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| Alpha_Item_Mod_for_WF6.06 Part 5[message #257200]
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Thu, 22 July 2010 21:27
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smeagol |
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Messages:2704
Registered:June 2008 Location: Bremen, Germany |
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Thread 1 can be found here
Thread 2 here
Thread 3 here
Thread 4 here
[color:#FF0000]
Update 24.08.2010
AIM-NAS FAQ
Download the AIM-NAS V5 single-click-installer made by Tais from here.
Update to AIM-NAS V6 can be found on my skydrive as usual (download link in my signature). The files in there can just be copied over the data from the SCI.
You also want to add the newest mercstartinggear.xml on my skydrive for AIm-NAS V6 as well (there was a little screw-up on my part when I put together V6...).
The exe in Tais SCI could be a little bit screwed up as well (enemies wearing Spectra Armour in Omerta and such...). The exe version I currently use is like 3 days older and does not have that screw up. It can also be found on my skydrive (simply called ja2.7z).
Also, try to read this thread before posting any questions that might have been already asked. I think I answered some questions more than once already...
AIM-NAS is still in development, consider it still in beta-testing (though the name obviously translates in to Alpha Item Mod - New Attachment System, I guess that the item mod has left Alpha stage... but BIM sounds a bit silly, doesn't it...).
Anyways... AIM-NAS includes more than just a ton of cool stuff, it also contains a selection of starting gear kits for A.I.M. mercs (made possible through the great work Tais did on New Starting Gear Interface) and updated skills and traits for usage wih STOMP.
The ini file in the SCI and the AIM-NAS files is specifically for usage with NAS, HAM, NSGI and STOMP. If you want to change stuff in there, do so at own risk (well, yeah, the M.E.R.C. available on day should probably be changed back to FALSE...).
What else... uhm... well, just read the thread or feel free to ask about stuff.
Also feel free to visit me in the Bearspit IRC channel, I'm usually there...
For guys that don't won't to use NAS (shame on you), check out the older FAQ for the last AIM version I made[/color]
AIM FAQ
The newest, and also the final version of the Alpha Item Mod is V53.
Most recent downloads can be found if you follow the link in my signature.
Most people should know by now, what AIM offers, but nevertheless here is a small run down of the most important features:
- Ammo Boxes: Bobby Ray and Tony sell ammo only in boxes. This helps clean up the inventory of those shopkeepers
- Ammo Donkeys: Along with the ammo boxes the donkeys are a new sub-set of items. The donkeys are easily recognizable and their only purpose is to create ammo boxes out of magazines or crates. Quite useful, as the ammo boxes are slightly lighter than the same amount of rounds carried in magazines.
- Modular Leg Rigs: Modular Pouches can be merged to Leg Rigs. There are a lot of possible combinations, almost for every need.
- Aiming Module combos: as long as NAS isn't fully supported, the aiming module combos save up on attachment slots. See the merge list in post 2 for a more or less complete list of possibilities.
- Lots of other cool stuff (guns, grenades...)
If you have suggestions or questions feel free to send me a PM or come to the Bears Pit chat, I tend to hang there from time to time.
[Updated on: Tue, 24 August 2010 23:09] by Moderator Report message to a moderator
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| Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257201]
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Thu, 22 July 2010 21:27 
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smeagol |
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Messages:2704
Registered:June 2008 Location: Bremen, Germany |
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Merge List for the Item Mod
[color:#FF0000]Last Update: 24.08.2010[/color]
Guns:
- EBR Stock + M14/M21/M1 Garand = M14EBR / M21 EBR / M1 Garand 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)
- Improvised Conversion Kit + SVU = SVU-A
- Improvised Conversion Kit + M1 Carbine = M2 Carbine
- Improvised Conversion Kit + Ruger Mini-14 = Ruger AC-556
- Improvised Conversion Kit + Ruger Mini-30 = Ruger AC-762
- Improvised Conversion Kit + Calico M-900 = Calico M-900A
- 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:
[color:#FF0000]Due to inclusion of NAS in AIM-NAS V6, the following merges are more or less obsolete. Only things working are the merges for Rod&Spring, Gun Barrel Extender, Trigger Groups, Griplight, Rifle-LAM&Flashlight Combo and the reddot LAM& Reflex Sights merges (for usage with certain pistols, that have a limited amount slots).
No more Aiming modules in AIM-NAS, as those are basically no longer needed...[/color]
- 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)
- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)
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
- 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
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
- duct tape//quick glue + detonator = mod. detonator (will stick to a bomb as inseperable attachment)
- 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
- 40mm shell casing + any 40mm grenade = 40mm shell
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 = 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: Tue, 24 August 2010 23:10] by Moderator Report message to a moderator
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| Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257202]
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Thu, 22 July 2010 21:27 
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smeagol |
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Messages:2704
Registered:June 2008 Location: Bremen, Germany |
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Guide to Pocket sizes used
[color:#FF0000]Last Update: 24.08.2010[/color]
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
[color:#FF0000]27: 43mm grenades, 40mm cylinders (No longer in use in AIM-NAS... might replace this with a different thing... dunno yet).[/color]
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: Tue, 24 August 2010 23:11] by Moderator Report message to a moderator
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| Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257558]
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Mon, 26 July 2010 13:33 
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kjou |
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Messages:18
Registered:July 2010 Location: hamburg, germany |
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It did only work after i started a new game. Did you trie that?
[Updated on: Mon, 26 July 2010 13:34] by Moderator Report message to a moderator
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| Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257789]
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Wed, 28 July 2010 21:25 
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Exactly. It is the same thing as the x-ray detector only it is confined to a viewing distance.
[Updated on: Wed, 28 July 2010 21:25] Report message to a moderator
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