OpenXcom

Final Mod Pack for OpenXcom

Released (updated ago). Ranked 4 of 197 with 16,879 (0 today) downloads

Published by Solarius_Scorch (mod ID: 206)

fmp.1.png

The Final Mod Pack started as a collection of various community mods, balanced against each other and arranged in a way which highlights the new features. The collection has since grown to a huge multimod with a high level of internal intricacy. The original game has been expanded in many ways: new weapons, new aliens, new UFOs, new missions, new terrains... Everything you love about X-Com, but more!

Please note that the FMP is not meant to change core features of the game. It is not a total conversion, it's more of an expansion pack. Therefore I haven't touched anything that would influence gameplay too much, except making laser and plasma way less available - that was necessary in order to do things I wanted to do.
My current project, The X-Com Files, a successor to the Final Mod Pack, is much bolder with the changes.

Here's a video tutorial on how to install the mod, by Ivan Dogovich:
Youtu.be

Releases

FilenameSizeVersionAddedOptions
final_mod_pack_2.8g.zip11.17mb2.8g

final_mod_pack_2.8f.zip11.17mb2.8f

final_mod_pack_2.8e.zip10.89mb2.8e

final_mod_pack_2.8d.zip10.87mb2.8d

final_mod_pack_2.8c.zip10.87mb2.8c

final_mod_pack_2.8b.zip10.87mb2.8b

final_mod_pack_2.8.zip10.87mb2.8

final_mod_pack_2.7c.zip10.61mb2.7c

final_mod_pack_2.7b.zip10.6mb2.7b

final_mod_pack_2.7a.zip10.6mb2.7a

final_mod_pack_2.7.zip10.6mb2.7

final_mod_pack_2.6.zip10.36mb2.6

final_mod_pack_2.5.zip10.36mb2.5

final_mod_pack_2.4.zip11.97mb2.4

final_mod_pack_2.3b.zip11.98mb2.3b

final_mod_pack_2.3.zip11.97mb2.3

final_mod_pack_2.2e.zip11.79mb2.2e

final_mod_pack_2.2d.zip11.54mb2.2d

final_mod_pack_2.2c.zip11.54mb2.2c

final_mod_pack_2.2b.zip11.54mb2.2b

27 comments

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CO
CommanderOrange @commanderorange

Here to report a game crash, and here is the message I got...

OpenXcom has crashed: Unit STR_MALE_CIVILIAN_BLACK not found
More details here: C\:Users\owner\Desktop\xcom\FINAL MOD\OpenXcom\user\openxcom.log
If this error was unexpected, please report to the developers

This is the name of the the zip files I downloaded...
final_mod_pack_2.8g.zip
and I'm using the following nightly...
openxcom_git_master_2021_09_20_0740

If you require any more details, let me know, and I will do the best I can to get it for you.

Thanks and by the way, great mod pack, I'm really enjoying it.

AE
AtomicEgnnog @atomicegnnog

Can you use the TFTD optional damage values (50%-150%) in the options menu? Or should you stick to the classic UFOD damage values (0%-200%)? I prefer the TFTD option, however am not sure if the mod is balanced for it.

M
Monduras @mond1608588080

how do you get alien electronics? i got almost all the items for sectopod construction except that one.

G
Germes @germes

You have to disassemble the fragments of cyberdisks of sectopods to get electronics.

M
Monduras @mond1608588080

i am trying this out... seems fun, crazy amount of aliens... but the research tree is really annoying, it's impossible to manufacture any alien weapons?

G
Germes @germes

In the mod files there are images of the game technology tree there everything is clearly indicated how to access the production of aliens ammunition.

TR
trout_of_doom @trout-of-doom

The ironfist transport has a surprisingly low range compared to the earlier transport ships. Egypt to NZ is impossible for example.

Also...anyone know why always daytime doesn't work with this?

KA
karnot1603741503 @karnot1603741503

"this is a collection of mods"
Gee, what a useful description ! Really makes me want to dig right in !

waldotheranger
waldotheranger @waldotheranger

You didn't read the full description

Zeky1596389832
Zeky1596389832 @zeky1596389832

Found a bug that makes the game crash when stating a mission with a crashed UFO (small UFO, early game):
"A fatal error has occurred: Height of map MAPS/COMRCURBAN43.MAP too big for this mission, block is 6, expected: 4"
"OpenXcom has crashed: Height of map MAPS/COMRCURBAN43.MAP too big for this mission, block is 6, expected: 4"

Vulkeule
Vulkeule @vulkeule

Anybody got any idea what this means
[27-05-2020_15-17-29] [FATAL] A fatal error has occurred: Segmentation fault. This usually indicates something missing in a mod.
[27-05-2020_15-17-29] [FATAL] 0x54eb90 OpenXcom::CrossPlatform::stackTrace(void*)
[27-05-2020_15-17-29] [FATAL] 0x552460 OpenXcom::CrossPlatform::crashDump(void*, std::__cxx11::basic_string<char, std::char_traits<char>, std::allocator<char> > const&)
[27-05-2020_15-17-29] [FATAL] 0x40dca0 signalLogger(int)
[27-05-2020_15-17-29] [FATAL] 0x87ca10 xbrz::nearestNeighborScale(unsigned int const*, int, int, int, unsigned int*, int, int, int, xbrz::SliceType, int, int)
[27-05-2020_15-17-29] [FATAL] 0x7702b8f0 UnhandledExceptionFilter
[27-05-2020_15-17-29] [FATAL] 0x77d991f0 RtlCaptureStackContext
[27-05-2020_15-17-29] [FATAL] 0x77d77b40 RtlGetAppContainerNamedObjectPath

MG
McGuba @mcguba

I had the same the other day, at a terror mission with Final Mod Pack v2.7. Then I deleted the v2.7 build, installed the earlier v2.6 instead, loaded the same game save and I could continue.

EDIT: it looks like it works with the latest 2.7a as well, just not with 2.7

Vulkeule
Vulkeule @vulkeule

thanks this should be helpful

SuurTõll
SuurTõll @suurtll

great mod, but meet a bug (final mod pack 2.6, openxcom nightly 2020-04-05): game crashes after research "Ultimate Hunter" completed with message " A fatal error has occurred: Error proccessing mission script named: invasion, mission type: STR_HYBRID_GROUND_CONVOY is not defined"

TZ
TangoZulu @tangozulu

Hello. I would like to report a bug. When I try to manufacture more than 10 Auto-Cannons, none of them will show up in my inventory. Great mod by the way.

HF
Hollow_Fang @hollow-fang

Hi this is a MUST HAVE for me playing. is there any plans on making the new UFO & TFTD hybrid to be compatible?

SonicPL95
SonicPL95 @sonicpl95

[ERROR] Resources/FinalModPack/Weapons_Compilation/Minigun/Sounds/fire.wav:Mix_LoadWAV_RW with NULL src
anyone had clue what to do with that?

SonicPL95
SonicPL95 @sonicpl95

never mind i fix this by replace steam version of enemyunknown data with openxcom patch data.

HF
Hollow_Fang @hollow-fang

Love it and is a must have mod to play now for me.
I'm trying to add some older mods to work with it though I'm have issues I play on android.
4 weapon crafts mod: trying to make sure all jets have cannons like real life.
A mod called self heal.
Merging and balancing other weapon mods.
I was wondering if I can share the .rules files see what I'm doing wrong

EL
elguitartom @elguitartom

Makes the game too hard. Second mission I encounter very large ufo's (too hard for novice team). And those alien discs is impossible to destroy = Shot a few rockets into it, over 50 bullets from rifles.
Too bad, because I liked the shotgun and other weapons.