Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 4
Alpha_Item_Mod_for_WF6.06 Part 4[message #236729] Wed, 04 November 2009 14:23 Go to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
No better way to start Thread 4 than with Version 44.

Thread 1 can be found here.

Thread 2 here.

Thread 3 here.






Small FAQ: What is the Alpha_ Item_Mod_for_WF6.06?

It's basically just what the title suggests, an add-on for the WF Mod for 1.13 that Jax and myself made.

It's certainly not necessary in order to play the WF Mod, but it will add a bit of fun. I already made some hundreds of items, added lots of merges, reworked starting gear and enemy item choices, etc...

The Mod in it's basic configuration needs an .exe for the 100AP system, as all items have their usage costs adjusted to this. So, if you experience any problems with too high reload costs or similiar things, make sure you use a game .exe that uses the 100AP system.



The newest version of the Alpha Item Mod is V44 V44.

The Skydrive site has some issues with certain web browsers. I can't reach the download site with Seamonkey, wheras Firefox just works fine. So, if you get a yellow page with lots of code, try another browser, that should fix it...



Downloads for either the Item Mod or the updated maps can both be found on my Skydrive. I upload updates on a more or less regular basis, so make sure to check here, whether there's something new to download.

The maps might require re-starting a game, but the item mod in general doesn't require a restart when you update from one version to a newer one. The latest version will always include all files (unless I forgot to add a certain file Wink), therefore it will always be enough to get the latest one.

There's also a more or less working flamethrower added, which is still work in progress. This item uses the item slot of the Alien Queen. It is very likely that playing with the bugs will cause trouble, therefore I highly recommend to disable Crepitus in the options.ini (or you may want to test it, find out what happens and tell us the results... I'm no big fan of the bugs myself, therefore I will most probably not try it).


I moved the merge list to the second post in this thread. You should find all currently possible merges in that list... I might have forgotten one or two, if so, feel free to report their absence from this list.



Almost forgot:
A rather new feature (introduced in V42) are the ammo boxes. Ammunition from BR will be sold in small boxes instead of being sold in magazines (though this needs a new game satrt to take full effect, i.e. no mags showing up anymore in BR inventory... but if you buy all mags in a running game from BR I'm quite certain that BR won't restock on mags...). And there are also special items, called ammo donkeys (because they have a donkey pic), that can be used to create those ammo boxes. Those items don't have any other purpose than creating ammo boxes.
The boxes can be easily transported in a medium pocket and save a bit weight. Quite useful if you want to outfit a team for a long run...
The donkeys are available at most local shopkeepers (including bartenders).

[Updated on: Wed, 04 November 2009 15:20] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236730] Wed, 04 November 2009 14:24 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Merge List for the Item Mod


Last update: 11th of Nov. 2009


I'll update this post, when new merges are added. And those updates will be color marked, as long as no new merges are added

Guns:

- EBR Stock + M14/M21 = M14EBR / M21 EBR
- 7.62x39 Drum Adapter + various AK variants = same variant in Drum version (works with AKM, Ak-47, AKMS, AKS-47, AK-103, AK-104, AEK-973, AKM Tactical)
- 5.56 C-Mag Adapter + various Guns = same gun with C-Mag capability (currently works with M16A1, M16A4, Colt Commando, Colt M4A1, Colt XM177-E1, Diemaco C7A2, SIG SG540, SIG SG550, SIG SG551 SWAT, HK 53, HK G41)
- 9mm C-MAg Adapter + various Guns = same gun with C-Mag capability (currently works with MP5A4, MP5N, MP5S, Colt SMG)
- Trigger Group + SVU = SVU-A
- SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- G36 Rails + G36 versions // G11 // CAWS = G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant


A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun).

Armour:

Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.

- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + titanium plate = repairs the plate

- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin


Attachments:

- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender

- Rod&Spring + Trigger Group = mod. trigger Group (slightly worse than both items seperately, but you'll save one attachment slot and the mod. trigger group can be removed from the gun)
[color:#990000]
- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)[/color]

One of the following pieces must be modified:

- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
- Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo
- Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo
- Reddot LAM + Speeddot = Reddot LAM&SD Combo
- CORSAK + Kobra = CORSAK&Kobra Combo
- Foregrip + Tac. Flashlight = Griplight
- Reflex Sight + small scope = small scope combo
- Reflex Sight + ACOG = ACOG Combo
- Reflex Sight + Battle Scope = Battle Scope Combo


Aiming Modules:

- Reddot LAM&Reflex Sight Combo + small scope = Aiming Module I
- Reddot LAM + ACOG Combo= Aiming Module II
- Reddot LAM + Battle Scope Combo = Aiming Module III
- AN/PEQ + ACOG Combo = Aiming Module II-X
- AN/PEQ + Battle Scope Combo = Aiming Module III-X
- PSO-1 + CORSAK&Kobra Combo = Aiming Module WP

(the Aiming Modules can often be get using different paths, important is, that they have the required components)


No glue needed:
- Burris AR scope + Burris Speeddot = Aiming Module SDA
- Burris AR scope + Combo Speeddot&Reddot LAM = Aiming Module SAR
- mod. Reddot + Aiming Module SDA = Aiming Module SAE
[color:#990000]- AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV
- AN/PVS NV scope + Combo Speeddot&Reddot LAM = Aiming Module SDRNV
- mod. Reddot + Aiming Module SDNV = Aiming Module SDRNV
[/color]

Components for the Aiming modules are:
Aim I: Reddot LAM, Reflex Sight, Small Scope
Aim II: Reddot LAM, Reflex Sight, ACOG
Aim II-X: AN/PEQ, ACOG, Reflex Sight
AIM III: Reddot LAM, Reflex Sight, Battle Scope
AIM III-X: AN/PEQ, Reflex Sight, Battle Scope (will not work with all guns that could take the seperate parts, this is to showcase newer Railsystems, for example on the SCAR, the HK 416/417 series, some others...)
AIM WP: CORSAK, Kobra, PSO-1
AIM SDA: Burris Speeddot, Burris AR
AIM SAR: Burris Speeddot, Burris AR, Reddot

required as components for explosives//mines:

- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer


Explosives:

- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine
- Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine
- Pack of Gum + Tear Gas Grenade = Tear Gas Mine
- Pack of Gum + Smoke Grenade = Smoke Mine

- Rag + Alcohol-Oil Mix = Molotov Cocktail
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)

- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4

[color:#990000]- 40mm shell casing + any 40mm grenade = 40mm shell[/color]


LBE:

- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Chest Rig
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)

- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear

(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)

- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel

- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)

- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket, LBE gear = modified version


Misc:

- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator

- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps

- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit

- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator

- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland
- Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert

Combine Merges:

First Aid Kit
medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
20mm Clips
25mm Clips
40mm Cylinder
43mm Grenades
DM 13 Signal Magazine
Compound 18
Compound 20

[Updated on: Wed, 11 November 2009 14:50] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236735] Wed, 04 November 2009 14:50 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Guide to Pocket sizes used


Also new are changes to the item sizes. Those changes probably won't matter in game, it's more a behind the scenes thing... anyways here is the list for item sizes currently used (it's a bit different to the list posted in the Thread 3):

34: ammo crates, ammo donkeys, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, full vests and full combat packs
32: Tool kit, conversion kits, heads, empty backpacks
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts, armour conversion kits
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: 43mm grenades, 40mm cylinders
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips, trip mines (the ones made from large grenades)
24: 12g shells (12) (tried them at size 19, but that led to awkward situations with other item sizes, and as 24 was empty, I decided to avoid that)
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, bloodcat pelt, flamethrower tank
20: drum mags, claymore, large attachments (like aiming modules, aimpointer, etc), ammo boxes, mostly bigger stuff that would fit a medium pocket, but not a misc pocket (like headsets, bigger gas masks)
19: large handgrenades, glass jars, emergency flare
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives, TNT/HMX, landmine
17: sniper mags, gas mask, NVG I&II, sun goggles (yeah, should be smaller, but i think it's more convenient this way... if they were smaller more than 1 would fit a medium pocket which would make outfitting kind of annoying, especially if you don't fix them to a helmet) first aid kit, large C1 & C4, most binoculars, other stuff that needs at least a misc pocket to be stored
16: AR mags
15: SMG mags, various smaller stuff (like T-shirts, rod&spring)
14: speedloader, regular grenades, stones, small attachments, soda can, , Compound 18/20
13: short rifle mags, small C4&C1 (stuff that needs at least a small pocket)

These items will fit a tiny pocket:
12: pistol mags
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken

9-0: guns in varying sizes (also includes LAWs, swords, spades, crowbar)


I tried to make sizes 5-9 matter more (the gun sling will take all guns size 4 and up, but combat pack gun sling will not take size 8 and 9, size 5 and 6 can be stacked in vehicles, etc... only small changes, but the sizes 5-9 felt too much the same)

In order to make M67, RGN and RGO handgrendes usefull again, they now have size 11 (wheras HG85 has size 12... that means with certain pockets you'll be able to carry one more of the smaller grenades, I felt this was necessary, as the HG85 is strictly better than the other 3 grenades and I found myself only using HG85s and completely ignoring the other mini grenades...)

[Updated on: Sun, 08 November 2009 16:13] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236773] Wed, 04 November 2009 19:31 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
Luvvly jubbly Smeagol , useful stuff !


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236831] Thu, 05 November 2009 02:38 Go to previous messageGo to next message
warnlz
Messages:4
Registered:November 2009
First off thank you for making this mod. I was completely burned out on 1.13 and this brough me back. Small problem with the mod though. I installed this mod as well as the map pack and wildfire onto a 1.13 modded copy and I seem to be able to buy anything from bobby ray's that I want except the CORSAK laser and since I'm playing a Russian equip only game this is really annoying. My brother who has the same set up and who's wildfire folder I copied in its entirety does not have this problem. Is there something I can check? That is the only item that dosen't show up and I've found it being sold by the arms dealer in the porno shop (just one though) and once in the used item section of bobby ray's but not the normal inventory.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236833] Thu, 05 November 2009 02:58 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
That's in fact done on intent.

Some items are hard to get for BR, so they are only sold in used condition. They show up more regularly at Tony's inventory (and just looked it up, Franz in Balime also stocks them). And of course you can get them quite regularly from enemies.

Glad that you like the mod. Smile

Feel free to add more comments, suggestions, ideas, what ever. Always eager to get feedback.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236835] Thu, 05 November 2009 03:05 Go to previous messageGo to next message
warnlz
Messages:4
Registered:November 2009
Ahh, thank you. I guess either my brother is mistaken about his inventory or he has the freak game.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236844] Thu, 05 November 2009 16:00 Go to previous messageGo to next message
herb0815

 
Messages:18
Registered:June 2008
Intalled V44, merges work fine now. But somehow rpk mags don
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236847] Thu, 05 November 2009 18:24 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
RPK-74 or RPK?

The RPK leg pouch is meant for RPK-74 magazines (the 5.45x39 45 rnd ones). The RPK drum magazines need a drum mag pouch or an ammo belt. I'll have a look at it...


Edit:
Hmm... seems to be okay.

The RPK mag pouch has two large mag pockets, that will take 2 long magazines each. The drums fit the drum mag pouch.

[Updated on: Thu, 05 November 2009 18:28] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236849] Thu, 05 November 2009 19:08 Go to previous messageGo to next message
herb0815

 
Messages:18
Registered:June 2008
Ah I see, thought the RPK leg pouch is for the drums. :headbanger:
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236859] Thu, 05 November 2009 21:18 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Some more small changes and additions (will be in the next update):

Changed medals to money (now you can drag them to the $ just like cash or guld/silver nuggets, at least medals now serve some function...).

Added AN/PVS and Speeddot combo items (like the Burris AR and speeddot aiming module, just that it uses the AN/PVS nightvision scope instead... can also be combined with a reddot-LAM).

[Updated on: Thu, 05 November 2009 21:34] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #236894] Fri, 06 November 2009 04:35 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Great work, we just can't get enough Very Happy
Have you been working on the maps? Also will you be updating the attachments list any time soon? I ask because I wanted to update it myself with the new stuff, so If you're already on it I'll just wait :whistle:
Anyway, I'm just installing the new update, can't wait to try the new mortars :crossbones:
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237021] Sat, 07 November 2009 23:44 Go to previous messageGo to next message
friendslayer

 
Messages:11
Registered:July 2005
Location: Aachen/Aix-la-Chapelle/Ak...
Is anyone able to merge the night scope with the burris reddot, like said int the discription? I just updated from v42 to v44. I am just wondering what is wrong.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237027] Sat, 07 November 2009 23:56 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
I haven't even installed 43 yet... mumble , mumble , get the maps updated pls.. Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237029] Sat, 07 November 2009 23:57 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
friendslayer
Is anyone able to merge the night scope with the burris reddot, like said int the discription? I just updated from v42 to v44. I am just wondering what is wrong.


That will be in V45.


lockie
I haven't even installed 43 yet... mumble , mumble , get the maps updated pls.. \:\)


huh? anything special you got in mind?


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237031] Sun, 08 November 2009 00:01 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
may be he insists on a distillery
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237033] Sun, 08 November 2009 00:08 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
where you got to with map updates , or , have you completed your vision of a whole new playground?

Distilleries ? Nah , whiskey and me just don't mix well.... :puke:


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237035] Sun, 08 November 2009 00:24 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Mapupdates have been pretty much finished for quite some time actually...

The latest map update covers all maps.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237038] Sun, 08 November 2009 00:27 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
Got it.............. what project next o maestro ?


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237039] Sun, 08 November 2009 02:14 Go to previous messageGo to next message
jketiynu

 
Messages:20
Registered:November 2009
I'm wondering...what gives with the ammo boxes?

With only ammo boxes, there are no magazines. That makes pretty much all vests and AR pouches completely useless. Does Bobby Rays sell mags at any point or is this just a completely pointless feature that I'm going to have to modify out myself?
It would be more realistic to buy boxes of ammo and have to fill your mags...if there were any.
It makes no sense to do it that way...unless I'm missing something.

*edit*
Looked through XML files and you removed them from Bobby Rays entirely. I love your mod and I'm not trying to give you crap, but it makes no sense to do it this way.
Anyway through the XML editor I re-added all mags to bobby rays. I also made it so you can store stuff in your toolbox again, and you can store syringes in your med kit.
If someone tells me what specific xml files this would have edited, I'm willing to upload them for anyone else who doesn't like the current ammo system (unless he fixes it himself).

[Updated on: Sun, 08 November 2009 06:18] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237077] Sun, 08 November 2009 15:05 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Having BR sell boxes instead of magazines makes perfectly sense in my opinion (and it also cleans up the messy BR inventory).

You can of course make magazines out of boxes. Just drop the boxes into a sector inventory and make ammo crates (must be shift+A in the tactical screen). The crates can then be used to get magazines (or you can reload your guns directly from the boxes and unload the gun and you'll get magazines, as well... though this is a bit tedious and I wouldn't recommend it).

And if you want to get boxes out of crates (for whatever reason... I use boxes to have additional ammo at a weight discount in backpacks for teams that are far from my main base), just use the ammo donkeys.






Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237079] Sun, 08 November 2009 15:15 Go to previous messageGo to next message
Logisteric

 
Messages:3267
Registered:December 2008
Location: B
:exactly: if you need donkeys have mr. lamont carve up the santhos-clons :placard:


we definately need a knife/razor-smiley
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237081] Sun, 08 November 2009 15:28 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Btw.: Lockie (or any other mod) would you mind stickying this thread and un-stickying the Part 3?

EDIT [by Lockie]: As his Smeagolness commands............ Smile


Edit: Thank you. Smile

[Updated on: Sun, 08 November 2009 18:50] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237094] Sun, 08 November 2009 18:27 Go to previous messageGo to next message
jketiynu

 
Messages:20
Registered:November 2009
Ah ok. So you CAN make magazines out of them.

I had been unclear about that.

Thanks then, problem solved Razz

The only problem now is trying to figure out why your mod is causing more crashes than 1.13 did. I'll try and pinpoint those problems.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237096] Sun, 08 November 2009 18:32 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
When exactly do those crashes occur?

If you have crashes in BR inventory (and you're playing with HAM), make sure to disable the tooltips for attachments in the .ini. Some guns take a lot of attachments, causing crashes when the tooltip box isn't able to show all of them. Don't know, if this has been fixed yet. But that's one thing that is known to cause crashes...

Edit:
If set up correctly the Item Mod works quite stable (can't tell what happens if you try to use the Item mod with basic 1.13... the mod was especially designed for the WF maps...). I get some very long loading clocks on opponents turn from time to time and had some weird crashes when I hit a soldier and that soldier changed stance due to being hit (not reproduceable, when I load the game after the crash everything works as normal). There's also a weird crash when applying auto-first aid after combat that occurs from time to time, especially in a long running game session (again, not reproduceable, and will work fine when game is loaded again). Other than that I don't get any crashes I remember right now... (and the attachment crash, due to very long attachment names in the tooltips has been fixed, as well).

[Updated on: Sun, 08 November 2009 18:37] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237097] Sun, 08 November 2009 18:37 Go to previous messageGo to next message
Anonymous
@Smeagol
For the record this is not fixed.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237100] Sun, 08 November 2009 19:05 Go to previous messageGo to next message
jketiynu

 
Messages:20
Registered:November 2009
Thanks, I'll try disabling the toolbar tips.
Yes, I'm playing with just 1.13.

The reason I don't play your WF mod (which I want to), is because you designed it for an earlier version of 1.13. Unless I'm missing something again and that mod is now compatible with the latest version.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237106] Sun, 08 November 2009 19:13 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
I'm playing WF with a newer exe than it was originally designed for. I know, that some people play it with Headrocks latest HAM version without problems, so I think it is quite possible...


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237116] Sun, 08 November 2009 20:50 Go to previous messageGo to next message
jketiynu

 
Messages:20
Registered:November 2009
News keeps getting better and better =)

Looks like it's time to start a new game and play JA2 in a brand new way.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237123] Sun, 08 November 2009 22:50 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
smeagol
If you have crashes in BR inventory (and you're playing with HAM), make sure to disable the tooltips for attachments in the .ini. Some guns take a lot of attachments, causing crashes when the tooltip box isn't able to show all of them. Don't know, if this has been fixed yet. But that's one thing that is known to cause crashes...

It's fixed in HAM 3.6
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237147] Mon, 09 November 2009 03:06 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
A few questions:
1. Why are the backpacks (ARUC, LRRP...) no longer sorted under one slot in the sectory inventory? Each takes one separate slot. This makes the inventory messy for no practical reason.

2. PSO-1 + AS VAL = permanent attachment? Was it like this before, or is it new in V44?

3. AS VAL accepts a foregrip. Is this realistc? It looks to me as this wouldn't be possible in RL.

4. Not so much related to this mod but I'll ask here...How does the stealth bonus on items exactly work?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237148] Mon, 09 November 2009 03:17 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
1. I've found the backpack size issue as well annoying and already fixed that. Will be in the next version.

2. Ummm.... maybe you attached a modified PSO-1 to the VAL? Modified items are sticky and can't be removed. Maybe I messed something up there... I'll have a look at that.

3. Stealth bonus makes for more effective sneaking as far as I know. Seems like opponents don't spot you as easily when in a ghillie suit (compared to 100% camo without Ghillie). Makes for maybe 1 tile difference in spotting range, as far as I can tell...

4. Hmm... don't know, if it's realistic or not, but without the foregrip the VAL would pretty much be trash (in my opinion it's right now already inferior to the Groza and the VSS in my opinion and further making it worse seems like a bad idea... if I remember correctly, the 9x39 Groza even has an integrated foregrip and can also take a bipod for example).


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237152] Mon, 09 November 2009 03:34 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
smeagol

2. Ummm.... maybe you attached a modified PSO-1 to the VAL? Modified items are sticky and can't be removed. Maybe I messed something up there... I'll have a look at that.
You're right, it was a sticky item. But why are they permanent? For example I was making WP aiming modules and ran out of CORSAKs, but my scope was already sticky. Now I want to use the scope on my AS Val until I get a CORSAK, then I'll make a WP module. This way I had to make the attachment pemanent and I'll have to go to that pervo in Grumm to remove the attachment :bawling:

smeagol

3. Stealth bonus makes for more effective sneaking as far as I know. Seems like opponents don't spot you as easily when in a ghillie suit (compared to 100% camo without Ghillie). Makes for maybe 1 tile difference in spotting range, as far as I can tell...
1 tile for 100% ? I thought it was better. Does it reduce moving noise (like the stealth trait)?
smeagol

4. Hmm... don't know, if it's realistic or not, but without the foregrip the VAL would pretty much be trash (in my opinion it's right now already inferior to the Groza and the VSS in my opinion and further making it worse seems like a bad idea... if I remember correctly, the 9x39 Groza even has an integrated foregrip and can also take a bipod for example).
Yeah, makes sense. Also there is newer version of the Val which has a foregrip...stupid me for making assumptions without doing some googling first :wb:

one more:

The bipod bonus stacks up with sniper rifles that already have a integral bipod. For example: SV-98 + Heavy bipod = 28 bipod bonus (10 integral + 18 from heavy bipod). The heavy bipod shouldn't be attachable to such sniper rifles.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237156] Mon, 09 November 2009 03:43 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Good find with the bipods. I'll fix that (probably by removing integral bipods, not much of a fan of integral attachments... probably just missed the Sv-98, because I don't like that gun ^^).

The stealzh thing is just a guess based on game experience. I made some tests when I added the Ghillie suit. Might be that ir reduces noise as well. I think Headrock said something along those lines in an earlier Item Mod thread...


be careful when attaching sticky items. Wink

But those PSO-1s are quite common to find, so don't worry too much about it... I already have lots of additional scopes cluttering my sector inventory.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237157] Mon, 09 November 2009 04:06 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Right, but I'm not worried about the scope, it's the As Val which now has that permanent scope, well no biggy, here I come Grumm pervo Surprised
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237159] Mon, 09 November 2009 04:10 Go to previous messageGo to next message
jketiynu

 
Messages:20
Registered:November 2009
To confirm:

Tried installing WF 6.06 multiple times with the latest 1.13 and it is indeed incompatible.
Oddly I can use this Items mod without even needing WF installed.

I'm downloading what (I think) is the old 2085 version so I can try WF.

I'm just curious though, why not update WF 6.06 at some point to be compatible with one of the newer patches (I realize you wouldn't be able to keep doing it, but like as a one time update), or do you already plan on doing this?

Unless you fixed the bugs yourself, it seems pointless to have to use old versions of 1.13 to use your mod.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237161] Mon, 09 November 2009 04:25 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
The increase in APs to ready is not displayed on the C-mags and drum adapters (description box).
I think this bug wasn't there in previous versions of AIM, but can't tell for sure.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237187] Mon, 09 November 2009 14:25 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
jketiynu
To confirm:

Tried installing WF 6.06 multiple times with the latest 1.13 and it is indeed incompatible.
Oddly I can use this Items mod without even needing WF installed.

I'm downloading what (I think) is the old 2085 version so I can try WF.

I'm just curious though, why not update WF 6.06 at some point to be compatible with one of the newer patches (I realize you wouldn't be able to keep doing it, but like as a one time update), or do you already plan on doing this?

Unless you fixed the bugs yourself, it seems pointless to have to use old versions of 1.13 to use your mod.



Maybe you should take a look at this Thread.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237222] Mon, 09 November 2009 18:50 Go to previous messageGo to next message
jketiynu

 
Messages:20
Registered:November 2009
I did. Even that didn't work. I've given up.

It's fine, I don't mind just playing regular 1.13 + your items mod.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #237224] Mon, 09 November 2009 19:03 Go to previous messageGo to previous message
Requiem

 
Messages:93
Registered:February 2007
What exactly is the problem you are having? It might be nothing to do with incompatability at all.
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