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X-com Mods / Re Makes


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#1 Ron Wood

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Posted 27 November 2007 - 10:36 AM

Hey

Id like to ask if there is any good mods for any xcom game(1,2,or3). All ive seen is just some weapons changed a bit...

I always liked the monsters in doom. It would be nice if someone made a doom mod for xcom with all the nice monsters it had.

Aliens from the aliens movies would be cool too. I think they would work best in apocalypse with realtime. I think it should be remade anyways almost completly. The aliens in it are just too b-class, and its not fun to shoot em. Predator hunting would be cool too.

Just some thoughts.

Edited by Ron Wood, 27 November 2007 - 10:37 AM.


#2 Slaughter

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Posted 27 November 2007 - 04:30 PM

We have quite a few X-COM mods listed here, and X-COM related projects here. You can also find links to many good X-COM resources here.
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#3 NRN_R_Sumo1

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Posted 27 November 2007 - 04:33 PM

For X-Com 3 J'ordos has made a mod for becoming Megapol which is listed in the "Savegames" section of the Xcom3 forum
I myself am working on a Cult mod for Xcom3 with plenty of graphical modifications. p:
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#4 Ron Wood

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Posted 28 November 2007 - 02:13 PM

Well, I didnt find those mods very interesting. I was looking for something else... bigger... more ambitious...

I started thinking about doing it myself. The Doom mod. I thought xcom1 would be the easiest to mod, but got problems a lot.

At start I tried to change the graphics of your basic sectoid to an imp from doom. Just some frames. I got like the death animation working, but then the corpse looks like the basic sectoid corpse which kind of freaked me out, cause when I open that file there is no frame at all of the dead basic sectoid. Is the dead frame on some other file also or am I using wrong tools? I used the pckview141 to export and import the graphics. Just the sectoid.pck.

Any help files or topics made of this? I also had lots of problems on using the editors, which is killing me or at least the idea of making any bigger mod.

Edited by Ron Wood, 28 November 2007 - 02:14 PM.


#5 NinthRank

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Posted 28 November 2007 - 04:53 PM

I am not sure about the other problems, but you can find the corpses in floorob.pck. I hope that helps. :)

#6 Ron Wood

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Posted 30 November 2007 - 08:44 AM

Thanks. That helped a lot. I think I can now change most of the graphics, but its gonna be heck of a work.

Im gonna now try to mod the weapons. The imp should have a melee ability and a ability to throw some fireballs without carrying a weapon. Is this gonna be a problem?

In tftd I think the biodrones had melee and shooting without any weapons. Not sure if its possible in eu.

Is there somekind of tutorial made of modding the xcoms?

#7 Zombie

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Posted 30 November 2007 - 09:34 AM

Im gonna now try to mod the weapons. The imp should have a melee ability and a ability to throw some fireballs without carrying a weapon. Is this gonna be a problem?

Yes, it will. See, the only weapon which has the melee attack is the Stun Rod. You can't add other melee weapons as that attack option doesn't show up. :wink1:

In tftd I think the biodrones had melee and shooting without any weapons. Not sure if its possible in eu.

Frankly, I don't think you can do this in EU. Alien stats are found in the executable, but there isn't a way to add a weapon to their arsenal. :blush1:

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#8 j'ordos

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Posted 30 November 2007 - 10:32 AM

What about the reaper? That one has a melee attack, though it's quite unable to use it effectively :)
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#9 Ron Wood

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Posted 30 November 2007 - 11:16 AM

Hmm, lets see...

Reaper, Chryssalid and Silacoid all have melee attacks. So if I want a monster with melee ability its easiest to mod one of these. But is it possibly to copy the necessary data from one of these to a sectoid so it would be melee dude?

I think cyberdisc and celatid have shooting weapons which you cant pick up? They would make nice fireball launchers. Again, has anyone been able to make a sectoid act like it had those abilities?

I got tons of guestions here :) cos I just got interested in modding.

btw I tried apocd when I thought this would work best in xcom3 and found its very slow on my pc. Does it need a 3d card or something? Its like when im just trying to select something in the menus it takes over and second to move the selector... its like huge lag.

#10 j'ordos

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Posted 01 December 2007 - 08:17 AM

Regarding apoc'd, I had that slowdown on one occasion myself, don't know what causes it, probably inefficient coding :) . Anyway I found it ran perfectly fine in fullscreen mode, so try that first by adding "/fullscreen" (without "") to the commandline options.

Can't help you with xcom1/2 editing though, sorry. :(
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#11 Zombie

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Posted 02 December 2007 - 07:41 PM

Getting a Sectoid to have a melee attack (or any type of integrated weapon system) is basically impossible from the standpoint of editing the executable. The special information concerning the terror units is separate from the alien stats and adding an alien to the list would screw up the executable offsets. From the standpoint of intercepting the game between the geoscape and tactical executables, it may be possible to add these properties, but even that is a stretch. :wink1:

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of corpses, data points, and trials, but from the top - I'll see for miles!


#12 Ron Wood

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Posted 03 December 2007 - 09:32 AM

That fullscreen thing did help with apocd. Its working now. If I got time I might try to change all the aliens and weapons to some more "cooler" versions. I just can play against the standard ones...

I think I have to give up with that doom mod on eu now :) Is anybody trying anymore to study the .exe? If somebody just could find a way to alter the AI or at least the equipment data...