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Re: Arulco Revisited Mod v1.1[message #304061] Mon, 30 April 2012 05:25 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
I recently upgraded to SCI_5224, and put AR 1.1 and AFS 3.65 in it.

Had to do a little editing. (first to merge the vfs files for AR and AFS)
And to merge the 3 different versions of the JA_Options.ini files. (1.13, AFS, and AR)

The game runs, but there are a few little problems... (Mostly unknown items being found [NADA image, or items named Slot301, or Explosives with "Placeholder" for a description]

Another problem... When I looted the Rebels hideout lockers in Omerta I ended up with about 6-7 high level weapons [But no AMMO]. (like Barrett M82A2, Al AWM, Desert Tactical SRS .308) Most of which I am pretty sure are end game weapons.

Next time I probably try only using 5224 and AR

Hmm any timeline for when AR 1.2 will be out? I mean are we talking Days, Weeks or Months?

[Updated on: Mon, 30 April 2012 05:27] by Moderator

Re: Arulco Revisited Mod v1.1[message #304068] Mon, 30 April 2012 11:29 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
WaBlackHat
Hmm any timeline for when AR 1.2 will be out? I mean are we talking Days, Weeks or Months?

We are talking days.

Re: Arulco Revisited Mod v1.1[message #304200] Wed, 02 May 2012 21:30 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
Testing 5224 with AR, so far everything looks good and seems to work ok.

One problem I noticed....

All the "New" AIM mercs from JADG which work in 5224, stop working when the AR mod is added.

(All the pictures are there on the AIM website, but all stats are Zero and the names are blank and the hire costs are for gear only)

If you hire them, when they enter the game they come in as Dead.

Re: Arulco Revisited Mod v1.1[message #304201] Wed, 02 May 2012 21:53 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
That's because AR is made for v4870. It doesn't have required values in mercprofile.xml. Use the one in 5224 sci, then set maddog's coordinates to:
		11
		7


I don't know if there are any displaced mercs, i just saw maddog.
Re: Arulco Revisited Mod v1.1[message #304214] Thu, 03 May 2012 00:59 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
That fixed it. Did not correct my save game. but new games do show the all the mercs correctly.

Now that I knew the correct file, I also tried to do a comparison and did not notice any major differences (besides the missing data) other than the order of some traits, and slight variations in stats or merc prices.

Thanks very much. Smile
Re: Arulco Revisited Mod v1.1[message #304257] Thu, 03 May 2012 18:30 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
AR is based on 4870 - DG mercs weren't included in that release.

AR doesn't change skills or traits of any merc.
AR needs this file to "displace" some NPCs.
Most importantly, it's Maddog (Estoni->Aldea) and Pablo (Drassen->Estoni).

Re: Arulco Revisited Mod v1.1[message #304263] Thu, 03 May 2012 21:00 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
Yes Maddog is displaced in the AR's mercprofile.xml from 6,9 to 11,7

But Pablo is not displaced in AR's mercprofile.xml.
In 4870 he is listed as at 13,2
In 5224 he is listed as at 13,2
In AR he is listed at 13,2.

I am not sure which file relocates him to Estoni (maybe its done on the maps?)

Quote:
I also tried to do a comparison and did not notice any major differences (besides the missing data) other than the order of some traits, and slight variations in stats or merc prices.
The differences were probably due to 4870->5224, not due to AR.

[Updated on: Thu, 03 May 2012 21:03] by Moderator

Re: Arulco Revisited Mod v1.1[message #304419] Sat, 05 May 2012 23:20 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
This is a fantastic Mod, and I've enjoyed playing it with 4870 but I want to try all those JA mercs too so I've tried what you guys are talking about but still can't get those mercs to show up (without the zero stat thing happening...) in 5224, though the other features of 5224 do seem to work OK with AR, as everyone else seems to be finding.

In mercprofiles.xml (after installing first the 5224 SCI then 1.1 AR), I find Maddog's coords to be set at X11 and Y7 in the AR Tabledata directory but 6,9 in the data-1.13 tabledata directory. It seems like if I was editing anything, it would have to be in the AR directory, but since those are already the values I think I'm suppose to be changing TO, there didn't seem to be any change to make, so I edited the data-1.13 instead so they both said 11,7, but the same problem existed with the new-old JA mercs. I must have misunderstood what to do. Can one of you guys mention again exactly within which directory I change the mercprofile coords of Maddog to 11,7? Or was I supposed to edit the AR directory's mercprofile to 6,9?

Thanks...and again thanks for this really satisfying mod, which breathes yet more new life into this fine fine game which I've come back to (again) after flirting with BiA.
Re: Arulco Revisited Mod v1.1[message #304420] Sat, 05 May 2012 23:24 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Edit the values in Data-1.13, delete the file in Data-AR.


Re: Arulco Revisited Mod v1.1[message #304421] Sat, 05 May 2012 23:32 Go to previous messageGo to next message
Gambigobilla

 
Messages:714
Registered:July 2008
Also these changes requires a new game.
Re: Arulco Revisited Mod v1.1[message #304424] Sun, 06 May 2012 00:43 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Great....and thanks both.
Re: Arulco Revisited Mod v1.1[message #304427] Sun, 06 May 2012 01:50 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Hmm...thanks for the suggestion DepressivesBot, but though it works to activate the new/old DG mercs in new games, it looks like there are some unintended side effects. the first enemy corporal I knocked out in Arulco was carrying NVG III goggles, and a ton of other later-game stuff too. A bunch of red text at load-up (which is no big deal in and of itself) seems to my non-coder mind to mean that without the AR file, the game is using some other default files in root directories and using 5224 1.13 values that AR isn't designed for. Perhaps enemy loadouts are coded in mercprofiles.xml in some place I haven't seen.

I get the impression that there was another solution that just edited Maddog's location so that the intended AR mercprofile file (with I presume the 'right' equipment loadout) would work. I can do the edits if I know what to edit.

Or is it that using the new resolutions causes some kind of effect with equipment loadouts (which seems unlikely)?

If there's no way to get the intended AR equipment AND the DG Mercs at this time, then it would be good to now that too, and I'll just settle for the 4870 SCI with AR, which is still great.

Also, FWIW, my impression is that the DG mercs are a bit cheap compared to what looks like the intended game balance for AR, though it's easy enough to deal with that.

Re: Arulco Revisited Mod v1.1[message #304432] Sun, 06 May 2012 02:54 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Actually, I spoke too soon. What appears to be happening with the (Expert, 5224 SCI with AR 1.1 and the mercprofiles location of Maddog edited in 1.13 with the AR mercprofiles deleted) version I'm trying out is actually that the load-out of the enemy in Omerta is fairly reasonable (not entry level pistols, but not machine pistols either (no .38's seen at all), and most equipment is minimal in amount and normal enough in level too, but for some reason, at the 700 am arrival time, the game thinks it is night and one enemy threw a break light and two others had advanced night goggles (one a NVG II and another a NVG II. Weird.

Re: Arulco Revisited Mod v1.1[message #304456] Sun, 06 May 2012 14:14 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
7am is twilight , light levels might not be high enough and game-play time , as you know , takes many turns for just 1 minute Smile


Re: Arulco Revisited Mod v1.1[message #304526] Wed, 09 May 2012 11:56 Go to previous messageGo to next message
Accident
Messages:3
Registered:May 2012
I was about to write a very hate filled and angry rant, but while it took some time to register I realised that there's enough of them in internet already, espcially since this mod is actually great fun, surely modder deserves a better treatment than that. Razz

Okay, so to cut a long story short; my Bobby's Ray doens't work for me and it seems like I need to restart my whole game for it. That damn Pablo is nowhere to be found. Not in Estoni either, and most likely I have the same bug as one previous poster
had. And what made me really angry that you did not give any warning that there's monster bug like this. I was already 20 hours in and it feels bad to have one of games features being cut out.

Now there's many posive things to say about this mod, it makes exploration fun and rewarding, it feels very much like a good rpg with some added survialism elements ( = management of scarce items. )

Eagerly waiting for a hotfix or new version. Smile
Re: Arulco Revisited Mod v1.1[message #304527] Wed, 09 May 2012 12:12 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Hello Accident, Welcome to the Pit :wave:
There are only two requirements to access BR: 1)Secure any one delivery location 2)Follow the link on the AIM page. Pablo is not required.

[Updated on: Wed, 09 May 2012 12:13] by Moderator



Re: Arulco Revisited Mod v1.1[message #304530] Wed, 09 May 2012 13:01 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
Didn't jasmine say, they would be going to put Pablo into estoni in upcoming patch (to prevent this exact confusion of people thinking they would need pablo to get BR's shipments at all)?
Re: Arulco Revisited Mod v1.1[message #304541] Wed, 09 May 2012 20:04 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Just had this happen to me, with the stable 1.13 release
http://i47.tinypic.com/k2hbf5.jpg

Edit: after restarting the game it happend again, dunno whats up with that. I hope it disapears after ive been to another sector.

Other bugs ive seen,
1. Interrupts for enemies often dont trigger proper on long ranges. My movement gets interuppted, and i get the clock for 20-30 secs, instead of the game switching to interrupt for the AI and then back to me.
2.Reinforcements dont join during TB, but spawn in when it goes to real time. Killing all the soldeirs in the sector without going to RT once prevents reinforcements.

Good mod so far, im enjoying the new maps very much!
Though i have to ask something, did you fiddle with the protection/damage values?

Ive seen a lot of strange damages, mainly single digits for solid hits and people taking 2 bursts of small arms without dying.
And the enemies are on flak/kevlar vests.(elites have zylon)
Its been a while since i played with the stable release so it could be that, but after scoring 6 damage on a point blank headshot with buckshot, i though i better ask. Very Happy

regards

[Updated on: Thu, 10 May 2012 01:36] by Moderator

Re: Arulco Revisited Mod v1.1[message #304548] Thu, 10 May 2012 03:56 Go to previous messageGo to next message
Accident
Messages:3
Registered:May 2012
Good to know that I don't need that greedy Pablo. Smile

Got two questions.

1. Mod says that it takes some time to get acces to Bobby's Ray, how does this actually work? Is there a increased time delay once you capture drassen airport? Can you spoil the whole mechanic for me?

2. I escorted John Kulma and Mary to drassen airport, and it's been week but no reward shipment yet. I suppose you need to have BR active in order to get it?

Thanks.
Re: Arulco Revisited Mod v1.1[message #304550] Thu, 10 May 2012 06:41 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
Bobby Rays site does NOT become active when you reach Drassen Airport. It should become active once you reach Estonia.

Just go to to Links page of AIM so it's on your website list. You SHOULD get an e-mail from BR once the site goes active...

Hmm for John and Mary escort... It should NOT need BR to receive the reward. But its possible that it will be sent to Estonia instead of Drassen.

Re: Arulco Revisited Mod v1.1[message #304557] Thu, 10 May 2012 11:01 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
WaBlackHat
Hmm for John and Mary escort... It should NOT need BR to receive the reward. But its possible that it will be sent to Estonia instead of Drassen.


as them guns show up in br's delivery list i'd say it is connected
Re: Arulco Revisited Mod v1.1[message #304562] Thu, 10 May 2012 13:37 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
Yes, the reward is conducted as a BR shipment in game. AFAIK.
Re: Arulco Revisited Mod v1.1[message #304564] Thu, 10 May 2012 13:55 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
No, all shipments are handled similarly, but this one has John as the sender. That means it can't be lost or stolen e.g.


Re: Arulco Revisited Mod v1.1[message #304565] Thu, 10 May 2012 13:58 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
DepressivesBrot
No, all shipments are handled similarly, but this one has John as the sender. That means it can't be lost ot stolen e.g.


can't be lost is correct - it is listed on br's 'your deliveries'-section for quite some time now - it was not in vanilla


btw that looks kinda akward to me, as john said he made them himself and in reality they are from br -> john's a liar :pitchfork:
Re: Arulco Revisited Mod v1.1[message #304566] Thu, 10 May 2012 14:06 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
That's a display error on the BR page then.


Re: Arulco Revisited Mod v1.1[message #304758] Wed, 16 May 2012 00:03 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Just some more feedback on the AR 1.1 with 5224 game on expert I'm playing.

This is definitely my favorite mod so far. As far as I'm concerned, the balance is great. I keep barely making ends meet financially and I can never really rest on my laurels anywhere. The enemy numbers seem about right. The weapon progression works well (I'm using normal settings). The maps are new enough to make me pay attention, and I definitely overlooked a few things the first time I played up to Drassen. Even the seemingly low pricing on the DG mercs (not an AR thing I know) might not be so far off since many of them have low 'Health' (and LDR) stats that probably lower their performance overall.

Most of my squad is made up of the DG mercs and they do seem to work well now that I am using the 5224 mercprofiles.xml with the edited location for Maddog (and deleted/renamed the Ar-data one). I really don't know why I didn't understand the first post that said how to do it. In retrospect it was perfectly clear (duh). For good measure I copied the edited file into the Ar-data tabledata directory but it seems it isn't really necessary.

has anyone tried 5262 or 5270 with AR 1.1 yet? Can I just overwrite 5224 and likely have it work without restarting the game?

Looking forward to AR 1.2 whenever it arrives.

Once again, Congrats JAsmine
Re: Arulco Revisited Mod v1.1[message #304759] Wed, 16 May 2012 00:22 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
NJ
Can I just overwrite 5224 and likely have it work without restarting the game?
No, because drugs are bad (they broke savegame compatibility when introduced)


Re: Arulco Revisited Mod v1.1[message #304763] Wed, 16 May 2012 03:09 Go to previous messageGo to next message
Inukshuk

 
Messages:88
Registered:September 2009
Location: Canada
Thanks DB
Re: Arulco Revisited Mod v1.1[message #304818] Wed, 16 May 2012 16:08 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
The upcoming version 1.2 of AR is about to be released this week.

Actually, it should have been finished weeks ago, but reallife can be a bitch sometimes.
But the release of 1.2 was also delayed because of certain new elements taking up some more development-time then expected.


Take a look at the new worldmap and you'll probably know what I'm talking about:

http://img.xrmb2.net/images/418161.png
Worldmap for Arulco Revisited mod version 1.2

Re: Arulco Revisited Mod v1.1[message #304828] Wed, 16 May 2012 18:36 Go to previous messageGo to next message
tbird94lx

 
Messages:693
Registered:April 2002
Location: ohhhhhh canada
dont know why i never noticed this mod before..been so busy fretting over IoV that i guess iw as blidned to other thread sections..lol..since IV has me frustrated and my addiction to ja2 is limitless..am nowinstallign a fresh ja2 install with the required build and gonna pop this baby on and give her a ride..wish me luck Very Happy


Re: Arulco Revisited Mod v1.1[message #304851] Wed, 16 May 2012 20:25 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
Luck !

Very Happy


Re: Arulco Revisited Mod[message #304911] Thu, 17 May 2012 19:18 Go to previous messageGo to next message
FGBrooks

 
Messages:21
Registered:April 2001
Location: North Tustin, CA USA
Hi,

I have found a major "good" bug!! It involves Bobby Ray. I read all the comments about having to capture Estoni to have BR available. No problem - was looking forward to living off of the land. However, when I captured the Drassen airport sector (B13), I clicked on the AIM link to BR, and lo and behold, the site came up. I ordered some items, eventually got the email that they had been shipped, went to B13, and found the stuff sitting on the ground in the usual location for the crate. No Pablo either, just my ordered stuff sitting there waiting for me. I am playing with READ_PROFILE_DATA_FROM_XML set to TRUE, so I knew that Pablo was not going to be in the game, but the BR bug surprised me. Also, I know that I am supposed to be living off of the land, but even with the enemy drops set to the xml file, I am drowning in 5.56 mm magazines and M16/M4 type assault rifles. More like "feasting" off of the land. BTW, I have only been to Drassen, Chitzena, and San Mona, and the two SAM sites near D and C.
Re: Arulco Revisited Mod[message #304946] Fri, 18 May 2012 17:36 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
FGBrooks
when I captured the Drassen airport sector (B13), I clicked on the AIM link to BR, and lo and behold, the site came up. I ordered some items, eventually got the email that they had been shipped, went to B13, and found the stuff sitting on the ground in the usual location for the crate.

Hi FGBrooks.
What you're reporting seems to me less like a bug and more like a problem on "file-level".
I'm quite sure that you aren't using AR's "ShippingDestinations.xml"-file, since what you describe is what you get when this file is missing from the AR mod.

Have you followed the install-instructions of AR?
Are you using a language version of JA2 different from english or german?

Please look into your Data-AR\tabledata subfolder and check, if ShippingDestinations.xml is present.
If the file is not there, then place it there (from your AR download archive). Maybe you need re-download the archive?
If the file is there and you're using english/german JA2, then you should try to delete and re-install AR.

Re: Arulco Revisited Mod[message #304947] Fri, 18 May 2012 18:22 Go to previous messageGo to next message
FGBrooks

 
Messages:21
Registered:April 2001
Location: North Tustin, CA USA
Hi JAsmine,

My mistake. When I did the initial setup, I neglected to copy the AR Tabledata directory (which contains the ShippingDestinations.xml file)from a temporary location to the JA2/Data-AR library. All is now well. Thanks for the reminder. I love the new maps - very well done.
Re: Arulco Revisited Mod[message #304948] Fri, 18 May 2012 18:39 Go to previous messageGo to next message
JAsmine

 
Messages:315
Registered:May 2011
If you forgot to copy the whole 'tabletade' folder in you initial setup, i would *strongly* recommend you to start a new game.
The tabledata folder contains some of the most important changes of the mod and you need to start a new game for these changes to work properly. Continueing without starting a new game will most certainly give undesired results.

Re: Arulco Revisited Mod[message #304956] Fri, 18 May 2012 23:23 Go to previous messageGo to next message
FGBrooks

 
Messages:21
Registered:April 2001
Location: North Tustin, CA USA
Hi JAsmine,

Yes, I figured that would be the case, that I would have to restart the game . Oh well, at least I now know where to go and what to do first. Thanks again.
Re: Arulco Revisited Mod[message #304964] Sat, 19 May 2012 08:46 Go to previous messageGo to next message
usrbid

 
Messages:1552
Registered:December 2008
Can I use my previous save after installing 1.2?


Re: Arulco Revisited Mod[message #304970] Sat, 19 May 2012 14:20 Go to previous messageGo to next message
Toneone

 
Messages:383
Registered:October 2008
Location: Germany
Ive encountered an unfortunate bug.
Current version of AR+ 1.13-"4870"

After killing Kingpin+goons, the goons respawn when re-entering the sector. I have not tested Tony
Re: Arulco Revisited Mod[message #304971] Sat, 19 May 2012 15:19 Go to previous messageGo to next message
WaBlackHat

 
Messages:43
Registered:April 2012
JAsmine
What you're reporting seems to me less like a bug and more like a problem on "file-level".
I'm quite sure that you aren't using AR's "ShippingDestinations.xml"-file, since what you describe is what you get when this file is missing from the AR mod.

Please look into your Data-AR\tabledata subfolder and check, if ShippingDestinations.xml is present.


Hmm, mine was the map subfolder: JA2\Data-AR\Tabledata\Map\

I assume thats ok?

Cant wait for 1.2. Very Happy on the other hand it means I will have to restart the game. Sad
Been suscesfully using 1.1 with JA2 5224.

When 1.2 comes out I may bump up my version up to the latest JA2 and test it out.
Re: Arulco Revisited Mod[message #304976] Sat, 19 May 2012 17:03 Go to previous messageGo to previous message
Luchs14

 
Messages:14
Registered:July 2002
Location: Vienna
I hope the mod is well balanced. Haven't played it yet, but I am willing to install Ja2 again just for this mod.

I think it is important that the balance is done well, it should not be too easy - one should not have all the nice weapons too soon, or too much ammo all the time, or too many items at all. This makes the game easy, hence there is no thrill playing it through.


ciao
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