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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234617]
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Wed, 07 October 2009 17:45
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Thanks. Comments like this keep me goning.
Still 18 17 14 11 calibres more to go, but unfortunately these are mostly calibres that I really want to have a new//different pic for the boxes. So this may take a bit more time...
Boxes I still have to make:
.50 BMG (25 rnds)
12.7 (25 rnds)
12.7 sub (25 rnds)
7.62x37 (50 rnds)
7.62x54 (80 rnds)
9x39 (80 rnds)
.30-06 (50 rnds)
.300 WM (25 rnds)
.45WM (60 rnds)
.50AE (60 rnds)
12.5x35 (50 rnds)
4.6 (undecided)
4.7 (100 rnds)
5.7 (100 rnds)
5.56 SCF (undecided)
7.92x57 (probably will remove it entirely from BR including rifles and switch to Tony only... but then again, I might also add the MG42 with 120 rnd belts, don't know yet)
Metalstorm (probably not)
Darts (10 rnd boxes, already made an ammo crate for them. Might later add a magazine fed dart rifle with 5 rnds)
Yeah, that's the list and most of those ammos should probably get their own pic. I'm still not satisfied that 5.56, 7.62x51, 5.45 and 7.62x39 use the same boxes, but at the moment that'll have to do...
Edit:
Steyr ACR, Mauser 98K and Mauser M-03 and ammunition will only be available through Tony from now on (with upped inventory and lowered coolness for the Mauser rifles and ammunition).
[Updated on: Wed, 07 October 2009 19:22] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234798]
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Fri, 09 October 2009 23:48
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mrBrownsauce |
Messages:3
Registered:October 2009 |
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Smeagol, I'm sorry if this is completely off-topic or has been answered elsewhere. I have read the previous alpha_item_mod threads but didn't see anything. I even made an account for the sole purpose of being able to search these forums for the answer! Anyway, I'm going to be starting a new game using the latest singles click installer and WF 6.06. I'd like to use your item mod, but I'm not a fan of the new inventory system. Will your mod not work if you don't use the new inventory system? I know that the maps you've made will cause problems, since items will try to load that don't exist. Thanks for all your work!
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234802]
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Sat, 10 October 2009 00:48
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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mrBrownsauceSmeagol, I'm sorry if this is completely off-topic or has been answered elsewhere. I have read the previous alpha_item_mod threads but didn't see anything. I even made an account for the sole purpose of being able to search these forums for the answer! Anyway, I'm going to be starting a new game using the latest singles click installer and WF 6.06. I'd like to use your item mod, but I'm not a fan of the new inventory system. Will your mod not work if you don't use the new inventory system? I know that the maps you've made will cause problems, since items will try to load that don't exist. Thanks for all your work!
The Item mod contains lots of new LBE items. I'd say, give it a try. The NIV advances the game to a new level.
And I don't think that the mod will work with the old inventory properly.
The mod was designed to be used with NIV, so running it with OIV will most definately cause problems. The mod won't work with Crepitus enabled, as well (due to the Flamethrower overwriting a crepitus item.. and besides the maps for the bugs haven't been reworked. I just don't like them, so basically I don't care about having Crepitus in my game//mod).
So basic setup should be:
- Crepitus disabled.
- NIV
Difficulty can be chosen freely, I run it at Insane, and it works quite well for me.
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234805]
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Sat, 10 October 2009 00:57
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mrBrownsauce |
Messages:3
Registered:October 2009 |
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Thanks for the quick answers! Per Logisteric's advise I'll give it a whirl with the OIV, but per Smeagol I won't be at all surprised to see CTDs. If not, then I'll just have to learn to like NIV!
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234962]
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Mon, 12 October 2009 20:48
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mrBrownsauce |
Messages:3
Registered:October 2009 |
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As requested here's the update: as ssd also reported the item mod is working fine with OIV! I'm using Spaceviking's latest .exe and there's been no problems at all.
I'm in Drassen getting ready to take over the mine and wait for the counter-attack. My favorite part.
Thanks again everyone!
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235204]
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Thu, 15 October 2009 22:32
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Where can I find the latest version of Aim =, and how can i implement it to the combo mod loader and combo mod bundle. This is kind of a hard question to answer being that every day I see ones that are similiar.
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235205]
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Thu, 15 October 2009 22:35
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Latest Item Mod is V42b.
Can be found when you follow the link in my signitature (might not work with every browser, though... for example seamonkey somehow doesn't like the skydrive, whereas firefox works just fine).
Edit:
there are still some glitches concerning the new ammo boxes and the mags taken from BR inventory. Some magazines apparantly still appear at BR's in the last version. Logisteric had pointed some of them out to me, already and I have fixed that in my work-version, along with revising some ammo box values. This means I reduced weight on some boxes, as some were basically nothing more than mags with the same capacity, so there was no real gain there (ammo boxes should be a little bit lighter to counter weight the effect of increased reload speed).
Now boxes weigh 2 hg less in average compared to the same amount of ammo stuffed in mags... but still, if any of you finds more such things, drop me a note, so I can fix it 8especially mags appearing in BR's inventory). I haven't done too much in the last couple of days to warrant a new version... might do so, when the weekend is there, but I can't promise anything. At the moment I'm too busy with online gambling.
Also, if someone has more ideas on what kind of items and/or new merges should be included, always eager to get new ideas. The ammo box thing was quite tedious, though, so don't expect anything spectacular in the near future (and besides, on monday university semester is about to begin again, so time will be rather limited again for the next months...).
[Updated on: Thu, 15 October 2009 22:45] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235206]
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Thu, 15 October 2009 22:37
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smeagolLatest Item Mod is V42b.
Can be found when you follow the link in my signitature (might not work with every browser, though... for example seamonkey somehow doesn't like the skydrive, whereas firefox works just fine). Is it possible to implement it into the combo mod loader and mod bundle. The ones that use batch files. Thanks for answereing my question so fast!
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