the files "strings", "researches" and "xenopedia". Any ideas?

It is possible to merge multiple changes to a text file using the diff and patch utilities , if you learn how to use them. My Time Units First mod works that way, and I converted one version of Fire in the Hole to use it too (http://www.goldhawkinteractive.com/forums/showthread.php/10109-Fire-in-the-Hole!-Destructible-UFO-Hulls-and-Dynamic-UFO-Assaults?p=111859#post111859).

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