OpenXcom Forum
Modding => Released Mods => Topic started by: ivandogovich on January 16, 2015, 07:44:20 am
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(https://i.imgur.com/3AvF7a3.png)
It started out simple. Frustrated with the silliness of a grenade representing tons of items in the game, I created a Medikit Handob mod, to portray the Medikit in the hand. The HE Pack followed, and then the Motion Scanner.
Why stop there? Ok. All vanilla items now have their own custom Hand Object courtesy of this mod.
These include:
Usables:
(https://i.imgur.com/KJE4JJF.png)
Medikit
Motion Scanner
Mind Probe
Throwables:
(https://i.imgur.com/IOJg1Ue.png)
Electro Flare
Proximity Grenade
High Explosive Pack
Alien Grenade
Smoke Grenade
Launchables:
(https://i.imgur.com/pAjm974.png)
Stun Bomb
Blaster Bomb
All rockets (SM, LG, IN)
Expendables:
(https://i.imgur.com/SjTrEt1.png)
Auto Cannon Clips (AP, HE, IN)
Heavy Cannon Clips (AP, HE, IN)
Shootables:
(https://i.imgur.com/xWEm7IQ.png)
Rifle Clip
Pistol Clip
Plasma Pistol Clip
Plasma Rifle Clip
Heavy Plasma Clip
Official Modsite Link:
https://openxcom.mod.io/improved-hand-objects
Edit: Mod Review is available on Youtube to see in game footage!
(https://i.ytimg.com/vi/EvGDGO1AjOc/mqdefault.jpg) (https://www.youtube.com/watch?v=EvGDGO1AjOc)
https://www.youtube.com/watch?v=EvGDGO1AjOc
Cheers, Ivan :D
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do you plan corpes to ? do actually we need to carry on corpes in hands ?
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do you plan corpes to ? do actually we need to carry on corpes in hands ?
Really good question. I didn't plan for corpses as hand objects. I don't feel like its a necessary piece at this point. I would welcome the efforts of someone else to create a Corpses Hand Objects mod, though. :)
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Quite frankly, I think this is one of the mods that deserves to be in the main package. It could be activated/de-activated with the improved character sprites options (i.e non-aryan mod).
Also do you think you can make the stun rod similar to the one on TFTD, i.e, a one handed sprite?
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Quite frankly, I think this is one of the mods that deserves to be in the main package. It could be activated/de-activated with the improved character sprites options (i.e non-aryan mod).
Also do you think you can make the stun rod similar to the one on TFTD, i.e, a one handed sprite?
Thanks for the vote of confidence. I'll see about putting together a Pull Request and SupSuper and Warboy can decide if they want it in the package. It not really all that different that the UFOextender or XCOM Util mods in the package.
As far as the one handed stunrod.... I don't plan to include it in this package as vanilla already has a hand object for it. It would be possible to create an alternate one-handed graphic as a standalone mod, if there was significant interest.
Cheers!
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Quite frankly, I think this is one of the mods that deserves to be in the main package. It could be activated/de-activated with the improved character sprites options (i.e non-aryan mod).
+1
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This is a great mod
do you plan corpes to ? do actually we need to carry on corpes in hands ?
I tried to make a corpse handob for the X-com suit some time ago.
Feel free to use it. For correct positioning in the battlescape you have to make corpses a 'two-handed' object in the ruleset.
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Quite frankly, I think this is one of the mods that deserves to be in the main package. It could be activated/de-activated with the improved character sprites options (i.e non-aryan mod).
+1
I chatted with SupSuper, and he declined pulling it into the package. Mainly because it transfers support of mods like this over to the Dev team, who have other things to do.
Therefore, this will continue to be a stand alone mod. :)
Cheers, Ivan :D
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I guess after TFTD is done you can try again. Let's have it the way it is then. Regarding corpses, I would prefer a mod for adding weapons to those would remain separate.
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Love your mod. Thanks ;)
I have a suggestion: an errors correction mod.
You can add to your own mod every small fix surfaced from the community
No rebalancing or added stuff. Only vanilla corrections.
noelbuddy weight corrections
https://openxcom.org/forum/index.php/topic,2884.0.html
the ramp pathfind correction from
https://openxcom.org/forum/index.php/topic,2142.0.html
DoubleG missile sound
https://openxcom.org/forum/index.php?topic=3074.0
the alien reproduction mod
Solarius ItemLevels
...
and maybe this one:
- type: STR_STINGRAY_MISSILES
transferTime: 48
- type: STR_AVALANCHE_MISSILES
transferTime: 48 -> 96
- type: STR_CANNON_ROUNDS_X50
transferTime: 96 -> 48
it make more sense to a nuclear warhead to take more time to be delivered then some cannon magazines! I sincerely think this was an overlook in the original game.
Tell me if you are interested, cause I wanted to do it myself, but I think your wonderful little mod is the bigger piece. Maybe, if you or someone other is interested, this should go in a new post.
Sorry for the distraction. Love your mod (oh, I already wrote this :P ).
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Thanks a ton for the feedback, Mono!! :)
Those are a ton of great ideas!!
At this point, I think the Hand Objects mod should probably stay as it is, but I do encourage a mod that pulls the error fixes that you have mentioned together. Some of the errors may have already been addressed in the nightlies.
That said, you, or anyone else for that matter, are welcome to incorporate any pieces of this mod that you would like into it! Full permission to use this mod is granted to anyone as they see fit. ;)
Cheers, Ivan :D
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That said, you, or anyone else for that matter, are welcome to incorporate any pieces of this mod that you would like into it! Full permission to use this mod is granted to anyone as they see fit. ;)
Already added it to Redux. Thanks :)
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(https://i.ytimg.com/vi/EvGDGO1AjOc/mqdefault.jpg)
https://www.youtube.com/watch?v=EvGDGO1AjOc
Mod Review is available on Youtube to see in game footage!
Cheers, Ivan :D
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Updated mod to 1.1 Added Elerium Floor and Hand Object graphics to match the Big Object.
(The purple ball on the ground and the grey grenade handob just didn't fit with the BigOb and it was bugging me)
(https://i.imgur.com/94Iprt4.png)
Download is available on the mod site. https://www.openxcom.com/mod/improved-hand-objects/download/c3844615
Cheers, Ivan :D
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Ok, Hellrazor asked me to do up a Handob sheet for the "Elerium Bomb" that goes with Fatrat's Small Launcher elerium bomb mod: https://www.openxcom.com/mod/explosive-ammo-for-small-launcher
I'm not going to add this into the actual mod, because it isn't a vanilla item. But I will post this here for anyone else that wants to use it.
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I'm stealing this for the FMP. Thanks. :)
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I'm stealing this for the FMP. Thanks. :)
;) Thought you might! :D
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Cud the guided missile be included in this mod please!
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Cud the guided missile be included in this mod please!
Sorry, this mod will only focus on vanilla items.
Mod makers often provide their own handobs for their mods. Even if they didn't, it would be pretty difficult to keep up with every other mod created, and make an improved Handob for it.
You are welcome to copy one of the other entries for a vanilla missile and use it for your guided missile though. It should look better than a grey blob. ;)
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Optimised for Mac pack!
https://www42.zippyshare.com/v/gKHyrfCs/file.html (https://www42.zippyshare.com/v/gKHyrfCs/file.html)
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This is another little mod so full of WIN! In many ways, it is the little things that matter sometimes.
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Sorry to bring this thread back from the grave, but I just wanted to report a small mod-incompatibilty issue:
You're using the index 200 for the elerium floor sprite:
200: Resources/ImprovedHandObs/FloorOb_Elerium.gif
But the Terrain Pack mod uses indexes 200 through 207 for a dead civilian corpses.
200: Resources/Units/FLOOROB_MALE_CIVILIAN2_CORPSE.gif
Result: People who use both mods either get UFO Power Sources with dead civilians inside, or a dream-world terror mission with free elerium on the ground ;D
This can be easily fixed by changing the index for the elerium floorOb to 208, for example.
I know - then you'd have to consider what other random mod would use 208...
Anyway, it seems that the terrain pack is quite widely used so I thought I'd post the "fix" here.
PS - Don't take this the wrong way - I really like this mod, and I consider you did an excellent job; I'm just trying to help 8)
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Um... How can there be problems with the same numbers if these mods are separate? I would understand if the mod collided with vanilla resources...
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You mean that different mods can use the same numbers for the same PCK without colliding with each other?
(It makes perfect sense, but I didn't expect that to be supported...)
I have been moving a lot of files on my mods lately, so I must have done something wrong on my machine.
I'm sorry! Forgive the newbieness; I still have much to learn.
I regret my previous post :-X (except the PS part)
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No worries, it's not an obvious thing. Though if mods did collide like that, this forum would be in tatters :)
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None the less, I'm still glad the mod is still getting some mileage. :) Even more, I'm humbled and delighted that it has been adopted so widely into so many other terrific mods. :)
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None the less, I'm still glad the mod is still getting some mileage. :) Even more, I'm humbled and delighted that it has been adopted so widely into so many other terrific mods. :)
I do have a couple of more handobs, but those are all for non vanilla icons. In any case your Mod inspired me to make my own HandOb's!