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Re: AV v1.11 Download, Discussion & Bug Reports[message #357899 is a reply to message #357813] Sat, 17 August 2019 11:06 Go to previous messageGo to next message
BlueWarrior

 
Messages:22
Registered:May 2019
Thanks Ed. But I have a bug. Whenever i reload a saved game, The items in the sector make a second copy of themselves. Do you why this is happening? P.S the copy is overheated

[Updated on: Sat, 17 August 2019 12:12]

Re: AV v1.11 Download, Discussion & Bug Reports[message #357909 is a reply to message #357899] Sat, 17 August 2019 20:27 Go to previous messageGo to next message
edmortimer

 
Messages:1214
Registered:January 2015
Location: Home Free
Quote:

Thanks Ed. But I have a bug. Whenever i reload a saved game, The items in the sector make a second copy of themselves. Do you why this is happening? P.S the copy is overheated
That kind of bug would be in the executable. What executable are you using? Try a newer executable by Sevenfm than the one included in AV.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #357913 is a reply to message #356385] Sun, 18 August 2019 10:18 Go to previous messageGo to next message
BlueWarrior

 
Messages:22
Registered:May 2019
Where would I find it?

[Updated on: Sun, 18 August 2019 10:19]

Re: AV v1.11 Download, Discussion & Bug Reports[message #357917 is a reply to message #357913] Sun, 18 August 2019 18:04 Go to previous messageGo to next message
edmortimer

 
Messages:1214
Registered:January 2015
Location: Home Free
Quote:

Where would I find it?
Check Sevenfm's signature on his forum posts. He replied to another of your posts today.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #357924 is a reply to message #357917] Mon, 19 August 2019 13:04 Go to previous messageGo to next message
BlueWarrior

 
Messages:22
Registered:May 2019
Thanks Ed
Re: AV v1.11 Download, Discussion & Bug Reports[message #357981 is a reply to message #356385] Wed, 28 August 2019 14:31 Go to previous messageGo to next message
BlueWarrior

 
Messages:22
Registered:May 2019
Hey Ed. I have something to say. Do you know why the stats for the same Merc changes between two games?
Also John Peters aka Bull. Is American and not Irish as his description says, Do you know how to change that
Lastly, With the ability to tweak the gun mod sometimes it crashes the game and sometimes the game stays on a ticking watch whenever i pass an item and the game won't go on so i have to shut off the game. Do you know why that is happening?

By the way, Your mod is great
Re: AV v1.11 Download, Discussion & Bug Reports[message #357982 is a reply to message #357981] Wed, 28 August 2019 17:26 Go to previous messageGo to next message
edmortimer

 
Messages:1214
Registered:January 2015
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Starting skills and etc for Mercs are set in JA2_Options.ini. AV is set to give a bit of randomness. You'll have to read the comments in JA2_Options to decipher these AV settings and decide on your own settings:

MERCS_RANDOM_STATS = 1
MERCS_RANDOM_GEAR_KITS = FALSE
MERCS_RANDOM_BELL_DISTRIBUTION = TRUE
MERCS_RANDOM_STAT_RANGE = 5
MERCS_RANDOM_EXP_RANGE = 0
MERCS_RANDOM_START_SALARY = TRUE
MERCS_RANDOM_START_SALARY_PERCENTAGE_MAX_MODIFIER = 9

Nationality of all Mercs is set in MercProfiles.XML. The comments in the XML will explain the setting.

I don't know what you mean by tweaking the gun mod. If you mean adding attachments to a weapon - then I need to know which attachment and which weapon, as there might be a discrepancy between Attachments.XML and Items.XML.





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Re: AV v1.11 Download, Discussion & Bug Reports[message #357984 is a reply to message #357982] Thu, 29 August 2019 14:19 Go to previous messageGo to next message
BlueWarrior

 
Messages:22
Registered:May 2019
The laser sight on Shadow's Rifle is one of them

As for XML what number should i put on the stat after i edit it? MERCS_RANDOM_STATS = 1

Also My XML launcher isn't working. It gave me a whole list of things Corrupted and wrong with the files.

Unless you mean XML Merc Profile Editor. Which in that case it works i edited Bull Strength at 100, Because he packs the hardest punch out of everybody on the roster, Though it removes most of the background of the MERC

[Updated on: Thu, 29 August 2019 17:49]

Re: AV v1.11 Download, Discussion & Bug Reports[message #357986 is a reply to message #357984] Thu, 29 August 2019 21:10 Go to previous messageGo to next message
edmortimer

 
Messages:1214
Registered:January 2015
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Quote:

The laser sight on Shadow's Rifle is one of them

As for XML what number should i put on the stat after i edit it? MERCS_RANDOM_STATS = 1

Also My XML launcher isn't working. It gave me a whole list of things Corrupted and wrong with the files.

Unless you mean XML Merc Profile Editor. Which in that case it works i edited Bull Strength at 100, Because he packs the hardest punch out of everybody on the roster, Though it removes most of the background of the MERC
I did not realize you didn't know to use a text/code editor such as the free Notepad++ to modify any INI or XML files. The included editors (except for the Map Editor) are not to be used to change the files. The game has come a long way since the last time the editors were updated, and they will corrupt the files.

If you did not backup the changed files it will be best to re-install the mod, and if you changed any 1.13 game files then 1.13 also.

Once you have Notepad++ do a search for the the variables I listed and you will see a paragraph of comments describing what to put where to get what you want.

Once you begin to navigate the INIs and XMLs you will see lots of comments describing what all the variables do.

[Updated on: Thu, 29 August 2019 21:12]





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Re: AV v1.11 Download, Discussion & Bug Reports[message #357987 is a reply to message #357986] Thu, 29 August 2019 21:52 Go to previous messageGo to next message
BlueWarrior

 
Messages:22
Registered:May 2019
Thanks for understanding, I just found out how to use mods for the game so I appreciate it. I will download Notepad++
Re: AV v1.11 Download, Discussion & Bug Reports[message #358007 is a reply to message #357987] Sat, 07 September 2019 15:08 Go to previous messageGo to next message
BlueWarrior

 
Messages:22
Registered:May 2019
Hey Ed. It worked out. I have a question. How do you amend the guns and their ammo capability? Because I did some research and The Stoner 63A1 machine gun had an ammo cap of 50, 100 and 150 not 200 (though they did make a 250 mag but that proved too heavy for the troops using it)
Re: AV v1.11 Download, Discussion & Bug Reports[message #358010 is a reply to message #358007] Sun, 08 September 2019 07:11 Go to previous messageGo to next message
edmortimer

 
Messages:1214
Registered:January 2015
Location: Home Free
Unfortunately adding magazines of different sizes is a major undertaking. All the entries in Magazines.XML have to be in consecutive (all of one caliber together in a group), and each entry has to correspond with the entry in Items.XML.

So to add an entry you have to move calibers around to make room for the new entry - and a new size magazine has to have entries for all the types of ammo of that caliber. Then you have to make sure all the magazines you moved in Magazines.XML have their new item index number replacing the class index number in Items.XML.

It is a major headache.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #358013 is a reply to message #358010] Sun, 08 September 2019 15:45 Go to previous messageGo to next message
CarsonBlackman

 
Messages:5
Registered:August 2019
From what I can tell, changing magazine size usually requires a weapon attachment. Rather than creating a new magazine type (with all of the aforementioned hassles) wouldn't it be easier to allow the weapon to use an existing attachment, or possibly creating a new attachment to allow a weapon to use whatever EXISTING magazine size you wish to use?
I admit to being new at modding. But situations like this one, even if my idea WON'T work, still help me to understand how everything fits together.
Re: AV v1.11 Download, Discussion & Bug Reports[message #358014 is a reply to message #358013] Sun, 08 September 2019 20:33 Go to previous messageGo to next message
edmortimer

 
Messages:1214
Registered:January 2015
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Unfortunately I am not proficient with the code, so I can't comment if it's possible or not. If it is possible . . . I certainly wish someone had told me a couple years ago! :-)




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Re: AV v1.11 Download, Discussion & Bug Reports[message #358015 is a reply to message #358013] Sun, 08 September 2019 20:39 Go to previous messageGo to next message
BlueWarrior

 
Messages:22
Registered:May 2019
Hey Ed. I'd like your opinion on something. I modified the Army and the Militia to have increased stats depending on their skill by 5 points
Level 1: 0
Level 2: 5
Level 3: 10
this includes.
Enemy CtH bonus
Enemy damage resistance bonus
Militia overall power during auto resolve battles
MILITIA CTH BONUS
MILITIA DAMAGE RESISTANCE

Lastly the Enemy AP Bonus on Experienced and the militia in increased by 5, While the player doesn't get any bonus to AP. I did it to simulate the natives on Arulco all their lives can run faster then any American visiting for the first time.
Do you think that increases the difficultly without being unfair?

[Updated on: Sun, 08 September 2019 21:07]

Re: AV v1.11 Download, Discussion & Bug Reports[message #358016 is a reply to message #358015] Mon, 09 September 2019 00:30 Go to previous messageGo to next message
edmortimer

 
Messages:1214
Registered:January 2015
Location: Home Free
I thought about doing something similar, and in fact did so in earlier versions of AV. The background of Arulcan Rebel includes bonuses such as you are looking at, but cannot be assigned to militia or enemies. So, yeah, i see nothing wrong with it, in fact I think it is a much better way to increase the difficulty a bit without resorting to numberless hordes.




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Re: AV v1.11 Download, Discussion & Bug Reports[message #358025 is a reply to message #358016] Wed, 11 September 2019 02:14 Go to previous messageGo to next message
BlueWarrior

 
Messages:22
Registered:May 2019
Hey Ed. If you looking for ideas if you wanted created an v1.12, I have a few ideas if you want to hear it

[Updated on: Sun, 15 September 2019 01:14]

Re: AV v1.11 Download, Discussion & Bug Reports[message #358026 is a reply to message #358025] Wed, 11 September 2019 03:11 Go to previous message
BlueWarrior

 
Messages:22
Registered:May 2019
Mag Changes. M1A1 has 15 round Magazines but give an option to tape another mag to the bottom of the loaded mag
Stoner 63 mag has 150 round belt

New Weapons. Thompson M1921 with 100 Round Drum. It'll weigh around 8.5 Kilos and it will chew though .45 ammo, But you never really need to reload during battle

From Flugente's Magika Workshop: Lara Croft, Mercy, Max Payne and the Ryder Twins as well as the IMP Equipment choice

Gear switch:
Len's Elite choice weapon should be replaced with an M60. Because he's a grizzled Green Beret and odds are he wasn't in the Army in 1984 when the SAW was adopted
And two of Len's choices because he was in the military when these weapons. One with an M16A1 and another one an MP5
Ice because he's a Machinegunner he should have his Marksmen choice replaces with a M249 SAW
One of these Raider's option for a gun should be an MP5 without a doubt. SWAT teams across America still use them. Because some SWAT Teams was issued MP5/10s in the 1990s. Raider should have that option
And All of the options for Spooky his pistol should be Mark 22 for all 5 or at least all of them should come with Suppressors on them
Spooky gear choice of Thompson should be substituted with an M4 Commando with AR Suppressor
I'm sure they are others but those are the ones I can think of for now

And some of the backgrounds for mercs like Ranger, Green Beret, SAS and GSG9 aren't available in I.M.P Background section

For extra touches to the Mercenaries stats and skills, I'll need a whole other section for that. But what do you think about that?





[Updated on: Wed, 11 September 2019 18:22]

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