
- #Xcom 2 character pool install
- #Xcom 2 character pool mod
- #Xcom 2 character pool mods
- #Xcom 2 character pool free
My second question: is there a way to set CP characters to not be included in the pool? I use the Universal Costumization mod so I make different armour versions of the same character to just load the outfit from when I get new armour.
Is there a way to ensure that when I select Character Pool only that it will use ONLY my character pool? All of my starting recruits are from my character pool of 130, but I keep getting at least half of my new recruits or BM bought soldiers being randomly generated.
r/Xcom2StargateModding for discussing Stargate mods and development. No requests for NSFW mods, and please tag NSFW mods as NSFW mods. Try to keep mod request posts within the bounds of developer talk and discussion. Unreal 3.5 Editor (this will be the meat and crux of your modding needs)ĥ0 GB of Assets on top of the 45 GB game - includes animations, textures, doodads etc.ĭo not downvote posts on the basis of opinion. Want to read only a specific topic? Click a button below!
Go into steam, select Library", select "Tools" under the "Library" Menu, then find and install the XCOM 2 SDK.
We try to discuss the technical side of modding that being said, mod requests are welcome.ĭiscord Server Invite We have a wiki! Go read through it for tutorials, and if you want to share something, feel free to edit.
The user is now able to edit characters that have been created with a Resistance Warrior DLC helmet/hat within the Character Pool.Just a place for discussion of development and creation of mods in XCOM2. The user is now able to edit characters that have been created with Anarchy’s Children DLC within the Character Pool. The Shieldbearer’s Energy Shield will now apply to other Squad units when activating the ability in Multiplayer gameplay. Fixed an issue where line of sight on targets will be lost after creating a map asset explosion in tactical gameplay. Enemy units within line of sight are now no longer invisible when aiming at them throughout the title.
Fixed an issue where the Loot Recovery is prompted twice when a Psi Op soldier picks up loot from a Viper during gameplay. Camera rotation and elevation is now possible when in the Shot HUD when selecting AOE weapons. Fixed an issue where the Weapon Color would incorrectly display when the User changed the color, exited the character editor, then re-entered the character in the Character Pool. Fixed In-game lighting appearing corrupt when entering a mission on a City Center map after starting a new game from the Main Menu. Unconscious soldiers no longer t pose when entering the final room during the Alien Fortress mission. Unconscious VIP’s no longer appear standing up and conscious when viewing them the turn after using the “Carry Unit” ability in a “Neutralize VIP” mission. The Commander is no longer invisible when picked up by Central in the tutorial of a new game. Long soldier names in tactical are now correctly sized and do not scroll. The Shot HUD / Action Menu no longer loses functionality when making a one action move during another soldier’s pathing animation in game. Soldier and Staff portraits no longer appear with corrupt textures when viewed in the Avenger. Unit status flyover icons will no longer remain on screen during the enemy action cam animation after revealing the squad during any tactical mission globally. Fixed an issue where a building’s walls will fail to cut away when attempting to throw a grenade near or into a building through a window or door within a mission. The flashing health bar from the Fire Weapon action no longer persists after being targeted with other abilities on the Shot HUD in mission. Improved Fog of War and Screen Space Ambient Occlusion. Rendering optimizations for retaliation missions, night missions, and aiming view in all missions. Reduced hitches when saving during tactical missions. Fix for extremely long load times when ending tactical missions after extended play. World stats are now displayed at game end.