Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » PossumDBB Mod v2
PossumDBB Mod v2[message #189513]
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Wed, 25 June 2008 09:07
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Oldpossum |
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Messages:42
Registered:October 2005 Location: Adelaide, SA |
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Hello all.
Just uploaded a new version of my modifcation to DBB 9.02
It can be found at http://fb.esnips.com/web/Jaggedalliance2V113Mods
Some notes on how it radically differs from the previous DBB mod I did.
1st Gun ranges cut back, pistols generaly now have a range of 50-70m, assault rifles ~300m, battle rifles ~400m, and the best sniper rifles now only go to 600 m. But paradoxicly you can now shoot even further!
Because now some sights and all scopes, as well as some stocks, give a range bonus, from a 20m bonus for pistol match sights to a whopping 500 m bonus for the 24x ultimate scope! Note that 1x Reflex sights do not have a range bonus, and also for example, a small scope will give a 50m bonus, a PSO-1 a 120m range bonus, a 7x Battle scope a 200 m range bonus, and so on.
2nd I've implemented a new semi logarithmic pocket size. For example, a huge (Vehicle locker) pocket will hold 140 tiny, 46 palm, 27 hand, 15 midsize, 9 medium, 3 large or 1 huge object.
3rd Ive cut back on the armour values of the extra, real, armour types, so they now fall between Kevlar and Spectra in protectiveness, instead of all being superior to Spectra.
4th, I've edited the starting gear for many mercs, so they now start with a decent combat load of equipment. note that heavy weapon specialists will start with some form of support weapon, MG's for some, GL's for others, and a 84mm CharlieG for Meltdown.
5th I've added in many new items, such as Mechanic's toolbag & toolcase, Medic's Crash kit, laptop case, scope case, demo kit case, more variants of the WEESACH Vest, TT Shotgun vest, TT Medic's Vest, Your personal laptop, A Belt Quiver, a Belt Scabbard, a .50 cal silencer, a Detachable stock, an extending stock, A more upmarket Gas mask, than you can wear with sun goggles and won't restrict vision as much as the original one, a new 2.5x Russian reflex sight, Cans of cola, mini gas grenades, and A Blood Red Rose, suitible for decorating a corpse with!
All except cases have new graphics, the cases recycle old Armor upgrade kit graphics.
Many LBE's come with new pockets appropriate for the intended load, such as a new 20 arrow pocket for the belt quiver.
6th, All ammo is now purchased from BR's in boxes or crates, Tony will still sell it by the clip though.
7th, Jerrycans of fuel now purchasable from some vendors, and all the bartenders sell cans of cola.
Other vendors edited to sell only appropriate items.
8th, Any navy weapon is now immune to water damage, also AR silencers only fit small calabre rifles; For the larger calibers you need to use a large rifle silencer, or a .50 cal silencer.
9th, Added in 5 new weapons, a Skorpion v61, M21 ERB, and the 3 new Shotguns from basic 2085.
10th, edited the camoflage values of Armour and LBE Vests so only by wearing the Ghilli suit or the the Sniper's vest, can you go over 50% cammo.
And remember to send the Queen Flowers, after you liberate Drassen!
PS if you don't like the gun ranges, then simply use the weapons.xml from v1, but then you will still have to edit in the 5 missing weapons, and remove the range bonus from all the scopes, etc, otherwize they will become way too powerful. alternatively you could just fire up the XML editor and just double all the pistol/MP/Shotgun ranges, as a compromise.
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Corporal
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Re: PossumDBB Mod v2[message #189601]
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Thu, 26 June 2008 07:24
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duckbillclinton |
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Messages:9
Registered:March 2008 Location: USA |
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[color:#3333FF]@Oldpossum[/color]
I think I know the cause of the problem. It's related to the logic behind the in-game XML editor design. The current XML editor has 2 very distinctive features,
1. Auto removal of unused data;
2. Auto sorting of children tables(xml);
For 1, an example would be DBB Mod's LoadBearingEquipment.xml. The LBEs in there are actually more than the ones listed in Items.xml. So, if you use the in-game XML editor, it will trim out all the unused LBEs in LoadBearingEquipment.xml. In fact, DBB's mod suffered on this with a number of files including LoadBearingEquipment.xml, Pockets.xml, Armours.xml.
For 2, we will use the LoadBearingEquipment.xml as example again. We all know Items.xml is the parent table(xml) of all others, right? In such case, Items.xml is the parent table of LoadBearingEquipment.xml. Let's assume our Items.xml only has 2 LBE entries, say item 1001 and 1009. Then, in order for JA2 program to locate the proper data for these 2 LBEs, we must have 2 entries in LoadBearingEquipment.xml and their index ("1", "2") specified in Items.xml (column "ubClassIndex") as well. Ideally, item 1001 should have ubClassIndex value "1", and item 1009 have ubClassIndex value "2" (both in order). In reality, item 1001 having ubClassIndex value "2" and 1009 having "1" is also legal and acceptable by JA2 1.13. So, now, if we use the in-game XML editor, it will recreate all ubClassIndex column data in Items.xml with ascending order, and then rearrange the rows in LoadBearingEquipment.xml matching the newly created ubClassIndex.
The Auto sorting in 2 is quite intelligent and should not affect your Mod's items. However, sometimes we do make bad decisions while using the in-game XML editor, and we always assume the fastest way to recover is to copy and overwrite a file from a backup folder. For example, we can recopy the LoadBearingEquipment.xml, but now we are screwed, because Items.xml's ubClassIndex had been just re-arranged. So now, in game, you will see all LBE images, descriptions are out of sync. [color:#cc0000]This is likely what you are experiencing.[/color] In fact, LBEs, Explosives, Armours in items.xml all having ubClassIndex out of order.
To further make your head ache, the XML editor also has a 3rd feature-- auto adding data to children table if multiple entry in Items.xml sharing the same child entry. DBB's mod is well known for this problem, and Explosives.xml suffers the most. :placard:
DBC :vader:
[Updated on: Thu, 26 June 2008 07:26] by Moderator Report message to a moderator
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Private
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Re: PossumDBB Mod v2[message #189683]
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Fri, 27 June 2008 02:52
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Oldpossum |
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Messages:42
Registered:October 2005 Location: Adelaide, SA |
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Hello All
I've uncovered a fatal bug in my, and possibly also the original DBB9.02, mods
Basicly some recruitable locals have nonsense LBE's, and when you recruit such a local, and then try to see their inventory screen, the game crashes. I've checked my original DBB 9.02 files and the nonsense LBE's are in that MerchStartingGear too, but having never played straigt DBB9.02, I don't know if it causes the same problem.
The nonsense LBE's correspond to the Hunter Vest and some leg rigs, in the basic 1.13, so I suspect that what happened is DBB moved the location of these items to enable him to list all the guns as one block, then forgot to edit the mercstartinggear, so, for example, merc's that started with a hunter vest would continue to do so.
Note that this bug only affected on map recruits, and explains why Flo showed up dragging a big-ass sniper rifle when I recruited her, that was a puzzler too, as I could clearly see in the starting gear setup that she had no such weapon.
Anyway a revised MercStartingGear can now be found at the link above, Unfortunately for the buxfix to take effect, you will need to start a new game.
Sorry about that
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Corporal
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Re: PossumDBB Mod v2[message #189791]
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Sun, 29 June 2008 17:30
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Ranik |
Messages:2
Registered:May 2008 |
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I attempted a clean install as Tbird did but i still get some/many mismatched item images. On my second try i also got a CTD when trying to right click to view attachments on an AK. Not sure if that was related or repeatable.
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Civilian
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Re: PossumDBB Mod v2[message #190352]
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Wed, 09 July 2008 05:54
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Oldpossum |
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Messages:42
Registered:October 2005 Location: Adelaide, SA |
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Hello all
I've found those guns that tbird was refering too, and I've brought them up to standard with their respective base models, in my work in progress.
Currently I'm working on integrating all the new stuff from DBB 903 into the mod, and I'll post version 3 once I've done so, which should be monday next week.
As I'm not planning on making any further changes to MercStaringGear, or other savegame encoded stuff beyond what I've already done for version 2a, version 3 should not require a restart.
Also coming in version 3 are Smoke and Illumination rounds for the CharlieG, and a new modular Thighrig system, which you can use to assemble and modify your own custom thighrigs!
The basic modules so far are the double Large Magazeen pouch, and Quad Large grenade Panel (both current game items), Quad AR magazeen pouch, Utility Pouch, Document/Canteen pouch, (all new thigh rigs).
from these items you can assemble such rigs as for example, the Grenade/Utility rig, Large Mag/Grenade rig, (current ingame items), and new combinations such as the Utility/Document rig, or the Lg Mag/grenade/document rig.
You can also alter rigs from one arrangement to another by merging with a basic pouch, for example, by merging a quad AR pouch with Lg Mag/grenade/Document rig, you will create a AR mag/Grenade/document rig and a double large Mag pouch.
Combination rigs can be broken down to their components by applying a Multitool, or a Pocket knife to the rig, but this feature does not work properly at present, and you only get back one piece. I suspect it's because when you do two items (multitool + combination rig) to three items (multitool + 1st pouch + 2nd pouch) mergers, there is no place for the third item to go, so it just disappears.
If anyone has a suggestion as to how I can get around this, please mention it!
Another change with this new system of mergers, is that Bobby ray's will no longer be selling new combination Thighrigs, but Bobby Rays will be selling all the basic pouches, and combination thighrigs can still be found in the used section.
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Corporal
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Re: PossumDBB Mod v2[message #190823]
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Tue, 15 July 2008 06:06
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Oldpossum |
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Messages:42
Registered:October 2005 Location: Adelaide, SA |
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Hello all
Version 3 of my mod is up at the eSnips site.
This one incorporates all the new items from DBB 903 and the missing weapons from DBB 902.
And you should be able to use most of the alternative weapons and items pictures without problems, the only exception being the alternate pron magazine, as I filched that to make a second pron mag clutter item.
Also new is that I've gone and fixed the range for the "complete" weapons that have built in scopes, there is an new modular thigh rig system, so you can now assemble your own thigh rigs from component pouches.
I've fixed the english descriptions for the ammo boxes, and added a lot of dummy weapons, to force Bobby Ray's to display the smaller boxes of ammo in the various weapons categories.
Unfortuately you will still need to scroll the base list to get to the larger ammo boxes, as I could not make a dummy weapon that had a ammo capacity of larger than 250 rounds.
There is also a new MacGyver bomb, that you can make from RDX and Esso Oil, then attach a cloth, similar to the Molotov.
Many other small problems fixed, including changing the WP explosion to now leave behind a smoke cloud, rather than flames.
One final note, the compound thigh rigs can be disassembled with either a Utility knife or a Multitool. If you use the utility knife, you get back the Utility pouch component, but if you use the multitool, you will get back the other component.
For Tbird, the mortar weight/range is correct, but on further research there are quite a few 60mm commando mortars, So I'm thinking I've picked the wrong one (I've used the south african M1) , so which one should it be? alternatives I've found so far are the M4 (7.6 kg) and the M224 w/t light baseplate(13.55 kg)
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Re: PossumDBB Mod v2[message #191074]
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Fri, 18 July 2008 06:24
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Oldpossum |
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Messages:42
Registered:October 2005 Location: Adelaide, SA |
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Hello All
There is a patch now avaliable for version 3, on eSnips to fix the following.
Commando mortar weight fixed.
Wrong bullet type for .22 LR HV fixed.
Mini smoke grenade graphic fixed.
Inconsistent stats for HK 416/7 weapon series fixed.
SP ammo type now only applies to large caliber, heavy, subsonic ammo, everything else that was SP is now Subsonic FMJ. (I thought it was funny that some subsonic ammo seemed to be better at puching out armoured opponents that the full powered rounds were.)
Sniper FMJ now has much better penetration (3/5 vs 4/5) and is now only used by the more high powered ammo types (7.56x54R, .300WM, .338Laputa); Everything else that was Sniper FMJ, is now Match FMJ. (So is now better at penetrating armour too.)
The ww1 and ww2 era military bullets that were ball, are now inferior FMJ, as is the .22 LR HV ammo.
Range of 9x39mm weapons altered, most reduced, one increase (Groza), one stayed the same(SR-3)
Added in a new ammo type, 9x39mm SP-5, is sniper FMJ, costs a lot, +50 range, +10 to hit. comes in boxes of 50 from BR, there is also an new dummy gun so this ammo will appear in the Sniper rifle ammo selection at BR's.
Added two new ammo types for the CAWS, FRAG-12 mini grenades and Polyshock.
The MG 3 upgrade kit is now a general MG upgrade kit, to convert either the MG 42 or a Bren Mk3 to 7.62 NATO.
Fixed capacity of the DP pistol/40mm grenade pocket, it will now hold 2x 40mm grenades like it's supposed too.
(Edit to Add.) Changed the range of one of the M1A Scout variants, to make it the same as the rest of them. (range 48 to range 38)
Please let me know if there are other bugs, thank you!
Also a request for Gun Drawing artists, I would like graphic files of the following; Barret M82 PDW (It's been done already, but I've lost my copy of the original game version.), Bren L4, Gyrojet pistol. (I'm thinking about converting the Auto Rocket Rifle into a Rocket pistol instead. Should make taking down the queen even more fun!)
[Updated on: Fri, 18 July 2008 07:45] by Moderator Report message to a moderator
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