Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.11 Download, Discussion & Bug Reports
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 is currently offline BlueWarrior

 
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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]

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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 is currently offline edmortimer

 
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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 is currently offline BlueWarrior

 
Messages:102
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Where would I find it?

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

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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 is currently offline edmortimer

 
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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 is currently offline BlueWarrior

 
Messages:102
Registered:May 2019
Thanks Ed

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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 is currently offline BlueWarrior

 
Messages:102
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

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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 is currently offline edmortimer

 
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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 is currently offline BlueWarrior

 
Messages:102
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]

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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 is currently offline edmortimer

 
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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 is currently offline BlueWarrior

 
Messages:102
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Thanks for understanding, I just found out how to use mods for the game so I appreciate it. I will download Notepad++

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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 is currently offline BlueWarrior

 
Messages:102
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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)

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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 is currently offline edmortimer

 
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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 is currently offline CarsonBlackman

 
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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.

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Corporal
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 is currently offline edmortimer

 
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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 is currently offline BlueWarrior

 
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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]

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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 is currently offline edmortimer

 
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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 is currently offline BlueWarrior

 
Messages:102
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]

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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 messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
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.
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: Sat, 21 September 2019 21:24]

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358077 is a reply to message #358026] Mon, 23 September 2019 15:34 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Thanks for the suggestions. I will get back to modding AV in a bit, and I always like ideas and suggestions - especially character-specific ones.

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358078 is a reply to message #358077] Mon, 23 September 2019 15:45 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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OK, while I am taking a non-Arulco vacation from modding Arulco Vacations (sorry, I had to say it), not everyone else is! We have an Add-on for Arulco Vacations here with additional recruitable characters from the FFF-MP mod and as otherwise assembled by The Scorpion. You can find this AV-addon.7z here. Unpack the file into your Data-AV folder and overwrite all files. Here is the readme:


RPC-Update for Arulco Vacations
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

This Mod turns various NPC's from the Original Game into playable characters, along the lines of the PCM Mods.
The general idea is to have NPCs fulfill their quests and only be able to join player later. Some exceptions were necessary.
Recruting key NPCs may have an impact on quests or the game.
Most NPCs simply have too little text to generate speech sets so most new RPCs current only use battlesounds. Exception: Kingpin (cool voice/speech) and Deidranna (entertaining)
Mod content can be used for other versions of 1.13, too. In that case, make sure that any character to be RPC has a fighting bodytype set in mercprofiles.xml / proedit.

Additional RPCs include:
075 Queen Deidranna (yes)
--recruitment: if she is non-hostile, you can just ask her to join. If she is hostile, injure her then use forced talking on her. She'll prefer living.
---game impact: game doesn't end. Player should skip cut scenes after her recruitment

078 Carmen Dancio
-- recruitment: Can be hired without further requirements
---game impact: Can't finish the Terrorists quest

079 Joe Papanus (Queens Bodyguard)
-- recruitment: Either bribe him (100k) or shoot him and use forced talk. May follow queen deidranna if she joins while non-hostile.
---game impact: Player should skip cut scenes triggerd after his recruitment

086 Kingpin
-- recruitment: As long as player is not in trouble with KP (took money, got spotted rescuing Maria) he can hire KP and his henchman
---game impact: All Kingpin related quests including extreme fights will be inaccesible.

087 Darren
-- recruitment same as Kingpin (086)
---game impact: extreme fights will be inaccesible.

092 Frank
-- recruitment same as Kingpin (086)
---game impact: loss of Frank as barkeeper

093 Spike
-- recruitment same as Kingpin (086)
---game impact: extreme fights will be inaccesible/bugged

094 Damon
-- recruitment same as Kingpin (086)
---game impact: Shoulnd't have much

096 Mickey O'Brien
-- recruitment: Give him enogh booze until he is drunk. Then hire
---game impact: Loss of trader for animal parts

100 Father Walker
-- recruitment: Can be hired after food quest is over
---game impact: should have none

102 Warden
-- recruitment: shoot/injure her and use forced talk
---game impact: should have none

107 Madame
-- recruitment: Can be hired normally
---game impact: Loss of brothel functionality.

112 Druggist
-- recruitment: Can be hired normally
---game impact: Loss of barkeeper, can't close Terrorists quest.

115 Dave Gerrard
-- recruitment: Can be hired after we bought his vehicle
---game impact: should have none/no access to gas fillups if that is ever operational

116 Skipper
-- recruiment: joins after giving key card
---game impact: should have none

117 Hans Vanderkilt
-- recruitment: Can be hired after we can see tony. Really, when tony's actually stepped out, we'll see it ourselves when we enter the empty back room
---game impact: Major annoyance moved away

120 General
-- recruitment: Can be recruited normally
---game impact: should have none

121 Sergeant Krott
-- recruitment: joins if spared (wait for him to walk away)
---game impact: should have none

127 Eldin Fiddes
-- recruitment: Can be hired after we stole the chalice of chance
---game impact: should have none

133 Billy
-- recruitment same as Kingpin (086)
---game impact: shouldn't have much / Brothel quest easier

135 Elliot (Messger of bad news)
-- recruitment: Hire him if non-hostile. shoot/injure him and use forced talk if he is hostile.
---game impact: Skip ay cutscenes that follow his recruitment

138 Waldo Zimmer
-- recruitment: Can be hired after he's told us about Skyrider
---game impact: shouldn't have much

150 Daryl
-- recruitment: Can be hired normally
---game impact: can't do Hicks quest.


Arulco Vacations Text and names of hirable characters from Arulco vacations to follow below

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

Scheinworld's "Playable Characters Mod ++" (PCM++) modified for Ed Mortimer's "Arulco Vacations" Mod

Original idea and concept by Smilingassassin aka "the Scorpion"


Features of the PLUS PLUS version (the second 'plus' is the additional content added by Ed for Arulco Vacations):

From PCM+ the following non-playable JA2 characters are now recruitable: Darrel Hick (#73), Alish "Perko" Perkopoulos (#74), Maria DaSilva (#88), Joey Graham (#90), James "Skyrider" Bullock (#97), Fred Morris (#106), Matt Duncan (#148), Oswald Johnston (#156), Calvin Barkmore (#157) and Carl Tercel (#158) into playable characters.

For Arulco Vacations the additional JA2 characters are have been added as Mercs: Rude Dog (#206) (from Urban Chaos Mod), and Jerry Melo (#207) (from JA2.5 UB) have been added as new M.E.R.C. characters. Original Arulco Vacations M.E.R.C. characters have also been added -- Rachel Thorne (#205), Dr. Catherine "Knockout" Onorosa (#208), Dr. ZoRutha Jones (#209), and Guido Grimaldi (#219)

For Arulco Vacations the additional JA2 character Alberto Ruiz (#210) (from Vietnam SOG '69 mod) has been added as a recruitable character. He can be found in northwest Alma (sector H13) in the barracks area of the military facility -- where he has been conscripted into the army.

For Arulco Vacations the following non-playable JA2 characters are now recruitable: Angel DaSilva (#89), Brenda Drake (#85), Doreen Harrows (#139), and the Terrorists Annie (Matron of Mayhem) (#82), Chris (Imposter) (#83), Joe (Tiffany Eddie) (#110), and Jasmin (T-Rex) (#111) and have also been made recruitable. See below for recruitment specifics.

For Arulco Vacations Flugente's additional character Jane Shepard (#254) has been added as an A.I.M. Merc. She can be recruited from the A.I.M. website.


All new playable characters have faces, speech and battle sounds. They also have character skills, backgrounds, and everything else a 'normal' character has. Changes are very nonintrusive to keep the integrity of the vanilla story, setting, maps etc. intact.

It is important to save before any major NPC interaction, and to allow the NPC scripts to play out fully. Sometimes the interaction can be glitchy, and the scripts are not completed. If that happens, reload the save and try again.



Notes:

Brenda is part of an important script tree that allows access to Tony. Play out the video quest completely and let Brenda walk away. Then talk to Hans and go see Tony. You can recruit Brenda anytime after that at her house - the white one in the north center of the sector. Recruiting Brenda before that may prevent access to Tony. Brenda will be on hire for $100/day.

Skyrider has his speech limited due to an overlapping issue from his function as a pilot. If the player prefers to have Skyrider as the pilot (same as in the vanilla game), then you need to react extremely quickly. After Skyrider is escorted to his chopper, he'll do his usual speech, after that Skyrider will walk towards his chopper. If you want to avoid Skyrider to join the squad but want him as a pilot as usual, go immediately to the strategic map after Skyrider has started walking but before he has reached his chopper. Then everything will be as in the Vanilla game. If you want him to join, wait for him to reach his chopper, after that he will automatically be recruited but will not be able to pilot the helicopter. Skyrider will be on hire for $100/day.

Darrell will only join if a female character is married to the Hicks. There might still be issues with this action related to 1.13's messed pathing. Make sure your female character has a path to the place where Darrell is walking to. If she doesn't move, break the deadlock using alt-enter and make her walk into that direction, the pathing might still catch her and continue her script.

Perko can be easily recruited, but requires user input (just click on "recruit").

Maria and Angel automatically join the squad after Maria meets Angel. Like Skryider, there's some time between the end of the quest and them joining the squad but you have to act quickly. After having talked to Angel, Maria and Angel will leave the leather shop and, once standing on the road, join the player's squad. In that time between the end of the quest (history log beeps) and them joining, the player must go immediately to the strategic screen if you don't want Maria and Angel to join the squad. Maria and Angel will be on hire for $100/day each.

The Head Miners (Fred, Matt, Oswald, Calvin & Carl) can only be recruited after the mine they lead has started to produce income for the player.
Upon recruiting, they lose parts of their head miner function, parts might still be active and overlap. For convenience reason, it is advised to minimize the chances that the mining income is interrupted (either the bug quest is already over, or sci-fi mode is unselected) in order not to cause glitches. In testing, however, they can join as soon as their mine has started to produce income without problem. Please report any glitches that appear in this situation. The speech of character 158 (Carl Tercel) is now taken completely from his original JA2 voice files instead of the added PCM+ voice files. Calvin will be on hire for $200/day, the other Head Miners will be on hire for $100/day.

The Terrorists, Annie, Chris, Jasmin, and Joe, are recruited by giving them any amount of money -- and then they will be on hire for $1000/day. Terry (Slay) is recruitable the normal way for him -- give him the Intercept disk. Charlie (The Druggist) is not recruitable (yet).

Let John & Mary Kulba go off on their own upon completion of their quest, John will appear on the M.E.R.C. roster about a week later.

Let Joey Graham go see Martha on his own, and he will join automatically if your leadership is good (don't let Martha see one of your mercs or her thankyou speech will interrupt Joey joining as RPC). Joey is hired for $20/day.

Alberto Ruiz are recruited by giving him any amount of money. He will then be on hire for $750/day.

Doreen Harrows is part of a quest to free the children working at her clothing factory. After convincing Doreen to let the children go and close the factory (completing the non-violent version of the quest) she will walk out of the sector. You will then be able to find her in South Drassen (sector D13) at the bar at the eastern end of town. Give her any amount of money and she will be on hire for $500/day.

Hamous -- while not a new recruitable, has had his appearance locations expanded. There does seem to a problem sometimes as the truck will show up but not Hamous. If that happens, leave the truck alone and continue on. Hamous should appear at a later time at one of his locations with the truck.



Known Bugs / personal experience:

Try to avoid using the new characters for interactions with NPCs, as certain actions like NPC's handing over an item (like Carmen's disk) can cause the game to crash.

Don't try to marry the new female RPCs with Daryl Hick for the recruitment of Darrel or you'll get an endless stop watch.

No more bugs are known, if you find them - report them!



Credits:


Most content is taken from JA2, JA2.5 UB and Mod Squad's Urban Chaos
The speech of character 73 (Darrel Hick) was designed and recorded by Khor 1255
The speech of character 90 (Joey Graham) was designed and recorded by Thor

- Scheinworld for implementing his PCM+ for Arulco Vacations and all the help he has given
- Will Gates for Jerry Melo RPC and several PCM additions and improvements for the English version
- Wil473 for his Urban Chaos-1.13 (UC-1.13) project
- Jay for his Vietnam SOG'69 mod
- Cagemonkey for the improved Bigfaces
- Flugente for his Jane Shepard character and all the help he has given
- Sevenfm for his Experimental 7609 Executable and all the help he has given
- Hawkeye and Silver Surfer for all the help they have given
- D.G. for the endless hours of playtesting, portraits, ideas, voice files, and all the other help she has given


...and of course "the Scorpion"!

Have fun! :-)







[Updated on: Mon, 23 September 2019 22:04]

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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358102 is a reply to message #356385] Tue, 24 September 2019 19:51 Go to previous messageGo to next message
bouchacha is currently offline bouchacha

 
Messages:24
Registered:October 2013
Location: District of Columbia
If you were to summarize Arulco Vacations in 5 bullet points, what would it be? In other words, what are the primary features that distinguish this mod from others?

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Private 1st Class
Re: AV v1.11 Download, Discussion & Bug Reports[message #358135 is a reply to message #358102] Sat, 28 September 2019 08:29 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
Registered:May 2019
I just want to say that. Editing this game seems with Notepad++ seems more fun then playing the game. The creators of the mod gave us a never ending gift with the V1.13 mod. Even though I don't know how to add things to the game, Or mod the magazines and guns

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358139 is a reply to message #358135] Sun, 29 September 2019 01:17 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
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Quote:

I just want to say that. Editing this game seems with Notepad++ seems more fun then playing the game. The creators of the mod gave us a never ending gift with the V1.13 mod. Even though I don't know how to add things to the game, Or mod the magazines and guns
I agree wholeheartedly!

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358238 is a reply to message #358139] Sun, 13 October 2019 18:27 Go to previous messageGo to next message
mikukion is currently offline mikukion

 
Messages:7
Registered:October 2019
Hi Ed, I also have some suggestions for 1.12:

Gear kits:
Raven's primary weapons in gear kits should be Remington 700 in Standard and instead M21, AR-10 instead M16A2, M1A instead M14 EBR and Barrett M82 instead M21 EBR in Elite. I based on LAPD official website: www.lapdonline.org/lapd_equipment
Raider's primary weapon in Entry kit should be Benelli M4 or Remington M870 instead Ithaca, based on same website as above.
Shadow's and Spike's primary weapons in all gear kits but Elite should be M24 and in Elite - Barrett M82A1M. I based on this website: www.americanspecialops.com/rangers/weapons/
Spike's secondary weapon should be Beretta 92FS instead HP-35.
Scope's primary weapons in gear kits should be MP5SD in Night Ops kit, G36 in Anti-Terror kit and AWM 338 in Elite kit. Her secondary weapon should be SIG P226R/P229R 9mm or Glock 17/19 because HP-35 is not used by SAS anymore. I based on this website: www.eliteukforces.info/special-air-service/weapons/
Rudolf's primary weapon in Elite kit should be DSR-1.
Screw's primary weapon in Combat kit should be M14 - a civilian version of M1A.
Vinny could have M1911 in Standard kit, MAC-10 in Rub Out gear kit and AKM with M1911 in Elite kit - choices inspired by DeMarco mob from Max Payne 3 :D
Razor could have Katana in one of his gear kits.
Cougar should have Beretta 92FS as secondary weapon and remove wire cutters from his gear kits which include KCB Knife - pointless as he has already a knife with wirecutting ability.

MercProfiles:
Bull, Raider and Steroid look average to me.
Bubba and Meltdown look homely to me.
Cougar should be a Gentleman because of his "sir" everywhere.
Danny should have Athletics trait.
Larry should have Demolitions trait instead Technician - pointless for someone with only 14 Mechanical.
Carlos should have Throwing trait added, like in vanilla JA2.
Steve should be Doctor instead Paramedic.
Jenny should be just Paramedic instead Doctor - she's only a nurse.
Alberto Ruiz should have more diverse attributes instead only 80, 70 etc. Here are his stats from Vietnam SOG '69 mod: Health 71, Agility 72, Dexterity 68, Strength 79, Leadership 10, Wisdom 71, Experience 1, Marksmanship 72, Mechanical 69, 23 Explosives, 22 Medical.
Not sure but should MadLab and Walter have Doctor traits removed? Both are scientists, not physicians.

Backgrounds:
Kelly should have additional modifiers from Bodyguard background plus some new for being a technical consultant because his A.I.M. description mentions these professions.

[Updated on: Sun, 13 October 2019 20:35]

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358240 is a reply to message #358238] Sun, 13 October 2019 22:18 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
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Thanks, all good suggestions!

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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358252 is a reply to message #356385] Tue, 15 October 2019 11:02 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
Messages:81
Registered:March 2013
Hello!
- how do you help yourself doing new character speeches? Do you have some table/list as thesaurus for reference?
For example:
xxx_035 - has performed a successful action
xxx_036 - has performed an unsuccessful action
Can you share it?
- are there methods for adding more phrases variants for any action you know?
- do you want suggestions or even compiled speech files from players? Or maybe it would only bother?

Do you have crashes often in sectors B2 & D13? Or it's my install got corrupted?

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Corporal 1st Class
Re: AV v1.11 Download, Discussion & Bug Reports[message #358254 is a reply to message #358252] Tue, 15 October 2019 18:22 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
- how do you help yourself doing new character speeches? Do you have some table/list as thesaurus for reference?
For example:
xxx_035 - has performed a successful action
xxx_036 - has performed an unsuccessful action
Can you share it?
There is a modding guide on the forum that has the list. I don't have my modding tools handy at the moment. Also, if you use an EDT editor and open up a character's EDT file you will see all the scripted responses.

Quote:
Do you have crashes often in sectors B2 & D13? Or it's my install got corrupted?
No. I haven't had any problems in those sectors. It could be a corrupted item that gets spawned on an enemy. If you find what causes the crash, let me know. Thanks.

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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358255 is a reply to message #358252] Tue, 15 October 2019 19:25 Go to previous messageGo to next message
townltu

 
Messages:384
Registered:December 2017
Location: here
The 2 lists I got from Kermis site:

Toggle Spoiler


"- are there methods for adding more phrases variants for any action you know?"

Flugente added the option to trigger some speech lines for specific scenarios,
iirc on entering either any sector or P3 and the skyrider sector,
others like my suggestion of a comment on "hit by friendly fire" are afaik not (yet?) in.
These are triggered by lua script, either in overhaed.lua or strategicEventHandler.lua
in case check the latest sci, as far as i know the new speech via lua is not supported by AI_exe.
Theoretically it should by possible to trigger a comment on any event the game is "aware of".

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Master Sergeant
Re: AV v1.11 Download, Discussion & Bug Reports[message #358257 is a reply to message #358255] Tue, 15 October 2019 22:10 Go to previous messageGo to next message
mikukion is currently offline mikukion

 
Messages:7
Registered:October 2019
More ideas from me:
Mouse should have Athletics trait.
Manuel should have Covert Ops trait instead Athletics because he mentions in UB he was a spy in Arulco army and his agility isn't excellent, only 72.
Rudolf's secondary weapon should be Glock 17 or USP45. GSG 9 uses USP Tactical variant which is available only with .45 ACP ammo.
Monk's primary weapon in Elite gear kit should be RPK-74 or PKM because he's a Machinegunner and Grach as secondary weapon.
Ivan's primary weapon in Elite gear kit should be RPK or PKM because he has Auto Weapons trait.
Forgot to say, Raven should have M24 instead M21 (police variant of Remington 700).
Ivan should also have Makarov PM as secondary weapon because he was in Red Army and one of his kits should have RPG-16 because he has Heavy Weapons trait. Maybe you can also give him Ushanka in Standard kit? :D
Henning's helmet could be replaced with M56/76 because his A.I.M. bio mentions he was in GDR army and his secondary weapon could be Makarov PM too because its copy was used by this army.

[Updated on: Fri, 18 October 2019 14:25]

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358267 is a reply to message #358257] Wed, 16 October 2019 17:26 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
Hello Ed, good to be around again, had some pc issues. Luckily my AV game was in a portable drive. Installed it again on another drive but they insist on using NCTH, on the INI.Editor i put the Use NCTH Calculations option to FALSE. I am sure that i have asked before on how to fix this, to use OCTH. I've scoured my previous posts for the last 2 days, regarding AV 1.11 and for the life of me i can't find it. Would you please point out what do i have to edit to fix my problem ?
Also i've had had problems with hiring Slay, he was all passive and refused to get recruited. Any solution to that ?
Lastly, i am happy to see that we have more possible hires and i am going to add the new RPC's to my game, which i haven't enjoyed in a very long time. I am afraid that it may break my current game though. Perhaps i should start a new game ?



Nipson anomimata mi monan opsin

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Master Sergeant
Re: AV v1.11 Download, Discussion & Bug Reports[message #358268 is a reply to message #358267] Wed, 16 October 2019 17:28 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
Is there a 1.12 version of AV coming ? Noticed a mention on one of your recent posts. I believe that all the bugs from this thread will have been fixed and can't wait to see what new features will there be happy

[Updated on: Wed, 16 October 2019 17:45]




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icon9.gif  Re: AV v1.11 Download, Discussion & Bug Reports[message #358273 is a reply to message #356385] Fri, 18 October 2019 07:18 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
Messages:81
Registered:March 2013
Thank you for sharing info, data and hints on dealing with speeches! Lists seem outdated (2 buddy/hated instead of 5), but should still be very helpful, I'll have to check'em yet.
No-Nothing wrote on Tue, 15 October 2019 11:02
- are there methods for adding more phrases variants for any action you know?
I want to correct my question. I meant many phrases for the SAME vanilla action! To make merks speech diverse!
edmortimer wrote on Tue, 15 October 2019 18:22
If you find what causes the crash, let me know. Thanks.
I jumped to conclusions too soon! Root of distress are not sectors but new RPCs. In Drassen it's Doreen, in Chitzena it's terrorists. Crashes happen always after they say something glitchy! Is it corrupted .wav's? or missing .gap's/.edt's? I don't know! But something obviously wrong with them! Terribly wrong - makes them unplayable! angry
- what are detailed & most precise requirements for audio files codecs/parameters? Is it known? Can be that speeches have higher requirements?
- do new RPCs use new special scripts for speeches? Are these scripts supported by exe?
It looks that the game does not understand wtfh is going on and describes it as unrelated problems:
https://my-files.ru/jcxii1
https://my-files.ru/9m47hr
Also there is still an error at C13 & D13. Instead of the usual pre-battle screen where player deploys merks auto-resolve screen pops up followed by different unpleasant glitches including crashes... speechless

[Updated on: Fri, 18 October 2019 07:23]

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Corporal 1st Class
Re: AV v1.11 Download, Discussion & Bug Reports[message #358299 is a reply to message #358273] Sun, 20 October 2019 01:21 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Scorpion has updated his AV-update.zip file that makes more characters recruitable to Arulco vacations.

[Updated on: Sun, 20 October 2019 01:21]

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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358300 is a reply to message #358273] Sun, 20 October 2019 01:36 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:
I jumped to conclusions too soon! Root of distress are not sectors but new RPCs. In Drassen it's Doreen, in Chitzena it's terrorists. Crashes happen always after they say something glitchy! Is it corrupted .wav's? or missing .gap's/.edt's? I don't know! But something obviously wrong with them! Terribly wrong - makes them unplayable! angry
- what are detailed & most precise requirements for audio files codecs/parameters? Is it known? Can be that speeches have higher requirements?
- do new RPCs use new special scripts for speeches? Are these scripts supported by exe?
It looks that the game does not understand wtfh is going on and describes it as unrelated problems:
https://my-files.ru/jcxii1
https://my-files.ru/9m47hr
Also there is still an error at C13 & D13. Instead of the usual pre-battle screen where player deploys merks auto-resolve screen pops up followed by different unpleasant glitches including crashes... speechless
Sorry, i missed this when you posted it.

Both issues sound like missing/corrupted files . . . or quite possibly the vfs_config.JA2ArulcoVacations.ini file is not pointing to the correct folders (so it is looking elsewhere for the files). I don't have those issues so something is off over there.

This version of the executable does not support multiple responses for the same situation (that was added by Flugente in a later exe).

The voice file lists have always been somewhat off, probably dues to mis-translations. The ones I use can be found here: http://arulco.blogspot.com/p/character-list.html

Hawkeye might be able to answer the questions about audio file specs better than I. I am not an audio expert.





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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358301 is a reply to message #358300] Sun, 20 October 2019 12:12 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
Messages:81
Registered:March 2013
edmortimer wrote on Sun, 20 October 2019 01:36
Both issues sound like missing/corrupted files . . . or quite possibly the vfs_config.JA2ArulcoVacations.ini file is not pointing to the correct folders (so it is looking elsewhere for the files). I don't have those issues so something is off over there.
Please share "vfs_config.JA2ArulcoVacations.ini" & "ja2_7609en+AI_rXXX.exe" files you use while having no troubles we told above about!

The game creates a screenshot .TGA file in folder "Profiles" whenever I click the key "Print Screen". Can it be turned off somehow?

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Corporal 1st Class
Re: AV v1.11 Download, Discussion & Bug Reports[message #358302 is a reply to message #358301] Sun, 20 October 2019 15:29 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
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Quote:
Both issues sound like missing/corrupted files . . . or quite possibly the vfs_config.JA2ArulcoVacations.ini file is not pointing to the correct folders (so it is looking elsewhere for the files). I don't have those issues so something is off over there.

Please share "vfs_config.JA2ArulcoVacations.ini" & "ja2_7609en+AI_rXXX.exe" files you use while having no troubles we told above about!
Both files are included in the download of Arulco Vacations.

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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358303 is a reply to message #358268] Sun, 20 October 2019 15:33 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:

Is there a 1.12 version of AV coming ? Noticed a mention on one of your recent posts. I believe that all the bugs from this thread will have been fixed and can't wait to see what new features will there be
Eventually, yes. I am too busy in rl atm to devote the time necessary for another release (because once I start modding . . . I can't stop).

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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358304 is a reply to message #358299] Sun, 20 October 2019 15:37 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
Messages:1533
Registered:January 2015
Location: Home Free
Quote:

Scorpion has updated his AV-update.zip file that makes more characters recruitable to Arulco vacations.

Some screenshots of recruitable characters available with Scorpion's AV-Update.zip file.

https://img.xrmb2.net/106127

https://img.xrmb2.net/660667

https://img.xrmb2.net/725458

https://img.xrmb2.net/323429

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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358325 is a reply to message #358304] Wed, 23 October 2019 03:34 Go to previous messageGo to next message
Gopan is currently offline Gopan

 
Messages:378
Registered:June 2016
Location: Norway
Which variant would i have to change - and to what ?, to offer better visibility to my soldiers ? Can anyone point out where can i find it and edit it to what ? higher ? lower ? zero ? Or is it some other kind of measurement ? And would i have to start a new game for the changes to take effect ?
The mod (AV 1.11) runs fine, except that little inconvenience.

[Updated on: Wed, 23 October 2019 03:35]




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Master Sergeant
Re: AV v1.11 Download, Discussion & Bug Reports[message #358330 is a reply to message #358325] Wed, 23 October 2019 13:45 Go to previous messageGo to previous message
Thor2 is currently offline Thor2

 
Messages:11
Registered:October 2019
Hello.
I tried both the current release and SevenFM's fixed .exe
Game mode is insane and sci-fi.
I got the following problem, special grenade launchers and G36 scopes don't work.
G36 integrated scope does not work, Steyr Aug integrated scope does, though.
The OICW and 25mm grenade launcher don't work. OICW does not even show the grenade launcher cursor. When I right click the 25mm grenade launcher grenade twice it looks like the grenade isn't even "attached" to the launcher, even though on first sight in the menu it looks like it does. It does show grenade cursor.
Regular grenade launchers work.

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