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[MODS] Majic's Space Marine Mod Workshop

  1. #1

    SCIENCE! [MODS] Majic's Space Marine Mod Workshop

    Welcome! If you're interested in Space Marine mods and how to make them (or just the mods), you've come to the right place.

    SECTION ONE: MODS READY TO INSTALL

    The latest and greatest versions of the mods we're working on can be found here:

    MediaFire: Majic's Space Marine Mod Collection

    For now, they are listed individually while playtesting and debugging are underway, and players should be aware that some or all of them (especially versions less than 1.0) may have bugs that can interrupt your gaming experience. User discretion advised.

    Mods that have proven reliable enough for confident gameplay will eventually be added to mod packs so you won't have to download each of them individually.

    Click here for descriptions of some of the mods you will find in the file sharing folder.


    WHAT? DON'T LIKE SOMETHING ABOUT ANY OF THESE MODS?

    No problem! They are easy to change. Here's how to modify a mod to your heart's content.


    DID YOU FIND A BUG?

    Let us know by posting in this thread, and we'll see if we can squash that little critter. Please don't be at all shy about posting criticism or pointing out problems. By doing that, you are helping to make these mods better.


    SECTION TWO: THE WORKSHOP

    Here in Section Two of the workshop, the idea is to tinker around with the game, bounce ideas back and forth and come up with new modifications for ever greater justice in the Emperor's name. We might also be able to figure out how to import weapons, objects and maybe even maps from other games and really make things crazy.

    If you haven't checked it out yet, be sure to at least skim through this:

    [REF] Majic's Guide To Space Marine Game Attributes

    It explains how to work with the modified game files included in this thread, as well as how to make your own.

    The following subsections cover such things as design principles, standards and ideas for new mods. As the mods which result become available, I'll try to keep the collection in Section One up to date.

    GENERAL DESIGN PRINCIPLES

    These things I believe.


    MAJIC'S STANDARDS FOR MODS

    Standard values which reflect my loose interpretation of the Codex.


    OTHER PROJECTS AND IDEAS

    Research and development underway in Majic's diabolical laboratory.


    WHAT DO YOU WANT TO SEE?

    Since this is a workshop, ideas and suggestions for mods are welcome, as well as feedback on existing mods. The goal is to improve the playability and “fun factor” of the game, so let's do just that!
    Last edited by Majic; 20th Sep 11 at 11:31 AM. Reason: Write Once, Edit Forever

  2. #2
    force pole arm?

  3. #3
    For now, I'm just happy to have finally crafted a working portable heavy bolter. Running around with that bad boy is a great way to relieve stress.

    As for a force polearm, I suppose something could be built up from the power axe or power sword, but I don't know who would be able to do the graphics. All I do is mess around with attributes, so maybe someone with teh uber modeling skills could tackle something like that.

  4. #4
    that heavy bolter sounds good.

    if you do nerf the heavy weapons, by what amount did you have in mind?

  5. #5
    Portable Heavy Bolter Now Available

    I just added the heavy bolter (portable), which is set for 300 DPS. As with all of these, I give them a decent playtesting at different points in the campaign to get a feel for them.

    I adjust them up or down in strength until they feel right to me. I don't like wimpy weapons, so most or all of these examples will tend to favor being more powerful than the vanilla models. However, I do try not to overdo it, because just walking around wasting everything without a real fight gets boring fast.

    Opinions will differ, but if half the people who try these weapons think they're overpowered, and half think they're underpowered, then I did something right.

    Meanwhile, speaking of the heavy bolter, I recommend trying out my portable version, then going to a spot in the campaign where you can pick up a regular heavy bolter, such as Bastion Primus. Compare them side by side.

    I hope you'll be pleased with how the portable version stacks up.

  6. #6
    Sweet. Downloading now, and will give it a try.

  7. #7
    Persnickety South African Mirage Knight's Avatar
    Join Date
    Nov 2003
    Location
    Miami, Florida
    Love the sound of your Bolter tweak Majic - definitely gonna give that a try!

    May I suggest a damage tweak to the Bolt Pistol and Storm Bolter to match the damage per shot done by your tweaked Bolter? They all use the same ammo.

  8. #8
    Member Shalaska's Avatar
    Join Date
    Sep 2011
    Location
    North Smithfield, RI
    This is looking really good, great job. I do have a request, I would like to see a Nemesis Force Sword, I figure you can probably change the color of the power sword and replace the chain sword in game and I would like to see the psycannon replace the Bolter.

    I am planning on coupling this with the Grey Knight skins that the other modders have made, which look amazing by the way. I figure that these weapons should probably have a damage boost, and if possible should also do additional damage against demons although I have a feeling that isn't in those files.

    If I had the time I would go through and do this my self as I am a computer science PhD student, but between school and 10 hour work days I am swamped and have just enough time to play the game and these mods are going to make me play through on hard. Either way keep up the good work and I look forward to seeing all of the future project you modders come out with.

  9. #9
    Aufklarung
    Guest
    Majic, I sent you a PM. Thank you ever so much in advance.

  10. #10
    Would it be please possible to replace the Vengeance launcher with a Plasma cannon ?

    I would do it myself, or at least try, if there was a GUI extractor program out yet. But I suck at CMD, and I can not extract the files currently.

    Thanks for the awesome mods!
    Last edited by DeusImperator; 15th Sep 11 at 3:10 AM.

  11. #11
    Tried the "Portable Heavy Bolter" just now, and I have to admit it is one kick-ass weapon, and i can see myself using it throughout the game. great job in general. I do have one question though, not so much about the gun, but about the way Titus moves when he has it. I can see from your posts above that it was a conscious decision to make titus as mobile as he is with it, but do you not feel that it maybe loses something with that trade-off. It's hard to put in to words, but i suppose it's the "feel" of being a devastator that i'm talking about.

    Don't take that as criticism, just curiosity. Some great work done already and i look forward to seeing more.

  12. #12
    Latest Updates

    I have added quite a lot of things to both the OP and the mod collection. If you haven't looked at either lately, you might want to have another look. There's quite a lot more in "Other Projects And Ideas" regarding the challenges of working with heavy weapons, for example.

    Also, I added a ridiculously overpowered powersword for the lulz -- or players who find the melee system a bit clunky and would like some more oomph behind their swings.

    I realize there are a lot of little files to download, and that's a hassle, but I'm holding off on a comprehensive mod package until I'm sure each weapon is where we want it, so please be sure to playtest them (if you are so inclined) and let me know what you think.

    Now on to questions and comments...

    Quote Originally Posted by Mirage Knight
    May I suggest a damage tweak to the Bolt Pistol and Storm Bolter to match the damage per shot done by your tweaked Bolter? They all use the same ammo.
    A good idea. I prefer canon-friendly weapons wherever it makes sense, and I like the idea of applying the standard bolt stats to these weapons.

    My "Standard" series of weapon mods is intended to be as close to Codex as possible and favors minimal changes to achieve that goal (i.e., no bells or whistles, just attribute adjustments). I have added standard versions of both these weapons to the mod collection.

    Quote Originally Posted by Shalaska
    This is looking really good, great job. I do have a request, I would like to see a Nemesis Force Sword, I figure you can probably change the color of the power sword and replace the chain sword in game and I would like to see the psycannon replace the Bolter.
    I haven't delved into graphics mods yet, because I'm more of a bit-twiddler than a graphics guy. I have started tinkering with melee weapons, though, so who knows?

    As for the psycannon, I'm not sure what we have that would look appropriate. Maybe the melta gun could be a rough approximation, with maybe Chaos tracers and impact clouds on its bolts to reflect the psychically charged nature of the ammo.

    Quote Originally Posted by DeusImperator
    Would it be please possible to replace the Vengeance launcher with a Plasma cannon?
    Yes, sort of. A regular, unmodified plasma cannon probably wouldn't work like that, or might work but brings other problems to the table.

    However, once I manage to whip together a portable version, swapping it in for the Vengeance launcher would be trivial. Heavy weapons are proving to be a real challenge, though, so for now I'm taking a break from them and focusing on other items of business.

    Quote Originally Posted by mred
    I can see from your posts above that it was a conscious decision to make titus as mobile as he is with it, but do you not feel that it maybe loses something with that trade-off. It's hard to put in to words, but i suppose it's the "feel" of being a devastator that i'm talking about.
    I know what you mean, it bothers me too, and I don't mind criticism at all. After all, without criticism, I would probably never improve anything.

    The problem with exotic weapons and making them inventory-functional while retaining their cool side-slung carrying position has really been kicking my ass, and taken up absurd amounts of time. Maybe someone else can pull it off, but I seriously doubt I'll be able to do it anytime soon.

    So in the meantime, for me it's all about portability when it comes to heavy weapons.
    Last edited by Majic; 15th Sep 11 at 1:29 PM.

  13. #13
    Ah, fair enough; i understand completely.

    Looking forward to whatever else you bring out; and i may give that powersword a whirl.

  14. #14
    More Updates

    Stormbolter Pistol v1.1 has been upgraded to 300 DPS, with improved sound and graphic effects and may now be considered a viable primary weapon throughout the campaign. It no longer receives the Kraken bolt upgrade, but with strong DPS and infinite ammo, it's a good choice for game-breaking.

    Stormbolter Bolter v1.0 is basically the same as the Stormbolter Pistol, but replaces the default bolter instead of the pistol. If you really like Storm Bolters, you can equip both. Unlike the pistol version, this one doesn't have infinite ammo, but does have a 720 round carrying capacity, which gives you 72 seconds of full-auto fire.

    Portable Plasma Cannon v0.2 is a very early work-up of a portable plasma cannon. It has some animation and sound issues, and the charged shot explosion graphic doesn't work for some reason, but it has a nice rate of fire and it does blow things up real good.

    Majic's Demonic Hellblade v0.5 is now available for your hacking pleasure. It's still in the prototype phase, but it's a fun little pig-sticker to carry around. Not only is it stylish, but because it's based on my Superior Powersword, it kills things in a most expedient manner. Check it out!

    As time permits, I'll see if I can adapt the Chain Axe as well. You never know until you try.

  15. #15
    Lunar
    Guest
    Cant seem to perform executions with the Powersword to regain health also dont seem to trigget the slowmotions effects when doing the ground stomp, but anyways this is incredible work with the weapons

  16. #16
    Seconding Lunar's gripe at the Powersword (and the Hellblade) not being able to perform execution moves (important), or not having slowmotion effects (I personally think it's awesome XD). But anyways, awesome, awesome work with both weapons, now I really feel like a swordsman

  17. #17
    Perhaps it would be possible to add the power axe executions...I can not say more before I can take a proper look at the files tough.

    Oh, and the plasma cannon mod seems to be a txt only, missing the mod file itself.

  18. #18
    I found me a somewhat game-breaking bug.

    Warning, possible campaign spoilers: I'm on the mission where you escort Drogan through the desert (after the one on the valkyries). Anyway, we get to the big door that you have to hold for a while, and if i try to grab the thunderhammer with the HB equipped, he ends up in that weird "my hands are empty" stance, and wont use the thunderhammer or any other weapon bar intermittent usage of the plasma pistol.

    Now, if i have the plasma pistol equipped, i can grab the thunderhammer and use it, but i cant switch to the HB without the empty hands again (rendering me basically useless. as my attacks wont work).

    after getting through the door with the hammer equipped, i run to the ammo boxes, and attempt to switch out the hammer for the power axe. that breaks it again, and i can no longer fire my gun or use melee.

    on the bright side, the Hb kicks some serious ass.

  19. #19
    Stay Of Execution (Powersword, Hellblade Don't Allow Stuns Or Executions)

    Quote Originally Posted by Lunar
    Cant seem to perform executions with the Powersword to regain health also dont seem to trigget the slowmotions effects when doing the ground stomp, but anyways this is incredible work with the weapons
    Details, details...

    Shame on me for not testing these more. Looks like bringing over MP weapons is the wrong way to go, since they don't have all the animations (obviously). Just running around swinging them in god mode isn't much of a test, either, so I'll be sure to verify stuns and executions in future tests.

    Thanks for the heads-up. Hopefully I'll be able to provide a more satisfying hacking experience soon.

    In the meantime, the damage is extreme. Should I lower it to a more sane (but still high) level?

    UPDATE: Problems solved as mentioned below. Both blades should now perform in a satisfactory manner.

    Plasma Physics (Portable Plasma Cannon v0.2 ZIP File Not Uploaded, Fixed)

    Quote Originally Posted by DeusImperator
    Oh, and the plasma cannon mod seems to be a txt only, missing the mod file itself.
    What, a text-based adventure is not enough?

    Thanks for pointing that out. I keep all the releases in separate directories with the description file at the top. When the release is ready, I zip things in that directory and drag the zip file over to MediaFire.

    Looks like I was tired and hurried enough that I accidentally dragged the wrong file and didn't notice.

    I'll try not to be such a tease going forward.


    (The actual cannon is in there now.)

    Getting Hammered (Portable Heavy Bolter v0.7 Bugs, Fixed In v0.8)

    Quote Originally Posted by mred
    I found me a somewhat game-breaking bug.
    Yes, I would definitely call that game-breaking. Thanks for testing this and finding this nasty bug!

    I'll see if I can track this down...

    FIXED IN v0.8: Switching to the Thunderhammer would cause the weapon to disappear. This was due to using the Heavy Bolter animation in that case rather than the Bolter anim. Also, the v0.7 HB wouldn't allow ammo to be picked up. That has been fixed. There was also some wonkiness with the ammo supply and apparent "infinite" reloads. That has been fixed as well.

    ISSUES IN v0.8: The firing sound is a bit weak. This is due to how sound levels are handled. I think they are set outside the wargear file, so when a sound is copied from one to another, it uses the settings for the base weapon, and they are usually different. I doubt I can fix this without diving into non-wargear files and risking collisions with other mods. Or I could be totally wrong about this.

    CHANGES IN v0.82: I migrated the HB's scatter, so there's more spread on sustained full auto. I lowered ammo capacity to 720, because so far I haven't found a map where I could actually burn 720 without seeing an ammo box. Even in the Cargo Bay zerg with liberal spraying on my part, I could kill everything, including both Nobs, without reloading, so I don't think 720 is too painful. I'm also looking at including heat at some point as well, but don't want to put time into it right now when other mods need attention.

    Majic's Chain Axe v0.5 Released

    This a cosmetic drop-in replacement for the chainsword and combat knife. It is literally nothing more than a chainsaw using the Chaos chain axe visual package. Everything about it except its appearance is the same.

    However, it does look cool and it's sure to raise the eyebrows of the Inquisition when they see you sporting this nasty little piece of hardware.

    For Chaos!

    Majic's Demonic Hellblade v0.666 Released

    Fixes the stun and execution problems of v0.5, and adds some decidedly devilish effects.

    Anton LaVey, eat your heart out!

    Majic's Superior Powersword v1.1 Released

    Solves that nasty stun/execution bug and makes the damage model more... interesting.

    Give it a whirl! It may please you.

    Majic's Chaos Bolter v0.5 Released

    A classic firearm brought to you by the Ruinous Powers.
    Last edited by Majic; 16th Sep 11 at 8:54 PM.

  20. #20
    Lunar
    Guest
    the portable heavy bolter is awesome, always felt like playing as a devastator XD, the anims from the normal bolter both ingame and cinematics fits just perfect too

  21. #21
    These mods are all awesome , tough for the next Plasma cannon release can we ask for a larger area of effect and damage, and maybe slightly lower rate of fire?

    I managed to increase the damage, but I'm having trouble with the other two stuffs.

  22. #22
    sweet! great work, and will be downloading these shortly.

  23. #23
    Eliyan
    Guest
    I really love the chaos weapons.

    The chaos bolter doesn't work well with the thunder hammer though and doesn't move to the pistol slot. It doesn't seem to properly upgrade to Kraken rounds either. I'm not sure though

    I'd also say that the power axe animations would suit the hellblade better, especially the executions. Replacing the power axe with the hellblade would be nice, especially as one could use chain axe and hellblade without switching mods.

    Great work though.

  24. #24
    new heavy bolter works like a charm. thanks!

  25. #25
    Has anyone had any problems with the Superior Powersword mod?

    A fellow gamer over on the Steam forums is not able to get it to work.

  26. #26
    The powersword mod works fine, tough it seems to be the same as a power axe.

    Perhaps it should replace the power axe rather then the chainsword and combat knife?

  27. #27
    Majic's Chaos Bolter v0.6 Released

    That fixes the hammer/jetpack bug. Why do I forget to change that animation_set each time?

    Thanks everyone for the feedback. I take your comments and suggestions into account when refining existing mods and planning new ones.

    It's in the OP, but just a reminder for anyone wondering: I'm focusing on drop-in replacements for the chainsaw, pistol and bolter for a few reasons, but in this context, the most important reason is for playtesting. Drop-ins for these weapons are almost always available, and thus more subject to thorough playtesting.

    Once that's done, and mods are solid, migrating them to the other slots is trivial. There are some multiplicity issues with that, however, with respect to which weapons would be replaced by which, and how different mods would handle that.

    And stuff.

  28. #28
    Hmmmm I've been hacking your Superior Powersword (pun not intended), and for the life of me I can't figure out how you added the idle glow animation for the sword in. Whenever I try to to mod a power sword it ends up as a lump of non-glowing metal, at least up until you start slashing and slicing with it XD On another front, how do you change the name so that it says "Hellblade" (or any other name) ingame instead of "Chainsword"?

    Also, I wonder if it's possible to get rid of that glow that happens by Captain Titus' feet each time the powersword is used. I'm kinda of the opinion that it's a leftover animation from the Power Axe that doesn't mesh with the Power Sword, but I don't know where in the file to find the file to change... though looking at all those lines of code makes my head hurt ^^;

    Very good work on the mods though, keep it up
    Last edited by LoweGear; 18th Sep 11 at 6:11 AM.

  29. #29
    Cope's Mod Toolbox Updated To Handle ATTR_PC Files

    For anyone who hasn't seen this yet, I strongly recommend getting the updated toolbox and using it for weapon modding.

    It eliminates the need to convert to XML and presents the data structures in BAF-format files in an easy-to-understand and easy-to-edit hierarchical format. This changes everything, and will greatly simplify the modding process. I'll update my attribute guide once I've banged on this some more.

    Meanwhile, thanks to this tool, I've been able to solve a lot of problems related to exotic weapon conversion, functionality and portability. The first example is this:

    Majic's Portable Plasma Cannon v0.3-VL-FS Released

    This is a drop-in replacement for the Vengeance Launcher ("VL" suffix). It is a FULL STRENGTH ("FS" suffix) Plasma Cannon with LOTS of ammo.

    Please test it out while bearing in mind that it is absurdly overpowered. Once basic playtesting is done, I will look into adapting it into the game's arsenal with less (but still considerable) damage and ammo.

    Play around with it enough and once the joy of insta-gibbing everything wears off, I think you'll agree that a nerfed version would be more fun.

    Majic's Superior Powersword v1.1.1 Released

    FIXED IN v1.1.1: Improved swing animations. Power axe artifact that appeared beneath Titus' legs has been removed.

    @LoweGear: For idle glows, I copied the while_deployed_actions from sm_mp_melee_powersword. For persistent animations and effects such as the powersword glow, there is usually a subsection of action_data that will contain them. If you wanted to have it glow all the time rather than stop glowing with on Titus' belt, I think putting the animation in lifetime_actions would do that (not sure, I may have tested that, but I've been testing a lot of things lately, if you know what I mean).

    To remove the phantom power axe from between Titus' legs, I disabled all instances of the play_fx value poweraxe_face_glow_charge in the file. I substituted poweraxe_face_glow_charge_DISABLED for that value (so I could reverse it easily if I didn't like what would have happened, as this was part of a lot of testing) and it seems to fail gracefully, although simply removing the value also seems to work fine.

    Majic's Portable Autocannon v0.2-VL-FS Released

    As with the latest Plasma Cannon, instead of building this up from the bolter like I used to, it's the full-blown weapon modified to be carryable in the ranged slot. It also uses bolter ammo for reloading since autocannon ammo isn't available from the ammo boxes.

    It's the real deal, though, and aside from the way it is carried (a necessity, unfortunately) and the ammo capacity, it is no different from an autocannon torn from its mount.

    Majic's Nerfed Teammates v0.5 Released

    Tired of Sidonus and Leandros stealing your kills? Tired of them killing off that nice juicy Ork you set aside for healing? Then this is the mod for you!

    This mod reduces the damage done by Sidonus' and Leandros' weapons to 1. Note that it doesn't eliminate their damage completely, and it's still possible for them to kill enemies eventually. But it's much harder, takes a lot longer and, in practice, rarely happens.

    So if you prefer to do all the killing yourself, then install this mod and enjoy the satisfaction that comes from self-reliance.
    Last edited by Majic; 20th Sep 11 at 5:45 PM.

  30. #30
    Just tested out the latest Plasma Cannon you put up. Loving it so far, and on standard fire it makes short work of even bosses. The only thing, though, is that it wouldn't charge fire for me. It charges up, but once i release right trigger (using the X360 controller), the charge just goes back down. FYI I was doing the level with Titan Invictus.

    In standard fire though, as crass it may seem (and prior apologises for any offence caused), the gun is a full on rape machine.

  31. #31
    Majic's Chaos Armor v0.5 Released

    No more Mister Nice Guy! Captain Titus is now Chaos Lord Titus, and he's not even bothering to hide his glorious Chaotic taint anymore.

    This mod clothes your marines in stylish Chaos armor, as worn by the NPCs you slay without mercy. Titus wears the spiky Berserker set, Sidonus wears the Bolter set and Leandros wears the Havok set.

    The mod also changes your teammates' weapons to Chaos weapons (Chain Axes and Chaos Bolters), but does not change your own weapons. For the complete effect, try some of my Chaos weapon mods.

    This mod changes the vanguard.attr_pc file (Captain Titus), so don't install this unless you're okay with that file being overwritten. Since the mod does overwrite the file, I have included two different versions: Normal and God Mode.

    Install the version you prefer, and enjoy your walk on the Dark Side!

    Plasma Cannon Secondary Fire Bugged?

    Quote Originally Posted by mred
    The only thing, though, is that it wouldn't charge fire for me. It charges up, but once i release right trigger (using the X360 controller), the charge just goes back down.
    Hmm. I have tested the hell out of it, and took it into the Titan maps just in case, and I'm not able to replicate the bug.

    Could it be related to the controller, perhaps? It's been working solidly with my keyboard/mouse setup. It may make sense to try both on your system, if you are so inclined. It will be interesting to see if anyone else reports a similar problem.

  32. #32
    Powersword v1.1.1 is very, very nice! Good Job Also, good explanations on the code, will implement into my Black Templars powersword if you don't mind

    Also, think you might have missed this question but... how do you change the name of the weapon ingame so it shows as "Power Sword" when you pick it up?

  33. #33
    Majic's Chaos Pistols v0.2 Released

    These are drop-in replacements for their Space Marine counterparts. Some things are still rough around the edges, especially effects (still some blue in the plasma pistol effects and the bolt pistol seems to ricochet a lot, for example).

    However, they look very impressive, and in the end, that's what counts.

    Well okay, they do good damage, too. But still, it's how they look that matters most, right?

    A great accessory for my Chaos Armor mod, which also looks very impressive.

    Sword Play

    Quote Originally Posted by LoweGear
    Powersword v1.1.1 is very, very nice! Good Job Also, good explanations on the code, will implement into my Black Templars powersword if you don't mind
    Thanks, and please do. That sword looks sweet, and I'm definitely wanting to wear it with Black Templar armor.

    Quote Originally Posted by LoweGear
    Also, think you might have missed this question but... how do you change the name of the weapon ingame so it shows as "Power Sword" when you pick it up?
    I'm not sure how to change the in-game messages per se (i.e., when you first pick up and item and it gives you help text), but under ui_data there are both a name and description field which have UCS codes in them. I copy them over from whatever weapon I want, and they usually display properly in the inventory.

    For melee weapons, I haven't been bothering, although I guess I should pay more attention to that, since those fields are used when you swap a melee weapon for another one.

  34. #34
    The name and description might be in the english locale folder.

  35. #35
    Majic's Chaos Plasma Cannon v0.2 Released

    This is a drop-in replacement for the Vengeance Launcher derived from the Chaos NPC Havoc Plasma Cannon.

    While it does have code for secondary fire, it comes with the primary fire set to full auto, which prevents secondary fire from being triggered. However, after playtesting it, I like how this is different from the Space Marine Plasma Cannon, and have decided to leave it primary fire only.

    Also, the NPC cannon doesn't have a vent function (or any heat build-up, either), so I set the heat per shot and automatic cooldown levels such that there are limits, but you can still fire off a lot of shots in short order. Each shot does good AOE damage, and the raw armor-piercing DPS output from this cannon is impressive.

    However, as is so often the case, there's a catch. The catch is the slow velocity and very high trajectory the shots require. Just as Chaos Havocs with Plasma Cannons shoot high, so do you, and it's a lot trickier than it sounds.

    The targeting reticule is used to spot the target area, and the cannon automatically adjusts the shot trajectory to hit a given spot. In practice, there are a lot of things that can throw the targeter off, and as a result, you usually need to fire a LOT of shots to hit a target.

    So I've given ample ammunition capacity of 720, and though I'll probably scale that down to 480 or so, 720 allows for ridiculous volumes of fire.

    But beware: you'll need it.

  36. #36
    Tagliagole
    Guest
    hi, my gratz for your work, your edited weapons help the game to remains in my free time but i will ask you one thing, i love the heavy weapons in the normal form... like the heavy bolter/requiem, with the big backpack and the different keep stance... can you make an alternative portable version simply mantain the original design, but more permissive in movements and melee? i will appreciate very much... thanks!

  37. #37
    Eliyan
    Guest
    I did some tinkering with your bolters and made a chaos bolter based off your Golden Bolter. I got rid of the problems with thunder hammer and jumppack by using the mp-model instead of the SP model. It migrates to the pistol slot flawlessly. Also switched the tracer for the chaos_autocannon_tracer, which gives the whole thing a more powerful look. Also gotta check if the powersword fix works for the hellblade aswell which still has this fire effect on the ground during the final blow.

    managed to turn all weapons into their chaos-counterpart. Still need to fix the plasma projectile tho.

    For some reason I can't get a lascannon modification to work. Any slight modification to the lascannon seems to make it disappear.

    Gotta thank you for your work. Learned a lot from it^^

    Keep it up and sorry for the chattiness. You probably know all this already xD

  38. #38
    So it looks like you can directly customize Titus's wargear via vanguard.attr_pc, except you need to specify Dynamic Wargear and then start a new mission? I could've sworn I had dynamic wargear on before and it didn't work, but I must not have started a new mission lol.

  39. #39
    The new plasma cannon is really awesome....

  40. #40
    Tagliagole
    Guest
    hi magik gratz for the mods! are all avesome! can i ask you a thing? is possible to have blue ultramarine helmet (like the nasty noodle white helmet that with scar)for titus, one normal helmet for leandros and a mastercrafted one for sidonius? thanks!

  41. #41
    Yep it's all possible, and all of a bout 20mins work tops. If you go read the relevant threads it really is pretty simple stuff. If you get stuck ask in the modding 101 thread

  42. #42
    Member Rytlock's Avatar
    Join Date
    Feb 2011
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    Black Citadel
    Thanks for the awesome mods Majic, they truly are great.

    I hope someone can help me with this, because I seem to be unable to use the get the Sniper Autocannon to work for me. I have managed to get the Plasma cannon, powersword, pistol storm bolter and heavy bolter to work, but that one just won't activate. I have the jumppack mod on as well, could that have anything to do with it?

    Also, do you have to start a new campaign for the changes to work?
    Last edited by Rytlock; 2nd Oct 11 at 2:42 AM.
    The mind is like a parachute. It doesn’t work unless it’s open.

  43. #43
    Member Rytlock's Avatar
    Join Date
    Feb 2011
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    Bug (or something like a bug): When fall-fighting Nemeroth in the end, you occationally get to fire your bolter at him. If the bolter has been replaced by a heavy bolter, it just spray all over the place. it's close to impossible to hit Nemeroth with the heavy bolter. While this is not a real probelm, since I doubt your ranged weapons do little to no damage against him, but this might be worth knowing anout.

  44. #44
    I didn't have a problem with the heavy bolter during the fall. I had the mod that replaces the regular bolter with the heavy bolter, and I was able to aim it. In fact with the heavy bolter you can kill him before you collide with him. It surprised me as I shot him and all of a sudden I was teleported to his head and crushed it! The heavybolter mod makes it super easy to kill him even in hard mode.

  45. #45
    Member Rytlock's Avatar
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    Really? that's odd... I just fired wildly. It was quite impossible to hit him.

  46. #46
    I had the same thing as AlphaOmegaProto, tough I did not mind it, I'm very bad at button combo smashing

  47. #47
    Zephanior
    Guest

    PowerSword for ThunderHammer Swap??

    Hi,

    I was wondering if it would be possible to change the thunder hammer so that it appeared as a power sword? I plan on investigating this myself but as yet I haven't worked out the wargear editing method etc.

    Any pointers would be welcomed.

    Cheers,

    Zeph

  48. #48
    Member Spooka's Avatar
    Join Date
    Oct 2011
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    behind you

    changing character models

    hi everyone
    is it possible yet to change the entire character from titus to say... a guardsmen or chaos marine??

  49. #49
    well since no one answered you yet spooka: they havent figured it out yet, so so far: no.

  50. #50
    Member Rytlock's Avatar
    Join Date
    Feb 2011
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    Black Citadel
    @Spooka

    well... this mod technicaly gives you the possiblity to change your skin to that of a chaos marine, so that can be done.

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