XCOM 2
ADVENT Sentinel
36 Comments
Nero 8 Aug, 2020 @ 3:46am 
wish a wotc ver of this exist
NPC 30 Aug, 2017 @ 1:10am 
LW2 compatible? and will you be updating?
Project Dandelous 2 Jul, 2017 @ 12:56pm 
amazing! :ccknight:
jlr01786a 23 May, 2017 @ 5:57am 
Repeated overwatch. The Specialist-class does the same thing.
Dęąth Viper 4 May, 2017 @ 5:28am 
What does guardian do exactly?
Dęąth Viper 3 May, 2017 @ 6:29pm 
Very nice
hygorct 29 Mar, 2017 @ 11:28pm 
compatible with LW2?
ChaosMadeFlesh 30 Jan, 2017 @ 4:21pm 
Is this good to go with LW2?
thunderbeast 11 Nov, 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 3 Sep, 2016 @ 10:41am 
so is this working?
Sir Cumference  [author] 1 Jun, 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] 1 Jun, 2016 @ 3:35pm 
I'll look into it, though I think at least spawning wise it should work fine.
Phantom 16 May, 2016 @ 9:25am 
Has the sentinel some special abilities?
ProvokingPerch 12 May, 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] 12 May, 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 12 May, 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] 12 May, 2016 @ 2:26pm 
I'm looking into fixing it and will be releasing some other features at the same time
deathmaster snikch 12 May, 2016 @ 12:19pm 
I think new dlc broke it
ProvokingPerch 11 Apr, 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 8 Apr, 2016 @ 2:02pm 
Alright, thanks for the help! I really appreciate it.
Sir Cumference  [author] 8 Apr, 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] 8 Apr, 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 8 Apr, 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 7 Apr, 2016 @ 8:28am 
Color change would be nice, yes. Really like this guy though, nice work.
ProvokingPerch 6 Apr, 2016 @ 2:06pm 
I really like the design.
Xeraphale 6 Apr, 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. 5 Apr, 2016 @ 5:21pm 
mor balaten outta ten
Nasarog 4 Apr, 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 3 Apr, 2016 @ 12:32pm 
Cool, thanks.
Sir Cumference  [author] 3 Apr, 2016 @ 12:19pm 
There, fixed the description.
Eirshy 3 Apr, 2016 @ 12:06pm 
Erm.... could use a bit more in the description. Like, stats on one difficulty, loadout, abilities... y'know.
Sir Cumference  [author] 3 Apr, 2016 @ 8:37am 
Working on that right now.
Quarters 3 Apr, 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 2 Apr, 2016 @ 6:59pm 
You my kind sir....... are welcome
Sir Cumference  [author] 2 Apr, 2016 @ 6:57pm 
Thanks!
Tairon 2 Apr, 2016 @ 5:12pm 
Nice addition to the game.