MKVII "Aquila" armor and bolter
MKVI "Corvus" helmet and backpack
Astartes chainsword
MKII Ragefire pattern plasma gun
What is this?
This is the first release of 40k marine armor i've been working on, ever since I found that there's actually space marine armor in the game. Though I haven't gotten it working 100% how I want it, its totally usable.
Eventually I hope to add other marks of marine power armor (beakie, Iron, MKIV etc.) and equipment, like Assault backpacks, chainswords and powerswords and so forth.
And if I can figure out how to make bigger characters work, or make the armor alter the character's height without breaking things in the game, i'll re-sprite the armor as well.
Currently working on a custom 40k player ship.
What does it add?
Currently adds a full set of MK VII "Aquila" armor, the most popular design in 40k art. The chest and leg sprites are from the armor that Chucklefish made, while the helm is based off a mod from Cortex Command, which I've re-sprited so I can release it publicly.
Also includes a MKVI pattern helmet.
It also adds a standard bolter which is my own sprite work. It fires explosive bolts, so watch where you fire that thing (you can get damaged from firing at things too close to yourself).
For the first melee weapon added is the chainsword, which i've decided to release anyway despite being static for the moment (I want to make it an animated weapon, with the saw teeth moving but there doesn't seem to be a way to do this at the moment).
Latest addition is the plasma gun. It has 2 firing modes, normal shots and a higher damage charged shot, and has a charge-up animation to go with it.
* WARNING * This mod is meant to be Tier 10 gear, so it is very likely to be unbalanced. As the current item balance is in constant flux, i'm not going to focus much attention on balancing it till Starbound hits release status. Don't use it if you don't want to ruin your current game balance. I will ignore any complaints about overpowered stats or augments.
* WARNING *
How do I install and use this?
1. Extract the mod folder into your "Assets" directory.
2. For a quick and easy way to access the content, copy the humantutorial.questtemplate.mod and paste it into your Starbound/Assets/Quests/Tutorial folder.
3. Rename your original humantutorial.questtemplate (give it a .bak extension)
4. Rename the humantutorial.questtemplate.mod file you copied, and remove the .mod extension
5. Start a new game, and you'll get the items after picking up the Matter Manipulator
How do I install and use this if I have a previous version?
1. Delete the old mod folder
2. Follow the original directions as stated in the previous section. Be sure to replace the old humantutorial.questtemplate.mod file as well from the newest version, otherwise you won't get the newly added items.
What should I do if I have a problem running the mod?
1. Post in the mod discussion. Please do so before rating/reviewing the mod, because the issues may be due to conflicts with other mods you have installed.
I always take the time to test every new version before releasing it to ensure there's no problems/bugs from my end, as I believe in releasing quality work, which is partly why I don't update as often as other mods.
Changelog
Version 1.3 Changes
- added plasma gun
- buffed bolter damage for late game enemies
Version 1.2 Changes
- fixed SM Chest armor not spawning in latest patch (v. Angry Koala 23/12/2013) due to changes in augments
- added chainsword (currently not animated, looking for a workaround/solution for this)
- changed the armor augments to better reflect their function as power armor.
- updated recipes to use impervium bars as suggested by "blackram20xx", however still using the starting quest reward method for easiest access for the time being.
- moved to "mods" folder for easier mod management
- added modinfo file
- fixed some spelling inconsistencies in the descriptions
Version 1.1 Changes
- added MKVI "Corvus" helmet
- added space marine backpack
- fixed some minor spritework issues
- Mod Pack Permissions:
- You must get the author's consent before including this mod in a compilation.
- Mod Assets Permissions:
- You must get the author's consent before altering/redistributing any assets included in this mod.
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Outdated WH40K: Pax Imperialis 1.3
Warhammer 40k mod
Recent Updates
- Plasma, plasma everywhere Jan 14, 2014
- Version 1.2 Update Dec 24, 2013