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Evil Bob's enemy skins
Version 5.1 | Last Updated: 04-22-2017, 09:18 AM
Filetype: application/x-zip-compressed
MD5: 90e87d4c8d09e789b174148805cb2a44
Status: Public
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Evil Bob
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Evil Bobs enemy skins
requires BeardLib!

If you are updating this mod delete the old folder.

Now with options.

browse to the option you want and place the .texture files in shared_textures.
4.2: new stuff.
4.3: blt folder for gensec heads.
4.4: fixed headless shields (probably)
4.4: new gensec heads now with transparent goggles
4.5: removed balaclava from city swat 3 due to clipping
5.0: added multiple options for some skins.
5.1: fixed
pls no copypasterino, camo from: https://facepunch.com/showthread.php?t=1419739

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Today, 06:33 AM
Just wondering, it is me only or are the murkywater units kinda messed up since their heads clip through their helmets?

04-22-2017, 09:06 AM
@Yuuta Togashi I'll look into it

04-22-2017, 07:33 AM
Current thread: Main
Script stack:
                  spawn_unit()  @mods/BeardLib/Hooks/CoreSystem.lua:24              
             _chk_spawn_gear()  @mods/evilbobsreskins                               
                                blt/copbase.lua:5                                   
                   post_init()                                                      
lib/units/enemies/cop/huskcopbase.lua:18  lib/units/enemies/cop/copsound.lua:17  

04-22-2017, 07:32 AM
PAYDAY 2 Crash log

Application has crashed: access violation


Im getting crashes with this mod :/

04-21-2017, 11:30 AM
@Evil Bob Well then, I think that I'm done with the mod. Thank you so mcuh for the help. I truly appreciate it.

As always, keep up the good work

04-21-2017, 11:25 AM
@IceTech$upport that bit stays

04-21-2017, 11:12 AM
@Evil Bob Ok, the script looks like this at the moment (It's also the same as the one used for the image below)

04-21-2017, 10:53 AM
@IceTech$upport change the akan gunner path the but similar to "units/pd2..." to the path of your accessory

04-21-2017, 10:49 AM
@Evil Bob Alright, I've done so and tested it with the "Head" id in order to make sure that it works. However i have no idea what the id is to replace helmets in the lua script

04-21-2017, 10:21 AM
@IceTech$upport it is you have to make a custom accessory just use the akan_gunner (the head with goggles) as a base.

04-21-2017, 10:11 AM
@Evil Bob Well ya of course you could do that...but I'm trying to make a helmet with a glass visor so I'm trying to see if its possible to use the head replacement method you used to accomplish that

04-21-2017, 09:51 AM
@IceTech$upport you can replace helmets with the model tools.

04-21-2017, 07:53 AM
@Evil Bob Also one more thing. Is it possible to use the script to replace helmets? If so, do you know what the id would be instead of "Head?"

04-20-2017, 09:19 AM
@Evil Bob Alright, I did exactly what  you said and it worked. Thank you so much

04-20-2017, 07:59 AM
@IceTech$upport yes you will need to hide their heads in the .object and edit the blt to have that units id name thing.

04-20-2017, 07:53 AM
Just wanted to know, is it possible to replace other units with the city_swat head or will it only work on those units?

04-15-2017, 02:25 AM
NVM, got it now.

04-15-2017, 12:37 AM
How do I change the current City SWAT back to the other version?

04-14-2017, 08:42 PM
Oh thank you it worked

04-14-2017, 07:01 PM
@Kid Dennis delete the city swat lines from add.xml and delete the blt folder