Mods (OpenXcom)

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So you finally got tired of the vanilla experience? (shame on you)

Don't worry, there's dozens of fan-mods out there to keep things interesting, including custom maps, weapons, units and more. If you're interested in making your own, check Customizing.

Standard Mods

OpenXcom includes a standard set of mods based on UFOextender and XcomUtil. Here's a brief description of what's included:

  • Aliens Pick Up Weapons: The AI will try to pick up weapons they dropped if they find themselves unarmed (eg. from panic or mind control).
  • Limit Craft Item Capacities: Limits the number of items you can take on a craft to 80, just like in the original X-COM.
  • PSX Static Cydonia Map: Uses the Cydonia map from the PSX version of X-Com: UFO Defense.
  • UFOextender Gun Melee: Adds a stun melee attack to every weapon (called Stun Fest in UFOextender). The TU/Damage is based on the weapon's class:
    Weapon ClassStun DamageTU %s
    Rifles and Small Launcher5040
    "Heavy" weapons and Auto-Cannon6550
    Stun Rod (unchanged)6530
  • UFOextender Psionic Line of Fire: Psionic weapons (both X-COM and aliens) can only be used with direct line-of-sight to the target.
  • UFOextender Starting Avalanches: All starting X-COM craft come with Avalanche Missiles equipped.
  • XcomUtil Always Daytime: Forces all ground missions to daytime. Not compatible with the mod below.
  • XcomUtil Always Nighttime: Forces all ground missions to nighttime. Not compatible with the mod above.
  • XcomUtil Fighter Transports: Allows fighter craft (Interceptor and Firestorm) to carry soldiers and tanks to ground missions.
  • XcomUtil High Explosive Damage: Increases the High Explosive damage to 200, letting it pierce UFO walls.
  • XcomUtil Improved Ground Tanks: Gives ground Tanks the same stats as Hovertanks.
  • XcomUtil Improved Heavy Laser: Increases the damage and accuracy of the Heavy Laser.
  • XcomUtil No Psionics: Removes all Psi tech from the game, both X-COM and alien.
  • XcomUtil Pistol Auto Shot: Gives the standard-issue Pistol an auto shot.
  • XcomUtil Skyranger Weapon Slot: Gives the Skyranger a craft weapon slot.
  • XcomUtil Starting Defensive Base: Moves the starting 3 Hangars to the top to make the base easier to defend in Base Defense missions.
  • XcomUtil Starting Improved Base: Gives the starting base a Large Radar, Alien Containment, 50 scientists and 20 engineers.
  • XcomUtil Starting Defensive Improved Base: Combination of the two mods above.
  • XcomUtil Statstrings: Soldiers get Statstrings added to their names based on their stats.

Downloading & Installing

However they're nothing compared to the plethora of fan mods out there! You can usually find them on these websites:

Installing Mods for 1.0

Check the individual instructions included by the mod author. Most mods just need to be extracted into your Data Folder, but some require special steps and instructions.

Installing Mods for the Nightly Version

  • Extract the mod to a new folder under your mods folder
    • The mods directory is in your User Folder, where your savegames are
    • If the mods directory doesn't exist, start OpenXcom once and quit and check again
    • WinZip has an "Extract to" option that creates a directory whose name is based on the archive name.
    • It doesn't really matter what the directory name is as long as it is unique.

Some mods are packed with extra directories at the top, so you may need to move files around inside the new mod directory to get things straightened out. For example, if you extract a mod to <user folder>/mods/LulzMod and you see something like:


and so on, just move everything up a level so it looks like:


To uninstall a mod, just delete the folder -- no more figuring out which files were overwritten! To upgrade a mod, just delete the folder and replace it with the new version.

Enabling New Mods

If you did everything correctly, you should now find your mod listed in-game in the Options > Mods section. If it's not showing up, recheck your installation. Common mistakes include extracting it to the wrong folder or into a subfolder too deep (e.g. LulzMod/LulzMod/). Note that you can only change mods from the Main Menu.

After you enable any mods, the game will restart to load them and the mod changes will now be in effect. These apply to any saved game, new or loaded. Be careful when changing mods and the loading existing saved games, as removing mods used by a game may cause serious bugs and crashes. Total conversions in particular are best used on new games.

If you experience problems or bugs while playing with mods, be sure to isolate them to the problematic mod first (to see if the bug comes from a specific mod or combination of them) and report them to the respective mod authors.