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Vector

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  1. Vector

    XSoldier for WotC

    Version 1.8.0

    2,316 downloads

    1. INSTALLATION To install the mod just extract it to your game installation mod folder: \SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods NOTE: MAKE SURE TO UNINSTALL XSOLDIER VANILLA VERSION. IF YOU DON'T THE LOADER WILL TRY TO LOAD THE VANILLA VERSION AND WILL RESULT IN A CRASH! 2. ABOUT THE MOD This mod was initially developed to simply add a slider Customization option, to be able to have soldiers look more or less muscular. Aside from that I also made revealing versions of some of the armor parts (it's a WIP, and eventually I may refit more parts at some later point). But to achieve a slider it's a type of mod that changes the Soldier Animation Tree, so any mod that does the same will be incompatible (none that I'm aware of though). In order to make meshes (specially heads) to be slider enabled, its an incredible "destructive" thing to do, since the game engine doesn't allow for proper export of the existing meshes, so I basically had to "redo" all heads and that's why they look different from the ones on the base game. I added two new custom heads (Dustin and Chris Redfield) but I do plan to add more later on. 3. REQUIREMENTS Because with time I have added countless features from Alien Hunters DLC, it is now an absolute requirement. Without it, bugs will happen. XSoldier has support for XCOM 2 MCM, get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1122831824 Not a requirement but I advise getting this to fix a bug: http://steamcommunity.com/sharedfiles/filedetails/?id=665435869 4. FEATURES Although the mod started by being just a graphic mod, I generally do like to include some minor gameplay changes to go along with it. ----- NO BOOBS ALLOWED ----- As many of you know, my goal and mission is mostly to provide mods that focus on men, so this mod operates exclusively on male soldiers. There is also an option on the MCM that will allow you to automatically convert any female crew members on the Avenger to male. This will affect Clerks and Crew, but not Soldiers. If you want inflating boobs... ask someone else! ----- GAME MODES ----- NORMAL: The normal mode makes the game operate almost only like a graphical Mod. The soldiers will have a Weight slider on the customization screen, that will you to set a value for each. Some gameplay elements might be present, but they don't affect gameplay. To set the mode to normal, you must uncheck IMMERSIVE and STAT PROGRESSION on the MCM screen (false for both if you edit the INI). IMMERSIVE: The Immersive mode operates much like NORMAL, with the exception of the slider, which will be locked. So if you want to get a soldier bigger, you will have to use the GTS and the AWC. This mode will also automatically import a soldier's weight from the Character Pool, as long as a character with the same name exists. STAT PROGRESSION: As the name implies, this mode will change soldier's stats and abilities, which will influence the gameplay. Slider is also be locked, and no CP import will happen. For balance reasons each "body level" will have some buffs and debuffs. ----- GUERRILA TRAINING SCHOOL (GTS) ----- The GTS will now have an extra training staff slot, in which you can have a soldier to train. Just like any other training project, after a few days, the soldier's weight will increase. I have also made so that any soldier or NPC will be bare chest while at the facility. ----- ADVANCED WARFARE CENTER/INFIRMARY (AWC) ----- Training at the GTS can only get you so far, and to continue gaining more weight and increase the body level, you will need to subject the soldier to Gene Therapy. Once the appropriate project time runs, the soldier will be able to further increase his weight by training at the GTS. ----- TRAINING CENTER ----- I changed the Sectoid that showed up there into a more appealing Berserker. ----- BODY LEVELS AND ABILITIES ----- While playing with XSoldier on STAT PROGRESSION mode, soldiers will have to train at the GTS to be able to bulk up, and by doing so they get some buffs but also debuffs. Each level steps at every 20 weight: LEVEL 1 - LEAN: The first level, will be earned when you get weight at 20. LEVEL 2 - ATHLETIC: Earned when the soldier gets weight at 40. LEVEL 3 - ROBUST: At weight 60. Typically you will need to get the soldier under Gene Therapy to be able to reach this level, as by default, the Weight Cap is set to 50. The soldier will also gain immunity to panic, but become increasingly vulnerable to psionic attacks. LEVEL 4 - MUSCULAR: Set at 80. At this level, the soldier will earn the Rage Strike ability, the same from the oriinal Rage Suit, but no charges, and with a cooldown of 3 turns. LEVEL 5 - MASSIVE: Reached when you get the soldier at max weight, 100. The Soldier will gain the Wall Breaking ability, which allows him to break everything in is path... Who needs doors? Just smash through that wall and keep moving! Unfortunately, this ability will also break the Squad/Soldier concealment, forcing you to rethink your gameplay if you have a Massive Soldier on your squad. Some advice regarding Classes vs Weights. I generally built the Buffs and Debuffs around this order: Psi Operatives Sharpshooters/Specialists Rangers/Grenadiers/Commando Basically, the more weight you get, the more you will benefit if you are a more "Heavy" class. The motto is, Big and Dumb... A soldier at 100 weight, will be extremely susceptible to Mind Control, so be careful. I also strongly advise using Speed/Movement PCS, as the bigger they get, their mobility will be reduced and more easily visible by aliens. ----- ALIEN HUNTERS/CENTRAL AS A SOLDIER/RAGE SUIT ----- Central Officer John Bradford will now be available as a soldier, with a unique class, Commando. This class is basically a mix between Grenadier and Ranger, but instead of buffing grenades, it will buff Heavy Weapons. He can equip one, regardless of the armor being used. He will also be able to gain an extra level, Field Marshall, and can be a bit Overpowered. However, letting him die or be captured in battle, will end the game. Since at weight 80 in STAT PROGRESSION the soldiers will gain the Rage Strike ability, I have changed the Rage Suit ability to the Quake ability from the Berserker Queen. Because of the way the ability works, it will work differently on NORMAL/IMMERSIVE and STAT PROGRESSION. The 2 first, the ability is just a Rage Strike AoE instead of single target. In STAT PROGRESSION, the ability will also be able to disorient/stun/make targets unconscious. It was also added a "system" in the game that tries to always load Bradford, regardless of the soldiers who are already loaded and any INI tweaks that have been made. There are some occasions when he will not show up, or even show up in the wrong place using wrong animations but I was unable to determine the reason. ----- REVEALING ARMORS ----- Yep, thats a thing for me... if there are for women, why not for men? =P ----- BODY TATTOOS ----- XSoldier adds options on the customization to have Tattoos on other body parts besides arms. ----- MCM SUPPORT ----- XSoldier integrates MCM API, so users can easily change options in-game. Aside from the features already described, I'll skip explaining the options since most are self-explanatory. 5. WAR OF THE CHOSEN CHANGES Several design changes were made to XSoldier to better work with the expansion: Commando (Central's soldier class) is now a Hero class. It is still a mix between Ranger and Grenadier, but also has 2 new trees with some unique abilities: Officer and First War. Because in WotC expansion there are higher chances of getting Berserkers in missions, the mod will no longer change their spawn locations and rates. Due to the fact that the game now requires a larger amount of soldiers on your roster, I've decided to raise the default values of Weight Increase and Weight Loss to 20 and 10. They are still configurable on the MCM. Overdrive Serum will now also offer a new way to increase the soldier's weight. Each use in a mission will increase the weight for the duration of the effect by the Weight Increase value setup in the MCM. Once the effect is over the setup Weight Loss value will be removed. The Weight increase buffs the melee attacks, but no change will the the Physique ability on it self (Lean, Athletic, Robust, Muscular or Massive) until you end the mission and go back to the avenger. Due to the loss of mobility that results from increasing weight, was not setup as an intenger, sometimes (even in vanilla) moving to certain tiles, while visually seemed to indicate that the move would only cost one action point, it would spend 2. To fix this issue I have changed the values to intengers, losing 1 point of mobility for every physique level. To compensate for that, I also increased the value that PCS: Superior Speed grants. Weight Levels 1 and 2 (Lean and Athletic) will no longer grant armor bonus. Levels above weight 50 will increase Armor 1 point per level. Since I was messing up with the PCSs, I decided to also include 2 new PCSs: Hacking and Psi Power. So if you use a mod that also adds them, I would advise ditching such mod. The Armory Main Menu will now display the Weight stat for classes other than Psi Operatives and Sparks. Here's a table with the summary of the abilities for Central/Commando. Abilities in bold are new ones, and include a brief description (hover on an ability in bold to see more info): Squaddie Corporal Sergeant Lieutenant Captain Major Colonel Field Marshall HEAVY Heavy Weapons Shredder Maximum Ordnance Elerium Infusion Artillery Expert Rupture ASSAULT Sword Slice Blademaster Run and Gun Bladestorm Untouchable Reaper OFFICER Holo Targeting Tactical Rigging Inspiring Presence Resilience Counter Measures Rally Troops FIRST WAR Enemy Known Nemesis Lightning Reflexes Field Medic HEAT Ammo ----- PHOTOBOOTH ----- Three new backgrounds were added, and the mod will automatically generate five unique posters, similar to the loading screens. The MCM also offers the possibility of adding custom posters. The images must be in PNG format, and transparencies are allowed. The ratio and max resolution must be 800x1200, and they must be put inside the folder game user folder at: \Documents\My Games\XCOM2 War of the Chosen\XComGame\Photobooth\XSoldier\ Avoid using unusual characters to name the files (spaces, slashes, etc). Hifens or underscores are ok. There is also a check that will allow the game to exclusively populate posters using only the added custom images. Because the way the Posters are implemented in the game, I tried to design the MCM options taken in consideration not only that, but also what I think people would want to have. Posters, are "bound" to a certain campaign, so the Custom Posters exist in a specific campaign (CampaignID 999). When the game loads posters, it does so by CampaignID, so we can't have posters from different campaigns being loaded simultaneously. But, because I think that some people would like to have a mix of both Custom and "normal" posters, that's what the "Copy Database" option is there for, to copy the list of Custom Posters into the current campaign. 6. KNOWN ISSUES AND BUGS This is a list of known bugs/issues. If you find anything not listed here, please report the issue at the forums (www.vectorplexus.com): ----- GENERAL ----- If you have Scale enabled, Soldiers that are +50 weight will have the XPad Camera not properly aligned, which renders the XPad the rise out of the screen. Likewise, for the same reason you will see some silly offset when a Soldier is doing pullups at the GTS, and other animations might look less "optimal". There is a known bug with the game, that causes Proving Ground Experimental projects to not properly reward an item. Although XSoldier does not really add any new item projects, it seems to be causing this issue aswell. You can fix this by installing http://steamcommunity.com/sharedfiles/filedetails/?id=665435869 When Central is forced to spawn on the Avenger, it might not show up, or spawn in T-Pose. Bradford and/or soldiers are not showing up on the Avenger when they are slotted to workout? Unsure if its a bug or something that was changed in WotC. Workout and Gene Therapy Project miss proper alert warnings. ----- ASSETS ----- Lack of vanilla content: Because I had to "destroy" all original content, to make all meshes "compatible", I would need to refit all. It takes a lot of time, so in some cases I have opted to remove some content. Few minor mesh "bugs", that produce some holes, on shoulders/arms and on the butt. Arms Tattoos are being applied simultaneously on left and right arms. This issue its because how they are applied on the mesh by using a vertex colour filter, I need to re-export the meshes to fix it. The male Codex texture swaps between the original and the proper one. Some animations are sometimes displaying awkward poses. Broadly speaking, this is partially an issue with my mod, but some of it I believe it has nothing to do with XSoldier, since the issue also happens to ADVENT Units, and XSoldier does no change to those. There may be some of these issues that XSoldier may be responsible for, but I haven't investigated yet. ----- CUSTOMIZATION ----- The slider doesn't work very well when using the scroll on the mouse. I did my best to minimize this issue, but it may still happen. During Customization, you are able to have the Kevlar Armor sleeves with the bare torso. This is not intended, and everything is properly setup, so I can only assume its happening because of some Game bug. While at the Character Pool, changing torso or legs will cause respectively the torso and legs tattoo to disappear. This is just a "temporary" bug, and the tattoos will properly load when the pawn is refreshed/recreated. Normal Soldiers are getting the Skirmisher's hairs listed. Have to remove them from the XComContent since normal soldiers will not filter Skirmisher specific hairs. ----- FACILITIES ----- If the mod is installed and used in an already existing save, and if that save had a GTS or AWC (Infirmary) under construction, the slots added by XSoldier will not show up! ----- MISSIONS ----- Soldiers who have gained the Wall Breaking ability, will destroy the elevator on Shen's Last Gift Mission (The Lost Tower). I tried to see if I could get a fix, but so far no luck. Just don't take any Soldier that is 100 Weight on the mission, in case you play with STAT PROGRESSION. When a soldier gets resurrected by psi attacks, it will loose the weight and will get the double head bug. The Dropship cinematic doesn't seem to be applying the correct Headshapes, or at least not for Skirmishers, since its more visible. ----- UI ----- When promoting Central from the After Action screen, it doesn't move the pawn to the right, as it does for normal Hero classes. Until it is fixed, just use the Armory or Training Center to promote him. The PCS: Hacking will on some situations revert to the default empty icon in both the Implant slot and in the ability summary. This is of no consequence to gameplay. 7. GENERAL GAMEPLAY TIPS If you chose to use STAT PROGRESSION mode, you should consider the following issues: As a soldier gets bigger, he will lose his mobility, so equipping PCS: Speed on them is vital, otherwise they will be severely gimped. Be mindful that as soon as you have a soldier with weight 100 on your squad, the moment he moves, the squad will lose concealment. Avoid changing Mod Options in the middle of a mission or if that mission save was made with a different Mode setting. While I did some effort to make the appropriate changes on the strategy layer, changing stuff on units while in a mission is a bit more complex and I couldn't be bothered with it. 8. USABILITY AND COMPATIBILITY WITH OTHER MODS Some people have asked me for a LW2 patch, I tried and failed, and if you read the LW2 disclaimer, you will see that it's a mod that is very intrusive and changes A LOT of classes by overriding them. Overriding is the best method to do changes, but also to ensure mod incompatibility, and thats why I only override one single class, XComHumanPawn. I tried several times to implement the slider without any overrides, but the results were buggy. TL;DR: I will not provide any compatible patches with any complex mod such as LW2. However, XSoldier's Slider feature, still works with LW2, just not those things that change gameplay. 9. LOCALIZATIONS Since I can't really write everything on every available language, I'm leaving a call out to everyone that is able to do the localizations for me: GERMAN: Drakon FRENCH: Xenthas RUSSIAN: sh1ny/Ivik CHINESE: No one TRADITIONAL CHINESE: No one SPANISH: No one ITALIAN: No one JAPANESE: No one KOREAN: No one POLISH: No one
  2. Version 2.011.19

    122,656 downloads

    Original description by Vector: SAM Shape Atlas for Men by VectorPlexus Available exclusively on https://www.vectorplexus.com Please read and adhere to SAM's EULA. Please do not distribute SAM or its assets in total or in part on any other website than https://vectorplexus.com Introduction What is SAM? SAM is a male body replacer mod for Skyrim (32-bit version) and is meant to replace SOS (Schlongs of Skyrim). It introduces a wide variety of body forms that can be assigned directly or randomly to male characters in Skyrim. This is achieved by introducing three basic body types: "Normal" - Similar to the vanilla body. Ranges from skinny to, well, normal. "Samson" - Muscular, top heavy body form. Wide shoulders, small hips. Adds muscle definition to the body. "Samuel" - Fat, almost pear-shaped body form. Narrow shoulders, wide hips. Adds softness to the body. To create a nearly unlimited amount of body shapes, the Samson and/or Samuel morphs are "injected" into the normal body on a scale from 0 to 100. Furthermore, SAM adds male genitals, also lovingly called schlongs, that can be morphed, scaled and toggled on and off in-game, 5 different degrees of body hair, Beast Character support, Werewolf support and 13 poses. INSTALLATION REQUIREMENTS Setup without HDT And XPMSE SKSE http://skse.silverlock.org/ SkyUI https://www.nexusmods.com/skyrim/mods/3863 Racemenu v3-3-0 or older https://www.nexusmods.com/skyrim/mods/29624/ OR NetImmerse Override Standalone https://www.nexusmods.com/skyrim/mods/37481 SAM Core https://www.vectorplexus.com/index.php?/files/file/10-sam-—-shape-atlas-for-men/ SAM Textures (SD, HD or third party) https://www.vectorplexus.com/index.php?/files/file/10-sam-—-shape-atlas-for-men/ SAM Vanilla Refits https://www.vectorplexus.com/index.php?/files/file/10-sam-—-shape-atlas-for-men/ Setup with HDT and XPMSE SKSE http://skse.silverlock.org/ SkyUI https://www.nexusmods.com/skyrim/mods/3863 Racemenu (latest) https://www.nexusmods.com/skyrim/mods/29624/ Realistic Ragdolls & Force https://www.nexusmods.com/skyrim/mods/601/ HDT Physics Extensions https://www.nexusmods.com/skyrim/mods/53996/ SAM Core https://www.vectorplexus.com/index.php?/files/file/10-sam-—-shape-atlas-for-men/ SAM Textures (SD, HD or third party) https://www.vectorplexus.com/index.php?/files/file/10-sam-—-shape-atlas-for-men/ SAM Vanilla Refits https://www.vectorplexus.com/index.php?/files/file/10-sam-—-shape-atlas-for-men/ XP32 Maximum Skeleton Extended (XPMSE) https://www.nexusmods.com/skyrim/mods/68000/? Soft requirements for SAM's integrated poses: FNIS https://www.nexusmods.com/skyrim/mods/11811 (toggle "Skeleton Arm Fix" ON when running the FNIS tool) for Werewolf support: Moonlight Tales - Werewolf and Werebear Essentials https://www.nexusmods.com/skyrim/mods/59463/ SAM Optional Moonlight Tales Essentials Patch https://www.vectorplexus.com/index.php?/files/file/10-sam-—-shape-atlas-for-men/ Highly recommended Dawnguard DLC Refits by Afendor https://www.nexusmods.com/skyrim/mods/65853 Dragonborn DLC Refits by Afendor https://www.nexusmods.com/skyrim/mods/61523 More armor and other optional content available on https://www.vectorplexus.com NOTE: Only armor, clothing and accessories that have been refitted for SAM specifically will work as intended. Items that have not been refitted will lead to visual issues when equipped. INCOMPATIBILITIES Schlongs of Skyrim (SOS) Armors and clothes created for SOS Latest version of Racemenu (unless SAM's skeleton is overwritten by XPMSE, see above) HOW TO USE To get the most out of SAM, you are encouraged to adjust SAM's settings in its MCM to your liking. Available settings in MCM: GENERAL SETTINGS Most of the options here alter the way SAM assigns values to NPCs. Enable Automatic Race Settings: If enabled, SAM will morph NPCs according to their race. Adjust race offsets in the "Races" tab. Class morph offsets: If enabled, SAM will also morph NPCs to fit their assigned class (muscular warriors, thin mages, etc.) Weight Cap: If enabled, the Samuel and Samson values cannot exceed the overall weight of the NPC. For example, if an NPC has the weight 37, the Samuel and Samson values can only add up to 37. If disabled, this rule no longer applies. Variaton Range: The higher the value, the more varied and extreme the randomly assigned body morphs become. Enable schlongs: If enabled, all male characters will have genitals. If disabled, schlongs will be replaced by black underwear. Overrides: this button resets textures applied to all characters. For trouble-shooting purposes only. Export/Import settings: all your settings can be saved and loaded via these buttons. Very useful if you start new games often. SCALING Body Options Most of these options are fairly self-explanatory. However, the schlong options won't be present if schlongs are disabled in the general tab. NPC body scaling and NPC Schlong scaling are toggled off by default to save system resources. Enabling them means that the engine will assign moprhs to all male characters that get loaded into the game. This can stress the engine considerably as NPCs are loaded and unloaded more or less all the time. The Scale multiplier affects all male NPCs. It is set to a believable value by default. Proportion Settings Here, you can adjust the proportion of the Samson and Samuel moprhs to your liking. The "Original Values" buttons reset your inputs in this menu. ACTORS In this menu, you can assign Samuel and Samson values as well as schlong options to your character and currently loaded male NPCs around you. Actor: Choose which currently loaded male actor you want to alter. Default is your character. Overrides: Same button as the one under the general tab. Body Options Here, the values SAM applied to the character that you chose in the Actor field are shown and can be adjusted to your liking. Weight: Vanilla weight slider. Makes the character broader or slimmer. Not available for NPCs. Height: Vanilla height slider. Use carefully as even small changes can have big impacts. Samson / Samuel sliders: Choose how much of each body morph should be injected. Max combined value is either 100 or the character's weight, depending on settings in the general tab. Texture: choose between up to 5 texture sets. By default, these contain different degrees of hairyness for human and elf races, from smooth to Furball. Khajiits have two texture options (smooth and stripes), Argonians only have one default option. Body hair is black by default, which cannot be altered without reworking the textures directly. Schlong Options Schlong Size: Alters the schlong's size, primarily its length. Schlong Taper: Makes the tip of the schlong narrower. 0= evenly wide, 100 = strongly tapered towards the tip. High values also shorten the schlong noticeably. Testicle Size: slider from -50 to +50, default is 0. Cut: Toggle foreskin on and off. RACES This menu lets you predetermine the values assigned to different races. Most options work exactly like the options in the Actor tab, so only the ones behaving differently will be discussed here. Race: choose which race you want to alter. Texture Lock: Make all characters of the chosen race have the chosen texture. If unticked, variations can occur. Cut: In this tab, the cut option is a slider rather than a toggle on/off button. Sets the probability of characters of the chosen race being cut or uncut. 0= everyone is uncut, 100 = everyone is cut. Werewolf This tab only works as intended if you have Moonlight Tales Essentials as well as the Moonlight Tales Essentials Patch installed. Options are fairly self-explanatory. Schlong options carry over from the Actor tab. SAM Poses and SOS console commands SAM contains 13 poses for your pleasure. FNIS is required to play them in-game. Important note: when running the FNIS tool, make sure to toggle the "Skeleton Arm Fix" option ON. To play the poses, open the console in-game and use one of the following commands: player.SAE SAMPose XX SAE SAMPose xx The first version plays the pose for the player character, the second version plays the pose for the character selected in the console (left click on them while the console is open). Replace XX with a value from 01 to 13 to play the according pose. Alternatively, you can use mods such as Poser Hotkeys to access poses, be it from SAM or other poser mods. Also, some console commands carry over from SOS (Schlongs of Skyrim). These include: SAE SOSFlaccid //turn schlong flaccid SAE SOSFastErect //get erection quickly SAE SOSErect //get erection gradually SAE SOSBendXX //replace xx with value from -9 to 9 to adjust erection angle, default=0 Again, add player. before the command to target the player character. Credits @Vector, the maker of SAM and maintainer of the vectorplexus.com website. FavoredSoul for the initial and unfinished body mesh. B3lisario for the SKSE plugin. Translators for providing SAM localization. "SAM Hands fix 2" by @KouLeifoh. Thank you! A big thank you goes to VectorPlexus community, authors and active members alike, for making the forums a lively place. ReadMe file created by @Dredd. Have fun with Skyrim and Shape Atlas for Men!
  3. Version 1.0.0

    14,583 downloads

    Just re-upload, Voice Pack was entirely developed by @lxlhunter, credits for that go to him
  4. Vector

    XSoldier

    Version 1.6.0

    2,732 downloads

    REMEMBER, THIS MOD IS STILL IN DEVELOPMENT! -------------------------------------------------------------------------------- 1. INSTALLATION -------------------------------------------------------------------------------- To install the mod just extract it to your game installation mod folder: \SteamLibrary\steamapps\common\XCOM 2\XComGame\Mods -------------------------------------------------------------------------------- 2. ABOUT THE MOD -------------------------------------------------------------------------------- This mod was initially developed to simply add a slider Customization option, to be able to have soldiers look more or less muscular. Aside from that I also made revealing versions of some of the armor parts (it's a WIP, and eventually I may refit more parts at some later point). But to achieve a slider it's a type of mod that changes the Soldier Animation Tree, so any mod that does the same will be incompatible (none that I'm aware of though). In order to make meshes (specially heads) to be slider enabled, its an incredible "destructive" thing to do, since the game engine doesn't allowfor proper export of the existing meshes, so I basically had to "redo" all heads and that's why they look different from the ones on the base game. I added two new custom heads (Dustin and Chris Redfield) but I do plan to add more later on. -------------------------------------------------------------------------------- 3. REQUIREMENTS -------------------------------------------------------------------------------- Because with time I have added countless features from Alien Hunters DLC, it is now an absolute requirement. Without it, bugs will happen. XSoldier has support for XCOM 2 MCM, get it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1122831824 -------------------------------------------------------------------------------- 4. FEATURES -------------------------------------------------------------------------------- Although the mod started by being just a graphic mod, I generally do like to include some minor gameplay changes to go along with it. NO BOOBS ALLOWED! As many of you know, my goal and mission is mostly to provide mods that focus on men, so this mod operates exclusively on male soldiers. There is also an option on the MCM that will allow you to automatically convert any female crew members on the Avenger to male. This will affect Clerks and Crew, but not Soldiers. If you want inflating boobs... ask someone else! GAME MODES NORMAL: The normal mode makes the game operate almost only like a graphical Mod. The soldiers will have a Weight slider on the customization screen, that will you to set a value for each. Some gameplay elements might be present, but they don't affect gameplay. To set the mode to normal, you must uncheck IMMERSIVE and STAT PROGRESSION on the MCM screen (false for both if you edit the INI). IMMERSIVE: The Immersive mode operates much like NORMAL, with the exception of the slider, which will be locked. So if you want to get a soldier bigger, you will have to use the GTS and the AWC. This mode will also automatically import a soldier's weight from the Character Pool, as long as a character with the same name exists. STAT PROGRESSION: As the name implies, this mode will change soldier's stats and abilities, which will influence the gameplay. Slider is also be locked, and no CP import will happen. For balance reasons each "body level" will have some buffs and debuffs. GUERRILA TRAINING SCHOOL (GTS) The GTS will now have an extra training staff slot, in which you can have a soldier to train. Just like any other training project, after a few days, the soldier's weight will increase. I have also made so that any soldier or NPC will be bare chest while at the facility. ADVANCED WARFARE CENTER (AWC) Training at the GTS can only get you so far, and to continue gaining more weight and increase the body level, you will need to subject the soldier to Gene Therapy. Once the appropriate project time runs, the soldier will be able to further increase his weight by training at the GTS. BODY LEVELS AND ABILITIES While playing with XSoldier on STAT PROGRESSION mode, soldiers will have to train at the GTS to be able to bulk up, and by doing so they get some buffs but also debuffs. Each level steps at every 20 weight: LEVEL 1 - LEAN: The first level, will be earned when you get weight at 20. LEVEL 2 - ATHLETIC: Earned when the soldier gets weight at 40. LEVEL 3 - ROBUST: At weight 60. Typically you will need to get the soldier under Gene Therapy to be able to reach this level, as by default, the Weight Cap is set to 50. The soldier will also gain immunity to panic. LEVEL 4 - MUSCULAR: Set at 80. At this level, the soldier will earn the Rage Strike ability, the same from the Rage Suit, but no charges, and with a cooldown of 3 turns. LEVEL 5 - MASSIVE: Reached when you get the soldier at max weight, 100. The Soldier will gain the Wall Breaking ability, which allows him to break everything in is path... Who needs doors? Just smash through that wall and keep moving! Unfortunately, this ability will also break the Squad/Soldier concealment, forcing you to rethink your gameplay if you have a Massive Soldier on your squad. Some advice regarding Classes vs Weights. I generally built the Buffs and Debuffs around this order: Psi Operatives Sharpshooters/Specialists Rangers/Grenadiers/Commando Basically, the more weight you get, the more you will benefit if you are a more "Heavy" class. The motto is, Big and Dumb... A soldier at 100 weight, will be extremely susceptible to Mind Control, so be careful. I also strongly advise using Speed/Movement PCS, as the bigger they get, their mobility will be reduced and more easily visible by aliens. MORE BERSERKERS Because by default, the Gene Therapy will require you to expend a Berserker body I have changed the spawns for Berserkers, so they may now spawn in every mission. ALIEN HUNTERS/CENTRAL AS A SOLDIER/RAGE SUIT Central Officer John Bradford will now be available as a soldier, with a unique class, Commando. This class is basically a mix between Grenadier and Ranger, but instead of buffing grenades, it will buff Heavy Weapons. He can equip one, regardless of the armor being used. He will also be able to gain an extra level, Field Marshall, and can be a bit Overpowered. However, letting him die or be captured in battle, will end the game. Since at weight 80 in STAT PROGRESSION the soldiers will gain the Rage Strike ability, I have changed the Rage Suit ability to the Quake ability from the Berserker Queen. Because of the way the ability works, it will work differently on NORMAL/IMMERSIVE and STAT PROGRESSION. The 2 first, the ability is just a Rage Strike AoE instead of single target. It was also added a "system" in the game that tries to load Bradford always, regardless of the soldiers who are already loaded and any INI tweaks that have been made. There are some occasions when he will not show up, but I was unable to determine the reason. REVEALING ARMORS Yep, thats a thing for me... if there are for women, why not for men? =P BODY TATTOOS XSoldier adds options on the customization to have Tattoos on other body parts besides arms. MCM SUPPORT XSoldier integrates MCM API, so users can easily change options in-game. Aside from the features already described, I'll skip explaining the options since most are self-explanatory. -------------------------------------------------------------------------------- 5. KNOWN ISSUES AND BUGS -------------------------------------------------------------------------------- This is a list of known bugs/issues. If you find anything not listed here, please report the issue at the forums (www.vectorplexus.com): GENERAL If you have Scale enabled, Soldiers that are +50 weight will have the XPad Camera not properly aligned, which renders the XPad the rise out of the screen. Likewise, for the same reason you will see some silly offset when a Soldier is doing pullups at the GTS, and other animations might look less "optimal". There is a known bug with the game, that causes Proving Ground Experimental projects to not properly reward an item. Although XSoldier does not really add any new item projects, it seems to be causing this issue aswell. You can fix this by installing http://steamcommunity.com/sharedfiles/filedetails/?id=665435869 When Central is forced to spawn on the Avenger, it might not show up, or spawn in T-Pose. ASSETS Lack of vanilla content: Because I had to "destroy" all original content, to make all meshes "compatible", I would need to refit all. It takes a lot of time, so in some cases I have opted to remove some content. Few minor mesh "bugs", that produce some holes, on shoulders/arms and on the butt. Arms Tattoos are being applied simultaneously on left and right arms. This issue its because how they are applied on the mesh by using a vertex colour filter, I need to re-export the meshes to fix it. The male Codex texture swaps between the original and the proper one. CUSTOMIZATION The slider doesn't work very well when using the scroll on the mouse. I did my best to minimize this issue, but it may still happen. During Customization, you are able to have the Kevlar Armor sleeves with the bare torso. This is not intended, and everything is properly setup, so I can only assume its happening because of some Game bug. MISSIONS Soldiers who have gained the Wall Breaking ability, will destroy the elevator on Shen's Last Gift Mission (The Lost Tower). I tried to see if I could get a fix, but so far no luck. Just don't take any Soldier that is 100 Weight on the mission, in case you play with STAT PROGRESSION. When a soldier gets resurrected by psi attacks, it will loose the weight and will get the double head bug. -------------------------------------------------------------------------------- 6. GENERAL GAMEPLAY TIPS -------------------------------------------------------------------------------- If you chose to use STAT PROGRESSION mode, you should consider the following issues: As a soldier gets bigger, he will lose his mobility, so equipping PCS: Speed on them is vital, otherwise they will be severely gimped. Be mindful that as soon as you have a soldier with weight 100 on your squad, the moment he moves, the squad will lose concealment. Avoid changing Mod Options in the middle of a mission or if that mission save was made with a different Mode setting. While I did some effort to make the appropriate changes on the strategy layer, changing stuff on units while in a mission is a bit more complex and I couldn't be bothered with it. -------------------------------------------------------------------------------- 7. USABILITY AND COMPATIBILITY WITH OTHER MODS -------------------------------------------------------------------------------- Some people have asked me for a LW2 patch, I tried and failed, and if you read the LW2 disclaimer, you will see that it's a mod that is very intrusive and changes A LOT of classes by overriding them. Overriding is the best method to do changes, but also to ensure mod incompatibility, and thats why I only override one single class, XComHumanPawn. I tried several times to implement the slider without any overrides, but the results were buggy. TL;DR: I will not provide any compatible patches with any complex mod such as LW2. However, XSoldier's Slider feature, still works with LW2, just not those things that change gameplay. -------------------------------------------------------------------------------- 8. LOCALIZATIONS -------------------------------------------------------------------------------- Since I can't really write everything on every available language, I'm leaving a call out to everyone that is able to do the localizations for me: GERMAN: Drakon FRENCH: Xenthas RUSSIAN: sh1ny/Ivik CHINESE: No one TRADITIONAL CHINESE: No one SPANISH: No one ITALIAN: No one JAPANESE: No one KOREAN: No one POLISH: No one
  5. Version 2.4.0.0

    919 downloads

    New version as promised, check the change log to see what was changed. INSTALLATION This new version is mostly some minor improvements and to unify all modules into one mod for convenience, which is much easier to install. Just download the Pak file, and put it inside the the following folder: WINDOWS C:\Users\XXX\Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods MAC \Users\XXX\Documents\Larian Studios\Divinity Original Sin Enhanced Edition\Mods LINUX /home/XXX/Larian Studios/Divinity Original Sin Enhanced Edition/Mods (thanks to @Drakon for telling me the exact folder) XXX will be your system username ofc IMPORTANT: if you don't have a Mods folder, simply create it After installing, go to the Mods menu, and simply enable it. When enabled you will have a buffed character on the menu. IN GAME SCALING The new scaling system brings a few advantages: You can scale for whatever character, its not limited to any specific character (I haven't tested with Wolgraff or Jahan, but should work) This will also prevent the problem that was happening during character creation, where customization was harder, since the head was being "cropped" by the screen There is also some limitations to it though. Usually, in games, "dynamic" scaling scaling is done by changing a single float variable.. Skyrim, XCOM, etc. However, D: OS doesn't allow for that so I had to re-export all 544 animations, 5 times, once for each level. I won't be adding more levels because each one takes about 2 hours to setup and its an excruciating task... However... In case ppl feel like they want bigger characters, I'm willing to make a 2nd version of the mod, with increased scaling, since re-exporting all animations, with different values is a fairly easy task that I do using batch tools. If you want it, let me know, and I'll see what I can do. CRAFTING AND POTIONS I created potions and other items, mostly as a way to replace the Initial stats boost module: Divine Essence (ingredient, requires any essence + Augmentor) Potion of the Mage (+1 Intelligence, requires Magic Starfish + Empty Potion Bottle) Potion of the Ranger (+1 Speed, requires Magic Rabbit Paw + Empty Potion Bottle) Potion of the Rogue (+1 Dexterity, requires Magic Feather + Empty Potion Bottle) Potion of the Warrior (+1 Strength, requires Magic Claw + Empty Potion Bottle) Potion of the Knight (+1 Constitution, requires Magic Tusk + Empty Potion Bottle) Potion of the Archer (+1 Perception, requires Magic Eye + Empty Potion Bottle) Potion of the Titan (+1 Strength, +1 Constitution, -1 Dexterity, -1 Speed, Scale Level increase, requires Divine Essence + Empty Potion Bottle) Blank Book (ingredient, requires Sheet of Paper + Sheet of Paper) Compendium of Mortal Techniques (same book the the Keeper of Secrets sells, requires Blank Book + Divine Essence) The Potion of the Titans, always changes the stats that lists, but, will only scale up to 5 times/levels. When changing scale, it will play a "Power Up" animation aswell. Then there is also dyable bags for convenience, to better organize your inventory. Simply combine any non-specific backpack or pouch with any dye. Special Backpacks like the starting one or Evelyn's Bag, can't be dyed. Also, to avoid getting it too easy, I increased the price of Essences and Augmentors =P IMPORTANT NOTE For those that had the previous version, you can now rename the MainLSF.pak back to the original name (which is MainLSF.pak ofc...) unles you are running other mods that require so.
  6. Vector

    XSoldier Outfit Limiter for WotC

    Version 2.0.2

    502 downloads

    About This File 1. INSTALLATION To install the mod just extract it to inside your game installation mod folder: \SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Mods\ NOTE: JUTS LIKE XSOLDIER, MAKE SURE YOU UNINSTALL THE VERSION OF THIS MOD FOR VANILLA! IT WON't CRASH, BUT WON'T FIX ANY ISSUES WITH HERO CLASSES. (This is pretty much the same, as vanilla, the only difference was that it was compiled with WotC SDK, and changed a condition to operate on the new Hero Classes) 2. USE This mod was mostly made to be a companion mod for XSoldier. Since not all armors have been redone and are not "prepared" for a slider, this mod was initialy designed to removeall the content on the vanilla game that is not prepared for XSoldier. With that however, a problem occurs to saved games that were started without XSoldier/XSoldier Outfit Limiter. Because the templates for parts no longer exist, the game fails to load anything, and thinks that no available parts for that armor exist. The new XSoldier Outfit Limiter aims to fix that problem, by checking the currently equipped armor and resetting it to how its supposed to look by default for XSoldier. 3. USABILITY AND COMPATIBILITY WITH OTHER MODS I can't vouch for any compatibility issues with other mods, but while this mod was made to operate with XSoldier, it should also be able to fix any missing content issues. If for example a mod for new armor parts was installed and later uninstalled, this mod should be able to fix the same problems caused by uninstalling it (floating heads/invisible body). If you use a mod like Uniform Manager, it may override what the mod is designed to do, however, the single MCM option (Enable Script Fix) is what actually fixes the problem and may cause problems with other mods. Since the script only exists to fix the floating head/missing body issue, it's advisable to just have the option checked if you need a particular soldier/armor to be fixed. To fix a specific soldier, just load that soldier in the armory while having the MCM enabled. After it gets fixed, you can disable the MCM option again, to allow other mods to operate as intended. The fix happens on the Main Menu, when you load a soldier in the Character Pool, in the Armory and in Squad Select screen.
  7. Vector

    XSoldier for WotC

    @aoki make sure you have uninstalled both vanilla versions for XSoldier or XSoldier Outfir limiter, its working fine for me and others EDIT: The reason for crashes might also be related to some weird PMG formatting. When saving PNGs, make sure they are PNG-24 and they are not interlaced.
  8. Vector

    XSoldier for WotC

    I'm going to upload mini-patches to fix some bugs on this post: Patch v1.8.1 Fixed the issue of the mod constantly adding the default XSoldier posters into the database. Fixed the issue of the Physique Bonus ability showing up in the UI (it should not be shown since its supposed to be part of the Physique Level). The Photobooth Database management options in MCM were discard, and in its place you now have a button that allows you to access directly to the Photobooth browser, to which new buttons were added to manage both Campaign and Custom Databases. WotC - XSoldier Patch v1.8.1.zip
  9. Version 1.0.0

    135 downloads

    This is just a fix to the mod with the same name, to work for WotC, I made it for a friend, and then he asked Robojumper if I could publish it, so here it is. Original mod at: http://steamcommunity.com/sharedfiles/filedetails/?id=803411007&searchtext=camera All credits go to Robojumper, I just fixed it for WotC
  10. Also I appreciate your kind words ofc. I wish I could say I stay strong, I'm unable to, but... I survive. And that's the main reason why I sometimes disappear... I start feeling increasingly depressed, sad, and feeling that I'm to blame for everything and I'm a horrible person (yay for social anxiety...) Anyway, I just wanted to clear it because I didn't wanted people to get the facts wrong. Ixum doesn't deserve it, but I take great pride in truth and honesty, so I would be complicit if I didn't corrected the record. Let's not talk about this anymore, at least not in this thread because is out of context. I may in a near future do a more detailed thread about it, not because I want to have drama, but because I want the record to be straight, specially considering recent events regarding sexual harassment coming from the US.
  11. @Darnexx I gave you a warning, and you know why... Initially I applied a 30 days restriction, but I removed it... don't let it happen again please. I want to trust people, but its actions like yours that lead me to grow more distrustful, and its one of the reasons why I'm mostly absent from the site and even Discord now. If you don't know what respect means, maybe you are in the wrong site.
  12. I'm just going to give a quick step on this, because while I have no reason to want to save Ixum's name, it would be wrong from my part, if I didn't corrected what happened. He did not directly said "go kill yourself", although what he said was equally agregious considering the context. Here is a very brief (but accurate) recount of the facts: Me and Ixum friended over HoT and then on steam Ixum asked me to go skype with him over voice, and I said sure. After we started talking he started making sexual advances at me, saying that he wanted to suck my cock and stuff. I wasn't really into sex-voicing in skype, and specially with someone who I had just met, so I tried to divert the conversation. As time went by his voice got increasingly slurred, and the conversation became quite awkward so I told him, ok, let's wrap it up and end it here. A few days went by and I started to feel bad about what happened, specially since Ixum did not talked to me after that. I said Hi on steam, and he said he didnt recalled anything about the skype conversation. I asked him a favour (I needed to export some DDS and I was working on Mac at the time so I couldnt export DDS). He said he would do it BUT only if I went on Skype... Obviously I was not delighted by the thought of having to endure yet more unwanted sexual advances, and the fact that he was "blackmailing" me only made it worst. I ended up asking Hymnaru to convert the DDS for me, and while I did it, I totally ignored Ixum, because I was busy talking to Hymnaru. During that brief period he started to get a bit abrasive and said things that while I can't quite remember what specifically was, it annoyed me, but I didn't replied back. After that episode I started to feel bad again (I have Social Anxiety Disorder) and was pretty much in the gutter, and Ixum went silent on me again. After a few days, I decided to say "Hi" again... I wish I never did... I have lived with depression ever since I was 6 years old, and started wanting to die at that age. I had 2 pretty good almost successful suicide attempts back before college, and ended up in a coma on both times. When I said "Hi" to Ixum again, he asked again to go to Skype, and being the idiot that I am, I went. His voice was slurred (again) and he started being judgmental about me, and about why I couldn't have handled the trolls on Nexus and about my online disappearances. I started crying on Skype, and immediatly hang up the call, because you know... I don't want ppl to see/hear me crying... After that I went on Steam to apologize for having hanged up the call so abruptly, and said: "Sorry, sometimes I get really depressed, and lose my will to live..." to which his reply was: "You're a shitty shit" (and other shit/crap related insults) While I frequently think about wanting to die and/or killing myself, there is never anything that will be able to push me over the edge. This did. The next weeks were pure hell, I couldn't even get out of bed, and I told this story to some ppl, which included LadyMoiraine, Hymnaru and lxlhunter. My relationship with LadyMoiraine went down the drain, because her only concern was SAM, and she even accused me of asking Hymnaru and lxlhunter to remove their mods from their site, when I did no such thing. The whole reason why I ended up removing SOS from Nexus was to avoid harassment, and I went on HoT feeling it would be a place where I could be in a peaceful state of mind. Obviously LadyMoiraine doesn't care about that, all she wanted was to have her ego stroke by the traffic SAM was bringing to her site. Anyway yes, now you know first hand my account of the facts... I also did a PDF document that is 25+ pages, that relates in much more detail everything, and since I could no longer trust LadyMoiraine at that point, I almost only communicated with her via mail, where you can see her intentions, and even lies. My poop is worth more than her word and you can also have a good grasp from past events, that she only cares about herself... To be honest I sometimes envy selfish ppl, I wish I could be more selfish sometimes, The reason why I never removed my mods from her site, was because I didn't want ppl who were ignorant about this whole thing, to have to pay for the loss of my mods. I could have done it yes, and believe me I really wanted to, but not at the expense of everyone losing access to something that is already sparse, specially where I had nowhere to host them. So the only thing I could do was to abandon everything. I didn't abandoned because I no longer cared, I abandoned due to the behaviour of Ixum and LadyMoiraine. VectorPlexus AKA "Selfish Unstable Piece of Shit"
  13. Vector

    XSoldier Loading Screens

    Version 1.0.0

    257 downloads

    This mod intent is to be a companion mod to XSoldier, but I've chosen to make a separate mod because of management reasons and because not everyone may want to have these loading screens. INSTALLATION To install the mod just extract it to your game installation mod folder: \SteamLibrary\steamapps\common\XCOM 2\XComGame\Mods REQUIREMENTS No requirements, however there is an issue with it running on War of the Chosen. Apparently the expansion is unable to read the Content/Movies folder on mods, so for this mod to work on WotC, you must move the movies (.bik) over to one of the Movies folder: \SteamLibrary\steamapps\common\XCOM 2\XComGame\Movies \SteamLibrary\steamapps\common\XCOM 2\XCom2-WarOfTheChosen\XComGame\Movies EDITING THE INI FILE By default, I have "cleared" the vanilla loading screens, but you can easily re-enable them. In the config folder you will find XComEngine.ini, you can open it with any simple text editor (Notepad on Windows or Text Edit on Mac, don't use stuff like Word!). You will see lines that start with either a MINUS or a PLUS sign. MINUS means that the engine will look for that existing value, and remove it from the data. PLUS does the opposite. If you still want to see the vanilla loading screens just put a ; before each line that has a MINUS sign, like this: ;-LoadMapMovies=1080_LoadingScreen_Advent_1.bk2 ;-LoadMapMovies=1080_LoadingScreen_Advent_2.bk2 ;-LoadMapMovies=1080_LoadingScreen_Advent_3.bk2 ;-LoadMapMovies=1080_LoadingScreen_Advent_4.bk2
  14. Vector

    Xsoldier bug

    uh... never had that happen or had anyone telling me that, make sure you also have installed MCM for vanilla: https://steamcommunity.com/sharedfiles/filedetails/?id=1122831824
  15. Vector

    Xsoldier bug

    The ReadMe on bot XSoldier and XSoldier Outfit Limiter explain the issue. But I'll explain again. Each armor piece must be individually and manually refitted, its a lot of manual work, so I havent done ALL the armor parts (and most likely will never do them all). I might do more parts in the future, but thats on... cold storage for now. The purpose of the Outfit Limiter is precisely to remove from the game, the armor parts that are not refitted so you wont have that, although it will reduce the available parts. I hope that was clear.
  16. Vector

    Xsoldier bug

    Make sure to post a working link, otherwise its hard to understand whats the probem (although I do have a good guess)
  17. Vector

    XSoldier Outfit Limiter

    Version 2.0.1

    347 downloads

    -------------------------------------------------------------------------------- 1. INSTALLATION -------------------------------------------------------------------------------- To install the mod just extract it to inside your game installation mod folder: \SteamLibrary\steamapps\common\XCOM 2\XComGame\Mods -------------------------------------------------------------------------------- 2. USE -------------------------------------------------------------------------------- This mod was mostly made to be a companion mod for XSoldier. Since not all armors have been redone and are not "prepared" for a slider, this mod was initialy designed to removeall the content on the vanilla game that is not prepared for XSoldier. With that however, a problem occurs to saved games that were started without XSoldier/XSoldier Outfit Limiter. Because the templates for parts no longer exist, the game fails to load anything, and thinks that no available parts for that armor exist. The new XSoldier Outfit Limiter aims to fix that problem, by checking the currently equipped armor and resetting it to how its supposed to look by default for XSoldier. -------------------------------------------------------------------------------- 3. USABILITY AND COMPATIBILITY WITH OTHER MODS -------------------------------------------------------------------------------- I can't vouch for any compatibility issues with other mods, but while this mod was made to operate with XSoldier, it should also be able to fix any missing content issues. If for example a mod for new armor parts was installed and later uninstalled, this mod should be able to fix the same problems caused by uninstalling it (floating heads/invisible body). If you use a mod like Uniform Manager, it may override what the mod is designed to do, however, the single MCM option (Enable Script Fix) is what actually fixes the problem and may cause problems with other mods. Since the script only exists to fix the floating head/missing body issue, it's advisable to just have the option checked if you need a particular soldier/armor to be fixed. To fix a specific soldier, just load that soldier in the armory while having the MCM enabled. After it gets fixed, you can disable the MCM option again, to allow other mods to operate as intended. The fix happens on the Main Menu, when you load a soldier in the Character Pool, in the Armory and in Squad Select screen.
  18. Vector

    Chat Room

    I've been checking a lot of ppl going into the chat room, so let me make some things clear: - It wasnt something I acquired willingly, the software (IP Board) comes with it by default for free with a 5 user limit - I wasn't planning on buying a license/fee to have more slots available, but if you guys wantit, I can in the future upgrade it (although not atm, because I'm flat broke, the initial cost for the site was about $600 USD) - NO HANKY PANKY OR FUNNY BUSINESS!!! I won't allow it... This is not Grindr or F-List or whatever. If you want to do that, use appropriate sites!
  19. Vector

    What's new

    So I'm starting a thread about what's been going on in XCOM 2, since the expansion was released. As many of you are aware, I am currently working on XSoldier, I'm basically killing some bugs I left unattended, or some new ones that have arised, and adding some new minor features: Fixed missing localization/icons for some of the abilities Implemented support for MCM, so ppl can change setting in-game rather than changing the INI file Implementing Bradford to be played as a Soldier, on a new custom class, which is literally a mix between Grenadier and Ranger. Class is called Commando and it can level up to an extra rank than the other classes Because Bradford will be able to be played as a Soldier, I must change some things around, but that should be easy Try to figure out why the hell the Codex sometimes spawns as the original mesh (female) rather than the modded mesh (male) Adding some new arms from Tier 3 that was requested by @IvikN After all these tasks are done, and test it a bit, I will then procceed to make it compatible with WotC I'm also planning in eventually adding some nude legs with a schlong, but that has a fairly low priority for me ATM.
  20. Vector

    What's new

    The Codex thing is giving me some problems.. While I have fixed the model issue, I now have texture issues. But while writing this I just come up with a solution... Its not really an optimal one, but will do the trick. I have some work to do today, but I believe I should have it ready somewhere during the afternoon (GMT)
  21. Vector

    XSoldier Screenshots

    The Rage Strike from Level 4 now properly animates btw =P
  22. Vector

    Invisible Heads for XSoldier, Please

    @commodorecornflake I seriously doubt I will do that, because Invisible Heads is JUST WRONG!!! In fact, at some point, the dev team changed how heads work, just to allow new heads, also because I talked to Ryan McFall about that. I'm not going to sacrifice my design, just because everyone else is doing it wrong. It's up to the others to do whats right. Besides custom heads will never work with XSoldier because they dont have morphs implemented
  23. Vector

    Other options in Xsolider mod

    To make a long story short, it was about rsources, and yes I had to re-start developing XSoldier from scratch after February/March
  24. Vector

    XSoldier Compatibility

    @hippo1263 Sorry for the VERY late reply to this, I've been mostly absent... I have never tested with LW2 extensively, but I'm aware of the problem, and looked at the code. I dont think I will ever make it compatible: LW2 method of implementing new staff slots is "better" than mine, as it works on any save. However, judging by the code of LW2 this same method "wipe" cleans the staff slots, and rebuilds them. In order to have XSoldier compatible with LW2 there needs to be a specific version, and I will probably not do that My method, only works before building the GTS/AWC, but simply "adds" to what already exists I dont know if both methods can be "merged" Staff slots have had some work done on the base code in WotC (maybe to allow several mods, to add several Staff Slots, dunno, havent fully checked it) and I think thats one of the reasons its crashing the game.
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