Xcom 2 How To Mod
1In this article I will be explaining how to create custom animations in XCOM 2. Required Software 1) Steam version of the gameRequired to gain access to XCOM 2 Development Tools. If you plan to create mods for XCOM 2 expansions, such as War of the Chosen, then you will also need that expansion, because expansions have their own Development Tools. 2) XCOM 2 Development ToolsYou automatically gain access to these when you purchase a steam version of the game.
Good news for our Sekiro, Resident Evil 2 (2019), Vampire the Masquerade - Bloodlines, Dawn of Man, and Surviving Mars communities! As of version 0.18.5, our new mod manager Vortex now supports modding for all of the above games meaning you can use Vortex to mod 59 different games total. How to install mods in XCOM 2 When you install XCOM 2 and start the launcher you can click on the Workshop button, located just below the Play button. This action will open Steam page XCOM 2 Workshop, where you can find and browse all available mods for XCOM 2. When you find an interesting mod, click on it.
It is installed via Steam - Library - Tools. XCOM 2 Dev Tool include:. Modbuddy - this is where all of the coding happens. It works similar to Visual Studio. Unreal Editor - provide access to all of the game’s assets, including animations, models, sounds and textures. Unreal Editor itself is also used to create in-game “scenes” such as Class Intro or enemy reveal cinematic.
Game’s source code - extremely useful as examples for creating your own in-game items and abilities. Some documentation of limited usefulness.You must install the “full content” version of the Dev Tools:Not 100% sure on this one, but I think “fullcontent” option is not available in all locales. You will likely have to switch your locale to English.After downloading, Dev Tools take a bit of effort to set up, you can find instructions.It’s worth noting that both Modbuddy and Unreal Editor are buggy as hell, often crash, and usually don’t provide good feedback about encountered errors. However, usually there’s more than one way to do anything, so if at first you don’t succeed, try to think of a workaround. 3) 3DS Max3DS Max is a professional 3D editor, and I will be teaching you how to use it to create custom animations.
It is possible to use other 3D editors, such as Blender. Firaxis themselves used Maya, as far as I know. However, I know only 3DS Max, so that’s what I’ll be teaching.The commercial copy of 3DS Max is quite expensive, but I have heard it is possible to get one for free using “student license”. Or, you know, yarr. Recommended Software 1.This piece of freeware can search contents of hundreds of files within seconds, making it invaluable for searching for examples in game’s source code.Technically, Windows Search can do that too, but let’s be honest, it hasn’t worked properly since Windows XP.File Locator Lite can search by filename and by file content at the same time, and it will show the preview line containing the query text.
It’s an incredible timesaver.I recommend to set up shortcuts for these folders:Source code.steamappscommonXCOM 2 War of the Chosen SDKDevelopmentSrcOrigXComGameClassesDefault config.Documentsmy gamesXCOM2 War of the ChosenXComGameConfigWorkshop.Steamsteamappsworkshopcontent268500The latter will help you search through mods created by other people. No reason to reinvent the wheel. 2)This piece of freeware is like Windows Notepad on steroids. It can open multiple files at the same time and display them in tabs, like a browser, and it will also highlight some basic coding syntax and do a bit of formatting, making the code much more readable.
3)The vanilla mod launcher takes ages to launch. Using AML helps to save a lot of time when debugging. It is also just plain better than vanilla mod launcher.It will require a bit of effort to set up:-noRedscreens -nostartupmovies -allowconsoleUse these launch arguments to save more time and give yourself access to console, which is invaluable for debugging, with a plethora of routinely used commands, such as. Ttc – teleports currently selected soldier to cursor’s positionrestartlevel – restarts current tactical missiontoggleunlimitedactions – self explanatory. Note that enemies also benefit from this, so remember to toggle it off before ending your turn.DropUnit AdvTrooperM2 1 – spawn a specified unit under the cursor. The number at the end is the team index, “1” is for enemies. Other units:. AdvStunLancerM1.
Muton. Sectopod.
TheLostHP4. Sectoidlevelupbarracks 10 – promotes all soldiers in barracks by the specified amount of ranks. Promoting rookies like this will assign them a random class.giveresource intel 500 – self explanatory.
Ttc – teleports currently selected soldier to cursor’s positionrestartlevel – restarts current tactical missiontoggleunlimitedactions – self explanatory. Note that enemies also benefit from this, so remember to toggle it off before ending your turn.DropUnit AdvTrooperM2 1 – spawn a specified unit under the cursor. The number at the end is the team index, “1” is for enemies. Other units:. AdvStunLancerM1. Muton. Sectopod.
TheLostHP4. Sectoidlevelupbarracks 10 – promotes all soldiers in barracks by the specified amount of ranks. Promoting rookies like this will assign them a random class.giveresource intel 500 – self explanatory.The “Profiles” tab allows you to save and load your mod selections, so you can play with one mod setup, and debug mods with another. Most of the time there’s no need to load all your 200 voicepacks and cosmetic mods just to check if the ability works properly.Remember to always launch AML as an administrator, otherwise it likes to crash when using the Profiles feature. Note that after you export the animation from 3DS Max, you should not try to import it back again into 3DS Max, as it tends to break the bone appearance.
Save your scenes in.max files instead.If you do need to import a FBX animation after you exported it from 3DS Max, you should first import it into Unreal Editor, and export from it. Treat this as a sort of “filter”. Importing a FBX Animation into UnrealEditor Creating a new packageMod assets, such as sounds, images, meshes and animsets are stored in Unreal Packages –.upk files.Mods will automatically load packages located in the Content folder of the solution, so create such a folder:Start the Unreal Editor. Now we will create a new package. Packages cannot be empty, so to create a package you have to either create a new asset – such as an AnimSet- into a new package, or move an existing asset into a new package.
The latter is more reliable.Ideally, you should move the AnimSet you originally exported animations from. This will prevent any potential compatibility issues when you import animations. Importing animationIn the Unreal Editor, open the AnimSet you wish to import into, and click File - Import FBX Animation. You may be presented with an option to perform patching of the animation. Not sure if your choice affects anything.Unreal Editor sometimes crashes during the import process.
It’s not by chance, it means you’re doing something wrong. Double check you’re doing everything exactly as described in this guide. Animation NotifiesJust AnimNotifies for short, they allow to better configure Anim Sequences, and add some extra spice, such as sounds and special effects. This system appears daunting and convoluted at first, but it’s actually fairly simple, just with a terrible interface.Click on the AnimSequence tab and you will be able to see the list of Notifies for the selected Anim Sequence.
You may have to open the list by clicking on the small black triangle.You can also see and drag around the Notifies on the time bar under the 3D viewer. Note that not all of the Notifies will properly play out in the 3D viewer in the Unreal Editor, and some of them will be outright ignored.There is also the Notifies menu at the top. Among other features, there’s a button that lets you copypaste Notifies from one Sequence to another. Incredible timesaver. Though you need to have both Sequences in the same AnimSet in order to do that.There are several key types of Notifies that are commonly used while doing custom animations.PlaySound – allows you to play a SoundCue during the animation.
Useful for adding your own sounds to animations.AkEvent – AkEvents are audio banks that will play different sounds based on soldier’s equipment. For example, the same AkEvent for weapon reload will play different sounds depending on weapon tier (e.g.
Conventional vs magnetic). Or EXO Suits will play different foley sounds than Kevlar. I am not aware of the possibility of adding your own AkEvents, though.NotifyTarget (Unit Hit) – used by melee abilities. Conveys to the game when the character actually hits the enemy unit according to the animation. To best of my knowledge, it’s not possible to hit the enemy several times during a single Anim Sequence.Aim (On / Off) – tells the soldier when it is time to enable Inverse Kinematics to look at the enemy and move hands and torso in their direction.LockDownFeet (On / Off) – “glues” character’s feet to the floor while performing the animation. The legs will still be able to rotate around the Z axis, but it’s a useful tool to save time and not have to animate legs properly.
This is what I did for my Akimbo’s Dual Shot animation.Fixup (Begin / End) – no idea what it does, but it is present in many vanilla sequences.ItemAttach – allows the soldier to move their equipment between sockets during the animation. For example, pull out a sword from its sheath and then put it back, or put the rifle on a sling while hacking.SocketAnim – plays a specified AnimSequence for the item equipped in a certain socket. Look up Pistol fire animation for a good example. The pistol itself has a firing animation with a cocking hammer and rotating cylinder. Play SocketAnim notify is used to make the pistol play that animation before the shot.FireVolley – fires currently equipped weapon / the weapon current animation sequence is attached to.
This will make the weapon spawn its projectile(s), specified in the weapon’s archetype. Note that firing sounds are specifically attached to the projectile “file”, and usually include sounds for the whole volley, and not an individual shot.LeftHandIK ( On / Off) – enables or disables for the left hand.
Hey @sharkdog99. I am afraid that there is no additional single player maps other than those from base game Frown. View in thread.
In vanilla game, soldiers use different primary weapons with different positions for the left hand on the weapon. When LeftHandIK is enabled, the left hand will be automatically drawn to the special Left Hand bone on the weapon’s skeletal mesh:So if you have an animation that involves moving the left hand away from the weapon, you must use this notify to temporarily disable Left Hand IK.Additive Animation – additive animations are built from existing animations in the AnimSequence menu.
They allow you to layer additional animations on top of existing sequences. It’s basically the case of A + B = C. I don’t know much about using Additive Animations. The base game uses them to create little differences in soldiers’ stances while holding different primary weapons.Play Particle Effect – plays the specified particle effect.
Ps4 Xcom 2 How To Get Mods For Ps4
You can specifically attach it to a certain bone or a socket. You are free to create your own copies of vanilla particle effects and adjust them as you see fit. You can probably even create brand new particle effects.It is possible to create your own Notifies. For example, robojumper had to create a custom notify for Dual Wielded Pistols that would allow to fire the pistols in the left hand.This video shows a few examples on handling Anim Notifies.
Additive Animationsby Musashi Female AnimationsMusashi’s definite guide to female animations:. Copy the Zero animation sequence to a new animset. Remove all but the body tracks from that set (All face, twist and item socket tracks). Create an additive animation sequence from Zero using the (female) meshes reference pose. Copy the animset with your male animations to a new set with “F” suffix and choose the female mesh as preview mesh there. Move the additve (ADDZero) to the new set (e.g. ASArmoryF).
SUBTRACT ADDZero from a sequence (Lets say IdleByTheBookTG02). Export IdleByTheBookTG02 from the editor. (dont worry if it clips or looks weird). Make your adjustments in 3DS Max or Blender. Export the animation and import into the Editor again. ADD ADDZero to the sequence again. Profit!Note that in game, weapons used by females are scaled to 85% of their size.Same in video format:AnimTrees for custom Aim ProfilesBy Musashi.
In the soldiers’ animtree (ATSoldier) there is an aim node with Aim Profiles. New Aim Profiles cannot be added just like that. You need to copy the whole animtree to a local package, then add a new Aim Profile to the animtree, and bake your animations in that profile.Previously we replaced the base game’s animtree by supplying our new animtree in CookedPCConsole, but I have developed a Highlander hook that allows to replace the animtree more easily.
Until Highlander update is released, you will need to test it.Step by step instruction:0) Create an Aim Animset with Aim poses. Use one of the existing ones as an example.1) Copy the Animtree to a local.upk package. Click on the animtree node. 2) Scroll down in the properties and add your Aim Animset to the preview animset list.3) Find the standing aim offset node.4) Create a new Aim Profile by double-clicking the aim node:There you can click “new” to create a new profile.5) The anim name sequences must match the ones in you aim animset:6) Scroll up again and hit “Bake from animations”.7) Save the.upk and to your mod’s DLC Info class. Edit the code with checks for your unit/pawn and the correct path to your animtree in your.upk.Publishing a Mod Adding Workshop TagsWorkshop tags help Steam users quickly sort mods.
Xcom 2 How To Mod
There are two methods to set tags. Easy MethodYou can enter tags in the solution description. In the Modbuddy, find the Project - Properties. In the “Description” text field, put your cursor at the end of the last line, hit Enter twice, and typetags = tag1, tag2, etc.It should look kinda like this:Rules:.
You need a space after tags=, or else it won’t work. Use lowercase characters ONLY, no uppercase, or special symbols. Use commas to separate tags. It’s fine to have a space after a comma.Below is an example with a list of common tags:tags= voice, soldier customization, soldier class, facility, voice, ui, item, weapon, map, alien, gameplayBuild your project and publish the mod.
If you did everything right, you’ll see your tags in the “Mod Tags” field when you’ll be publishing the mod:Credits to Musashi, E3245 and Future Null Infinity. Alternative MethodIn the Modbuddy, start publishing the mod, then cancel the process by closing the window. Navigate to the folder.steamappscommonXCOM 2 War of the Chosen SDKXComGameModsOpen the folder with your mod and find the.XComMod file. Open it with any text editor and enter your tags conforming to the rules above.Save and close. Return to the Modbuddy and actually publish the mod this time. You will have to do this every time you build your project.Credit to Amber.