OpenXcom

40k for OpenXcom

Released (updated ago). Ranked 2 of 158 with 10,578 (10 today) downloads

Published by ohartenstein23 - learn more (mod ID: 297)

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This is a Warhammer 40k total conversion for OpenXcom, based on an earlier space marine mod by Ryskeliini. As Force Commander for the Imperium of Man on a planet beseiged by Chaos, you must find a way to end the Warp Storm and purge your world!

By Ryskeliini, bulletdesigner, ohartenstein23, and many contributors from the OXC forums


Installation and Update Instructions Video: Youtu.be


Installation:

  • Download and install OpenXcom Extended (OXCE), version 6.3.4 or later, by Meridian and Yankes
  • Run OXCE after copying the UFO files to generate the user/mods folder
  • Download the 40k files, and unzip into the mods folder
  • Run OXCE, go to Options > Mods and select "40k" from the drop-down menu at the top
  • (Optional) If the Music is playing the UFO soundtrack, check Options > Audio > Music Format, and set it to "Auto" or "OGG" if it isn't one of those.
  • (Optional) Turn on the Stat Strings mod under Options > Mods
  • (Optional) Turn on the Chapter Change mod under Mods to change the look of your Space Marines to the Imperial Fists or the Blood Angels Chapters
  • (Optional) Turn on the Cutscenes mod under Mods to get short briefing videos before most missions


As of Version 024, we now have an auxiliary mod with short briefing cutscenes before most missions. To install it:

  • Download the latest 40k_Cutscenes file from below
  • Place either the .zip file or unzip it into your user/mods folder (but don't do both!)
  • Turn it on in you mods menu


Updating:

  • Save any current campaign in the Geoscape. Loading a Battlescape save from a previous version is more likely to cause bugs and crashes, and is not recommended.
  • Remove the previous version's 40k folders from your OXCE mods folder.
  • Download the new version's files and unzip into the mods folder. Your previous saves should be compatible if made during the Geoscape.


Credits:

  • Big props to Ryskeliini for the space marine stuff and Dioxine for the help
  • Used a lot of maps from Terrainpack prior to version 024, so special thanks to Hobbes also so help on side

Tools:

Sprites, sounds, maps, ruleset code etc:

  • All around thanks to everyone, I used lot of stuff from other mods for reference and change it to 40k universe
  • Background images from various internet sources

Dependencies

NameAddedUpdated
OpenXcom Extended (OXCE)

Releases

FilenameSizeVersionAddedOptions
40k_024.zip128.66mb024

40k_cutscenes_024.zip555.54mb024_Cutscenes

40k_noanims_023.zip67.97mb023_reduced

40k_023.zip258.65mb023

40k_noanims_022.zip68.1mb022_reduced

40k_022.zip258.78mb022

40k_noanims_021.zip67.59mb021_reduced

40k_021.zip255.93mb021

40k_noanims_020.zip54.17mb020_reduced

40k_020.zip245.31mb020

40k_noanims_019.zip56.41mb019_reduced

40k_019.zip244.42mb019

40k_ig_crewed_weapons.zip17.55kb1.0

40k_noanims_018.zip24.38mb018_reduced

40k_018.zip243.07mb018

40k_017.zip242.92mb017

40k_016.zip242.82mb016

40k_015.zip242.39mb015

40k.zip242.07mb014

86 comments

Join the community or sign in with your gaming account to join the conversation:

H
Harmondale2 @harmondale2

Absolutely love this mod so much, been playing so so much lately! Seriously amazing job! One thing though, what is going on with enemy grenade throwing? Its just off the charts. I was just fighting Traitor guard with my Imperial guard, mine can throw a realitic distance, but when the traitor guard throw their grenades they throw them across literially the entire map? They're only human like? It makes no sense from a 40k rules stand point or lore stand point? I've seen orcs do the same which makes no sense either, their strong but not that strong?

kregitos
kregitos @kregitos

Hi, how can I allow unit voices, they don't work for me ( music is good, although I now understand Emperor and his hatred to Ultramarines chanting :D ), also guard's officer vox artillery strike, how does it work? The button show only a melee (bayonet) hit.

OH
ohartenstein23 @ohartenstein23

The unit response voices should be automatically on with the latest version of the mod. Make sure you have that and the required OXCE version (6.3.4 or later).

The officer's vox is a placeholder for mechanics that are not finished in the game code, so it's just melee for now.

kregitos
kregitos @kregitos

Yeah, I had older version of OXCE, I noticed that the vox have some base work in it ( I poked the files, just a little, changed few values here and there to make the game less hair-tearing ).
Anyway great mod! It almost makes me want to get to know how to x-com mod myself!

kecin25
kecin25 @kecin25

I just got the most recent version of OXCE and the 40k mod and I am seeing vanilla maps for instead of imperial bases when I get the chaos presence at imperial base missions. I just started a new campaign, could that be the reason why?

OH
ohartenstein23 @ohartenstein23

That shouldn't happen on a new campaign. Can you post a save just before one of those missions on either our bugreports thread on the forums (https://openxcom.org/forum/index.php/topic,6413.0.html) or on the bugreports channel on the discord server (https://discord.gg/t2xHbRP)?

IY
IrismonoYT @irismono1583268589

I keep getting a "missing Sprite.sdk" whenever I try to enter the battlescape, and thus have been unable to enter combat against the heretics. Please remedy this as the earliest opportunity, so that the empire's purge of this planet may continue!

Bulletdesigner
Bulletdesigner @brunoantunesarq

please send save in forum, so we can see what is missing

GO
GODZILLAONDRUGS @godzillaondrugs

love this mod

theemperorofmankind
theemperorofmankind @theemperorofmankind

So how has development for the mod going?

OH
ohartenstein23 @ohartenstein23

Slow but steady.

theemperorofmankind
theemperorofmankind @theemperorofmankind

I like the new update. The AI are at the smartest then I have ever seen them before

E
Elite_krew @elite-krew

I have been playing this mod again and I am curious what songs do you use in the mod?

Bulletdesigner
Bulletdesigner @brunoantunesarq

kyrie - death note original
battlescape - Dawn of war
fate- evangelion 2.0
in my spirit- evangelion 2.0
remaning - chaos gate

E
Elite_krew @elite-krew

Thanks

MA
mathijsduinkerken @mathijsduinkerken

Is there a way to make sure it is always daytime? Like the always daytime mod that comes with openxcom?
I really don't like the night missions since it is impossible to see the enemies, and I am not good at timing it so the battles aways happen during the day

OH
ohartenstein23 @ohartenstein23

There is, but it'd require a lot of modding work. I recommend using flares, incendiary rounds, or marines in scout armor and turning on night vision mode. The default key is scroll lock, and it can be re-bound through your options menu.

G
Grilovanov @grilovanov

Hi! Getting this error when trying to start the mod:
Error processing 'STR_HEAVY_PLASMA' in manufacture: Manufacturing time must be greater than zero.;
Can you please clarify what could I do wrong?

viilratha
viilratha @viilratha

I'm getting the same error. Just downloaded it. I tried looking into the mod a little bit but all I see is the file manufacture_IG in the ruleset folder and it doesn't have an entry for STR_HEAVY_PLASMA

CO
covaguido @covaguido

It's in the 40k.rule file, you need to add time values for it and for the plasma pistol and rifle
OXCE 6.2 added - Mod startup check: Manufacturing time must be greater than zero
This is a modified rul file for 40k_023 you can use:
Mediafire.com

viilratha
viilratha @viilratha

Thank you so much! I would have never been able to find that on my own!