XCOM 2
ADVENT Sentinel
36 Comments
Nero Aug 8, 2020 @ 3:46am 
wish a wotc ver of this exist
NPC Aug 30, 2017 @ 1:10am 
LW2 compatible? and will you be updating?
Arkan Jul 2, 2017 @ 12:56pm 
amazing! :ccknight:
jlr01786a May 23, 2017 @ 5:57am 
Repeated overwatch. The Specialist-class does the same thing.
Dęąth Viper May 4, 2017 @ 5:28am 
What does guardian do exactly?
Dęąth Viper May 3, 2017 @ 6:29pm 
Very nice
hygorct Mar 29, 2017 @ 11:28pm 
compatible with LW2?
ChaosMadeFlesh Jan 30, 2017 @ 4:21pm 
Is this good to go with LW2?
thunderbeast Nov 11, 2016 @ 12:12am 
This mod has added corpse and autopsy. However, is there any reward from it?
I look into ini files and script files, but I can't see any.
Psych Sep 3, 2016 @ 10:41am 
so is this working?
Sir Cumference  [author] Jun 1, 2016 @ 3:35pm 
Seeing how this isn't included in ABA ATE, though, it won't spawn with everything and most likely won't have the ABA AI.
Sir Cumference  [author] Jun 1, 2016 @ 3:35pm 
I'll look into it, though I think at least spawning wise it should work fine.
Phantom May 16, 2016 @ 9:25am 
Has the sentinel some special abilities?
ProvokingPerch May 12, 2016 @ 2:34pm 
ah, ok. Well in that case I'll probably just have to wait for the mods to be updated, because it takes about 30 seconds for my launcher to appear after I press 'play', loading screens about 40 seconds tO a minute, and after I quit the game XCOM 2 is still 'running' for another minute or so, so testing to see whether each of my 40 or so mods work individually may prove to be a long and tedious process.

OH THE DISMAY :(
Sir Cumference  [author] May 12, 2016 @ 2:30pm 
There's probably a mod that causes it since they most likely released more ways to code even with no DLC and the old mods are using parts of the code that don't work anymore
ProvokingPerch May 12, 2016 @ 2:28pm 
hmm, for some reason whenever i go into options it crashes the game. But I don't have the new DLC, would it still affect me?
Sir Cumference  [author] May 12, 2016 @ 2:26pm 
I'm looking into fixing it and will be releasing some other features at the same time
deathmaster snikch May 12, 2016 @ 12:19pm 
I think new dlc broke it
ProvokingPerch Apr 11, 2016 @ 11:17am 
Ok, so I've retextured everything: https://gyazo.com/450aeb35ced9a547d81bdb51c13b22d1

I was wondering if you could tell me how to get them as the weapons that the unit uses?

Thanks
ProvokingPerch Apr 8, 2016 @ 2:02pm 
Alright, thanks for the help! I really appreciate it.
Sir Cumference  [author] Apr 8, 2016 @ 12:32pm 
(2/2)
Once you finish editing, just drag and drop it into the editor, and then double click the Material. Look for a bold line with the words Parameter Groups, expand that group, and replace the DIF, MSK, and NRM in there with the ones you copied. Then double click your skeletal mesh, look at the bottom of the actual menu on the left, and look for skeletal mesh properties or something like that. Then replace the material listed in the skeletal mesh with your own. I'm not sure how to replace already existing weapons, but if you make a new weapon you'll need the skeletal mesh, the DIF, MSK, and NRM, the associated MaterialInstanceConstant, an XcomWeapon, X2UnifiedProjectile, and have to set all those up. Then you'll have to actually create the new weapon in code which is a bit too lengthy to write here.
Sir Cumference  [author] Apr 8, 2016 @ 12:32pm 
(1/2)
Sure. What I did was go into the unreal editor from the modbuddy, first. Made a new package for the new weapon, found the texture (The rifle was AdvAssaultRifle_DIF, but yours is going to be different. Will always end in _DIF for the actual texture, though), copied the NRM, MSK, and MaterialInstanceConstant into the new package along with the DIF, rightclicked the DIF and hit export to file, opened the exported .tga into photoshop and started editing. If you see any speckling in-game once you re-import it, it's the blue mask.
ProvokingPerch Apr 8, 2016 @ 11:45am 
Also, quick question from one texture modder to another: I was wondering if you could tell me how you managed to retexture the dude's weapon? I'm trying to do this myself for a stun lancer retexture.


Thanks
xf100t Apr 7, 2016 @ 8:28am 
Color change would be nice, yes. Really like this guy though, nice work.
ProvokingPerch Apr 6, 2016 @ 2:06pm 
I really like the design.
Xeraphale Apr 6, 2016 @ 5:03am 
I like the concept, but it looks too similar to the Priest mod. Perhaps change it to a dark grey with flashes of white?
Mark A. Apr 5, 2016 @ 5:21pm 
mor balaten outta ten
Nasarog Apr 4, 2016 @ 8:16am 
Interesting unit, but I'm not digging the all white/grey motiff. Any chance you can vary it up a bit?
Eirshy Apr 3, 2016 @ 12:32pm 
Cool, thanks.
Sir Cumference  [author] Apr 3, 2016 @ 12:19pm 
There, fixed the description.
Eirshy Apr 3, 2016 @ 12:06pm 
Erm.... could use a bit more in the description. Like, stats on one difficulty, loadout, abilities... y'know.
Sir Cumference  [author] Apr 3, 2016 @ 8:37am 
Working on that right now.
Quarters Apr 3, 2016 @ 6:18am 
Loving the theme here, wish the Advent insignia on the back was a darker grey like the other details of the unit but that's literally my only complaint.
Awesome work.
Tairon Apr 2, 2016 @ 6:59pm 
You my kind sir....... are welcome
Sir Cumference  [author] Apr 2, 2016 @ 6:57pm 
Thanks!
Tairon Apr 2, 2016 @ 5:12pm 
Nice addition to the game.