OpenXcom

40k for OpenXcom

Released (updated ago). Ranked 2 of 153 with 12,950 (4 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 6.5.3, by Meridian and Yankes
    • The mod isn't updated to use OXCE version 6.6. Older versions are available here: Openxcom.org
  • 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_025.zip137.1mb025

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

99 comments

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

AE
AtomicEgnnog @atomicegnnog

Does anyone have any help on how to take out orc bases?

PhantomBloodOpera
PhantomBloodOpera @phantombloodopera

Mod is cool concept wise but can be absurdly frustrating, I find the Guardsmen much more reliable than the Space Marines, also I tend to never be able to find the last enemy in the very first mission, so that's cool.

Niadria
Niadria @niadria

the mission thing i have to ask was it a cult activity or UFO? If Cult then look for a solid metal door it will stand out as strange or differant to the rest of them you need to break into that room and 3 cultists will be waiting for you.

Z
Zombiegedon @zombiegedon

ive followed the steps but when i try and run it it comes up with errors about armor and corpses i didnt have this error last edition can anyone help with this

OH
ohartenstein23 @ohartenstein23

Use version 6.5.3 of OXCE, the mod has not yet been updated to work with 6.6.

Z
Zombiegedon @zombiegedon

thanks alot its all good now

Zeky1596389832
Zeky1596389832 @zeky1596389832

There is a problem with IG vehicles where they cannot exit the chimera on most maps because there are obstacles like trees or the map ends behind the chimera carring the vehicle.

Siphon09
Siphon09 @siphon09

Hi, I just installed the mod and I don't know if i'm running into a bug or not, every battle i have only two drop pods with marines in them and an empty one even if i have more then 8 marines. Is this a bug or is it a tech i don't have or something?

Bulletdesigner
Bulletdesigner @brunoantunesarq

probably a bug, go to forum or discord and send the save. Meanwhile you can test in new battle the pods and see if you are missing something

Valkarin
Valkarin @valkarin

Just installed _025. First mission - Chaos Cult Ritual. Arrived on pods, took a couple of cultists alive, eliminated others. Checked all the map except absolutely impenetrable container 1x3x6 tiles. Seems like there are some Cultist Ritualists panicking inside.

What am I doing wrong?

theemperorofmankind
theemperorofmankind @theemperorofmankind

Alright comrade. what your going to need to do is set up a breach either at the door or the wall with a few grenades. be careful as they are holding civilians hostage but their lives do not importantly matter and they are most like to be killed and sacrificed for the ritual. But once you breach prepare to go in as they tend to have fast moving cultists armed with combat knifes that can be deadly if they get to close

Valkarin
Valkarin @valkarin

The Master of Mankind to the rescue. :-)

Ah yeah, krak/melta, I had to guess for myself and keep it equipped, my prayers to You.
I just shot dem heretics through the roof from nearby building.
Still it's kinda strange that random 'umie can slice The Yours Finest in mk7 with a pointed piece of steel so easily, don't it?

All in all, after gameplay perfection of Xpiratez that mod feels kinda sucks -RED ONE! BLAM-, but it's still awesome and smells like 40k, even w/o melee system, weapon damage bonuses, hints or reasonably limited grenade throwing ranges of the Uber Gals.
Is there any link to express my dollaro gratitude to the author?

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

It's for the game mechanics, aliens need an insane str stat to be able to have their guns and have any TU to actually act, you could fix this yourself by changing game file that state from which turn AI can start throwing grenades. Bit cheaty but it levels the playing field a little. (it's in Documents - open xcom - mods - 40k - Ruleset - difficulty_40k , open it in notepad and edit to your heart's desire ).

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