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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260107] Sat, 21 August 2010 14:21 Go to previous messageGo to next message
Logisteric

 
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scifi brings more guns and items - her mouth IS now a flamethrower
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260108] Sat, 21 August 2010 15:03 Go to previous messageGo to next message
GMV

 
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Logisteric
scifi brings more guns and items - her mouth IS now a flamethrower


Ah, okay. So you still have the monsters, they are just altered. I'm happy with that Very Happy

P.s. I know this is an annoying question, having myself been a modder of BG2 and of Arcanum, but how long does it normally take to create such a handy one-click install? I am just anxious to try all this cool new stuff out Wink (I was already pleasantly surprised JA2 installed on a 64-bit system, some of my more memorable games do not do so Sad)

[Updated on: Sat, 21 August 2010 16:38] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260113] Sat, 21 August 2010 16:42 Go to previous messageGo to next message
m_s0

 
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smeagol
At this very moment, Tais is working on a single click installer.

What will it incorporate?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260118] Sat, 21 August 2010 17:05 Go to previous messageGo to next message
tais

 
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voila, a nice single click installer.

drop this baby over a ja2 install and you have a JA2 beta mp build 3610 with WF mercs/maps, NAS with AIMNASv5 and STOMP 1.2 integrated

as default it will use smeagols Ja2_options.ini, there's a zipped default config in the same dir
there's also a zip with the stomp settings included, copy these over the original files..

we have two tastes, multiple parts or one big file!

http://www.mediafire.com/?fkrfz6vz149oa

the multipart sci is also downloadable from smeagols skydrive..


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260121] Sat, 21 August 2010 17:09 Go to previous messageGo to next message
lockie

 
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Well done , thanks Tais !


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260123] Sat, 21 August 2010 17:11 Go to previous messageGo to next message
Logisteric

 
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158kb/s - SLOW
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260124] Sat, 21 August 2010 17:13 Go to previous messageGo to next message
GMV

 
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Tais
voila, a nice single click installer.

drop this baby over a ja2 install and you have a JA2 beta mp build 3610 with WF mercs/maps, NAS with AIMNASv5 and STOMP 1.2 integrated

as default it will use smeagols Ja2_options.ini, there's a zipped default config in the same dir
there's also a zip with the stomp settings included, copy these over the original files..

we have two tastes, multiple parts or one big file!

http://www.mediafire.com/?fkrfz6vz149oa


Thanks country man of mine, I will install it immediatly, the one big file and see what will all happen.
Hopefully it will work nice and smooth. I will do it from scratch so I don't clutter with old useless files.

Edit: Only now noticed you don't mention HAM. Is that integrated?

[Updated on: Sat, 21 August 2010 17:30] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260126] Sat, 21 August 2010 17:44 Go to previous messageGo to next message
lockie

 
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Working a treat so far , new mercs , AIM , choice of start kits , yes , very well done :clap:


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260129] Sat, 21 August 2010 17:47 Go to previous messageGo to next message
tais

 
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GMV

Edit: Only now noticed you don't mention HAM. Is that integrated?


ham 3.6 is default in 1.13 now..


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260136] Sat, 21 August 2010 18:27 Go to previous messageGo to next message
m_s0

 
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Logisteric
158kb/s - SLOW

It's relatively fast for mediafire

I'm guessing that new mercs replace old as in standard WF? Or are they added in MERC or something like that?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260138] Sat, 21 August 2010 18:28 Go to previous messageGo to next message
Logisteric

 
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it's slow with my 50mbit-dsl

as in standard/retail-wf
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260139] Sat, 21 August 2010 18:29 Go to previous messageGo to next message
tais

 
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wf mercs replace some aim mercs... never played standard wf but i guess it's default wf style yeah


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260141] Sat, 21 August 2010 18:31 Go to previous messageGo to next message
m_s0

 
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Don't expect mediafire to use your 50mbit-dsl with a free account...

Tais
wf mercs replace some aim mercs... never played standard wf but i guess it's default wf style yeah

Ah, ok, thanks. Is it possible to create a WF maps only version of this?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260144] Sat, 21 August 2010 18:34 Go to previous messageGo to next message
lockie

 
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6 minutes or so for me , you connected with two tin cans and a length of string ? :biglaugh:


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260145] Sat, 21 August 2010 18:35 Go to previous messageGo to next message
Logisteric

 
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delirant isti calledonii
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260146] Sat, 21 August 2010 18:35 Go to previous messageGo to next message
lockie

 
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Quote:
Is it possible to create a WF maps only version of this?


Smeagol used wf maps , then reworked most if not all .


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260147] Sat, 21 August 2010 18:37 Go to previous messageGo to next message
lockie

 
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Delirious Scotsman ?


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260148] Sat, 21 August 2010 18:37 Go to previous messageGo to next message
Logisteric

 
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asterix, well obelix: those scotsmen are crazy (in latin)
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260150] Sat, 21 August 2010 18:39 Go to previous messageGo to next message
m_s0

 
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I'll give it a try once it downloads but my point is, I prefer the old mercs over the new WF replacements. Is it possible to manually replace them? I've got no experience with modding this game but I might give it a try if there's a possibilty
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260151] Sat, 21 August 2010 18:39 Go to previous messageGo to next message
lockie

 
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Nevermind this nonsense , get your arse onto installing UB 1.13.........




please..... :/


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260161] Sat, 21 August 2010 19:14 Go to previous messageGo to next message
smeagol

 
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m_s0
I'll give it a try once it downloads but my point is, I prefer the old mercs over the new WF replacements. Is it possible to manually replace them? I've got no experience with modding this game but I might give it a try if there's a possibilty


technically it is possible. but a sh*t load of work. and I for sure won't (as in can't) do it.


I'm however still hoping, that someday some genius coder will allow more mercs to be added and then you can be sure that the old mercs will return.

So for the moment, I guess the easiest way to use all the
WF6.06-AIM-NAS-NMIG-STOMP-HAM features is to stick with the WF guys...

sorry if that causes any inconvenience, but they aren't that bad... (and I think losing some fan favourites like Bubba and Gumpy is well worth the stuff added by WF6.06-AIM-NAS-NMIG-STOMP-HAM features...).


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260162] Sat, 21 August 2010 19:15 Go to previous messageGo to next message
GMV

 
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Some of the replaced mercs can now be find with M.E.R.C. like blood (and I think later I saw Hitman on a youtube movie, haven't gotten further than that)

Works like a charm by the way, thanks!
Only things I now changed was: DYNAMIC_IMP_PROFILE_COST = TRUE
And changed Thor from a pacifist to an optimist, seemed much more logical to me.
And you already did change the hunter to 25, ranger 50 for weather conditions which used to be 20 in my older install as default Very Happy

Well once again thanks, time to play.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260179] Sat, 21 August 2010 21:22 Go to previous messageGo to next message
m_s0

 
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Yeah, some of them are in MERC. Thanks for the explanation, smeagol, guess I'll live with it Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260194] Sat, 21 August 2010 21:56 Go to previous messageGo to next message
Deadman

 
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I like the WF mercs. You play WF then u play with new mercs. if u wanna have old mercs u play normal JA2. when i play WF i only use the WF Mercs. First: Scream,Brain,Grace maybe: Luc Later: Laura,Monk,Rudolf,Henning.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260195] Sat, 21 August 2010 22:09 Go to previous messageGo to next message
m_s0

 
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I kinda like having, say, Cliff around at the beginning and he's nowhere to be found, so there's no real point in arguing over my personal preferences, isn't there?

Anyway, I've got a few noob questions:

1) Would it be possible to copy the IoV files over this package in a way that doesn't overwrite the changes from AIMNAS?

2) How was this package put together? I've managed to install all of those mods separately and this resulted with all the old mercs being present, though with new stats and names. The voices remained unchanged from vanilla JA. I haven't played it for too long but it seemed to work alright. Would it be hard to just edit the stats and names to change them back to how they originally were?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260198] Sat, 21 August 2010 22:16 Go to previous messageGo to next message
smeagol

 
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m_s0
I kinda like having, say, Cliff around at the beginning and he's nowhere to be found, so there's no real point in arguing over my personal preferences, isn't there?

Anyway, I've got a few noob questions:

1) Would it be possible to copy the IoV files over this package in a way that doesn't overwrite the changes from AIMNAS?

2) How was this package put together? I've managed to install all of those mods separately and this resulted with all the old mercs being present, though with new stats and names. The voices remained unchanged from vanilla JA. I haven't played it for too long but it seemed to work alright. Would it be hard to just edit the stats and names to change them back to how they originally were?


1.) you can't use IoV with AIM, both are XMl based item mods (items in IoV would use different slots, all sorts of crazy stuff would happen...).

2.) sure, that's probably a good way to get the old mercs back, but you not only need to change the merc stats, but also starting gear (and maybe even face coordinates for speech, otherwise the merc pics could be all garbled when the mercs talk... don't know about that though...).


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260200] Sat, 21 August 2010 22:22 Go to previous messageGo to next message
m_s0

 
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The speech and the portraits are fine, so it seems that all I need to do is change the stats and I'm ready to go.

The gear was picked for the WF mercs, am I right? I might just alter that when I get some time, thanks for the tip Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260201] Sat, 21 August 2010 22:23 Go to previous messageGo to next message
smeagol

 
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m_s0
The speech and the portraits are fine, so it seems that all I need to do is change the stats and I'm ready to go.

The gear was picked for the WF mercs, am I right? I might just alter that when I get some time, thanks for the tip Wink


Yupp... gear if for WF mercs. Don't be surprised when Buns starts out with an RPG...


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260202] Sat, 21 August 2010 22:26 Go to previous messageGo to next message
m_s0

 
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Yeah, that's actually why I asked Razz
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260203] Sat, 21 August 2010 22:37 Go to previous messageGo to next message
GMV

 
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Okay, I found something missing so it seems.
1) I can not combine alcohol + oil (+ rag) to make a molotov cocktail anymore...
2) Good old Dimitri lost his throwing skill.. than again he is not the brightest bulb in the package so having only two skills is explainable, but I am just not sure if this was on purpose. Is there a seperate thread perhaps for reporting this stuff?
3) Picking locks doesn't aid in getting wisdom anymore. I think HAM or STOMP added this, hasn't been removed from newer versions?

[Updated on: Sat, 21 August 2010 22:40] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260204] Sat, 21 August 2010 22:44 Go to previous messageGo to next message
smeagol

 
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Added Infra Red goggles (thermo optics that allow to look through walls). Currently testing sight ranges. With current settings you get massive tunnel view (not as much as with a 10x scope, but 50% is still quite limiting) and limited sight range.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260211] Sat, 21 August 2010 23:07 Go to previous messageGo to next message
lockie

 
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What I'd like now is , a system of alerts for enemy [Amber , they suspect you are in the quadrant ],[ red I seee youuuu] ,[ green , huh , nobody there] , perhaps to be in a small box in a corner of the map somewhere .
Do-able ?


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260221] Sat, 21 August 2010 23:26 Go to previous messageGo to next message
smeagol

 
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lockie
What I'd like now is , a system of alerts for enemy [Amber , they suspect you are in the quadrant ],[ red I seee youuuu] ,[ green , huh , nobody there] , perhaps to be in a small box in a corner of the map somewhere .
Do-able ?



Well, I'm no coder... but I'd think it is doable, as it basically already is in the code. At least if you run the cheats with debug option press q when in cheats and use pg up and pg down to toggle through informations...) there is an alert status you see the enemie's alert status.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260223] Sat, 21 August 2010 23:41 Go to previous messageGo to next message
K0ukku

 
Messages:190
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Hmm.

Almost every weapon in Bobby Ray seems to accept Glock-Stock and all the same attachments as other guns, and like no gun accepts M203. Anyone else have this bug?

And how you can make RAS version of CAWS? Is there a some kind RAS kit for HK guns?

[Updated on: Sat, 21 August 2010 23:41] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260226] Sun, 22 August 2010 00:10 Go to previous messageGo to next message
smeagol

 
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K0ukku
Hmm.

Almost every weapon in Bobby Ray seems to accept Glock-Stock and all the same attachments as other guns, and like no gun accepts M203. Anyone else have this bug?

And how you can make RAS version of CAWS? Is there a some kind RAS kit for HK guns?


yes, the BR tooltips seem to be messed up. Not my fault. When you buy the guns and actually open the description box, the attachments the gun will take are shown correctly.

There's an HK conversion kit (was the G36 rail kit, so if you have an older version you need that). The HK rail kit works on G36, G11, Caws and MP5 variants.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260228] Sun, 22 August 2010 00:33 Go to previous messageGo to next message
silversurfer

 
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GMV
Okay, I found something missing so it seems.
1) I can not combine alcohol + oil (+ rag) to make a molotov cocktail anymore...

NAS checks if the result of a merge is a "legal" item. "Legal" means Coolness NOT 0 and valid to game style. If you chose "realistic" you can't produce "scifi" items. The molotov cocktail has a coolness of 0 which prevents merging. The same is true for treated armor.


lockie
What I'd like now is , a system of alerts for enemy [Amber , they suspect you are in the quadrant ],[ red I seee youuuu] ,[ green , huh , nobody there] , perhaps to be in a small box in a corner of the map somewhere .
Do-able ?

Every soldier has an "alert status" reaching from green = no danger, yellow = heard something, red = knows you are there and finally black = I can see you!

Should be possible to check all enemy soldiers and display the highest alert level. But wouldn't that make things too easy? Like "Oh, someone can see me. I better hide again."

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260229] Sun, 22 August 2010 00:40 Go to previous messageGo to next message
K0ukku

 
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I chose the Sci-Fi setting. Some scifi guns in Bobby Ray, alright! I've almost always played with realistic

Any other stuff that might pop up during the game-play than just the aliens and funky guns?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260231] Sun, 22 August 2010 00:59 Go to previous messageGo to next message
lockie

 
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Sci fi is a waste of resources , maybe if they ( the devs ) had had more time to add things ... but as it is , it's a pain .

imho Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260235] Sun, 22 August 2010 01:06 Go to previous messageGo to next message
smeagol

 
Messages:2731
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GMV
Okay, I found something missing so it seems.
1) I can not combine alcohol + oil (+ rag) to make a molotov cocktail anymore...
2) Good old Dimitri lost his throwing skill.. than again he is not the brightest bulb in the package so having only two skills is explainable, but I am just not sure if this was on purpose. Is there a seperate thread perhaps for reporting this stuff?
3) Picking locks doesn't aid in getting wisdom anymore. I think HAM or STOMP added this, hasn't been removed from newer versions?



1.) do people actually read read-me files (or in this case description posts at the start of each of the AIM threads...)? You need Alcohol + Oil = Alcohol+Oil Mix and Alcohol-Oil Mix + Rag = Molotov Cocktail.

2.) Dimi should have throwing in Stomp. Might have messed that up though....

Edit: yeah, I messed that up. Dimi definately should have throwing. Until I upload an update, you should change that manually in the mercprofiles.xml.

Look up character ID 60, check the section and replace the 0 with a 12.


3.) Don't know bout picking locks ever aiding wisdom...



Sci-Fi in WF is supposed to be played without Crepitus (the mine bugs), as outlined above, because the Flamethrower uses the hardcoded slot of the bug queen. Other than that, Sci-Fi adds a few guns (like the MetalStorm Surf and the OICW I think...). I usually play with Sci-Fi on.

But as Lockie said, it is basically a waste of resources... dunno... I tended to make more and more stuff non-Sci-Fi items (like Trigger Groups for example, that now work a bit differently... 95% of the guns in game don't have burst fire but require a Trigger Group instead. And thus it would be a bit strange, if the Trigger Group was not accessible in standard mode... The benefit of this is, that there are 3 versions of the Trigger Group that are easily made from simple merges, so you can actually decide for your self, if your G3 for example should have 2 rnd, 3rnd or 4 rnd burst).

[Updated on: Sun, 22 August 2010 01:23] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260238] Sun, 22 August 2010 01:40 Go to previous messageGo to previous message
GMV

 
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I am affraid you didn't get me in its entire, I thought I would write it down in a short way, but that led to a misunderstanding.

I can not make the 'Alcohol + Oil mix' out of 'Alcohol' + 'Oil'. These items and other misc items have no more slots where you can click on to merger them...
Neither can I make the alarm out of Can + String because of the same reason

However, the explanation of Silversurfer is indeed more logical as I choose 'realistic'. I guess these items are all 'sci-fi' items in that case. Too bad, should have gone for sci-fi than, but okay.
Sorry for the bother.

I haven't med up other combo's, though I could merge the Hunter suit with a belt just fine.
I will change Dimitri than (p.s. Melee is more in character imo than night ops, so thumbs up for that). If I change the .xml will he still be able to get the ability despite me not seeing it. I noticed when I changed the .xml after I got Thor, I had to reload in order for the trait to properly show (changed pacifist to optimist, which he constantly refers to being).

[Updated on: Sun, 22 August 2010 01:43] by Moderator

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