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Custom IMP Voice Profiles

Sat, 22 February 2025 06:34

Been using Elevenlabs to edit/generate new IMP voice profiles and thought I'd share it here for anyone to download. Currently have 4 finished but when I make new IMP voice profiles, I will update them into this repository.
All these voice profiles are new profiles (not replacements) and are/will be full sets which include voice files for both ja2 1.13 and unfinished business 1.13. Just merge them into your 1.13 directory.

Current voice profiles:

Male 3.5 Obnoxious: Based off male 3 but sounds different. Cocky, Obnoxious and quite explicit

Male 4 Racist: a racist and offensive variant of the original.

Female 2 Assertive: a more confident and less annoying variant of the original

Male 5: A Serbian accent voice profile.

https://github.com/edawgsnizzle/New-IMP-Voices/tree/main

v1.13 Modding, Customising, Editing | 0 comments

JAGD 9- Briefcase/BlueMoon

Wed, 19 February 2025 02:06

hi all, longtime player (gonna be 30 years for me!) and a sometime reader here.  thanks for all the great details.  

my question is hopefully easy- JA Deadly Games, mission 9, giving the briefcase to Blue Moon.  i can't find Blue Moon, i read some boards that said he is in the southeast, but i dont see him.  i killed everyone else that shoots at me.  

and gus tells me that they were border guards and something about how i'm supposed to show someone who is who, etc.  Any help?  thanks!

Jagged Alliance & Deadly Games | 0 comments

Glitchy Cliffs.

Fri, 14 February 2025 13:22

I found this map in the map database:

https://ibb.co/Q7NqkcRd

That kind of cliffing looks good and I tried to implement it in some of my maps.
My problem is that the terrein stays non passable way above the cliff line. I snooped in the vanilla Drassen mine that sports this feature: cliffs are extended up to the actual border of the map (Where the black area starts).
In my case that did not solve my problem.
Does anybody knows if that can actually be made in 1.13? Any way to avoid glitching?

v1.13 Modding, Customising, Editing | 2 comments

I ask for help from those who understand mods and their settings.

Problems with modification brainmod; Thu, 30 January 2025 17:18

I installed the brainmod modification. It starts and at first glance it works, but at the beginning of the game, when I hire a mercenary or create my own, I am not given normal equipment. No weapons, no backpacks. Instead of weapons and ammunition, I have food, water, various modules for weapons like a laser designator, and piles of scopes. I've been looking for a solution to the problem for a long time and I thought I found it. I came across a file IMPItemChoices.xml and if I'm not mistaken, this file is responsible for distributing equipment depending on the selected class and characteristics. There I found lines in which different modules for weapons, food, and water were prescribed. I thought that because too many items were being given, I couldn't get a weapon. I deleted these items from the issue, and after logging into the game, they stopped giving me these items..... My mercenaries are empty, but there are still no weapons. Although I checked and the weapon is registered in this file for issue. I got the impression that the game doesn't see the weapons.... as if these files don't exist, or the game doesn't see them. No guns, no ammo. The game can give out everything else at the beginning of the game. Please help me solve this problem. Please tell me what the problem might be and how it can be solved.
Thank you in advance

All about modding JA2 | 0 comments

Recommended way to play Deadly Games?

Should I use Increased AP/Timer?; Thu, 30 January 2025 16:15

I gave DG a bit of a go and am finding it difficult.



I'm curious if anyone recommends using the "Easy" options or if you feel it takes away from the game. (Such as Increased AP or Turn Count.) 

Jagged Alliance & Deadly Games | 0 comments

[Beta Release] Old xml editor updated to latest 1.13

Sat, 25 January 2025 15:13

https://github.com/1dot13/xml-editor/releases/tag/0.2.1-beta


I've gotten the old xml editor to the point that it should work with the latest 1.13 with some caveats. It'd be great if modders could test it and report any bugs that might still be lurking in it. Backing up the xml data first is highly recommended.


Known issues so far is that Drugs.xml is not read or written as it has changed considerably in a way that doesn't play nice with relational databases that the editor uses.

v1.13 XML Customization | 0 comments

Bloodcats recoloring?!?

Fri, 24 January 2025 21:57

I'm cosidering, and I say CONSIDERING about recolouring bloodcats to a winter mantle.
Now, I found the animations folder in ja2 data: There are animations for everything but creatures, and I snooprd in half a dozen mods folders.
Was that .sti unzipped at all? Any way I can put may hands on it/unzip it myself?

v1.13 Modding, Customising, Editing | 3 comments

Electrified Wire Fences.

Is it possible at all?; Fri, 24 January 2025 17:00

I want to electrify fences. I'm reading the mapper documentation about triggers/actions. As far as I can understand actions are immediate only and I don't see a dedicated action for electric damage. I saw there is plenty of empty actions in the list though.
Any leads?

v1.13 Modding, Customising, Editing | 2 comments

kmode exception not handled acx01000 sys" Blue screen error when opening JA2 with 1.13

Thu, 23 January 2025 14:31

Greetings, long time 1.13 enjoyer here!

I played 1.13 God knows how many times quite a few years back, but it seems the newest Windows versions are doing anything in their power to prevent me from playing it again.

Got JA2 from GOG, installed it on a new folder on C and I can play the vanilla version. But when I place the 1.13 files over it, opening the ja2 exe gives me a blue screen with "kmode exception not handled acx01000 sys".

I am completely confused about this. I tried using the "PerformanceFix" registration file under Windows Compatibility Files but no luck.

Am I doomed to not play 1.13 ever again?

v1.13 Solutions,Tips & Spoilers | 3 comments

Named Enemies

Solved.; Tue, 21 January 2025 09:49

I see that in the vanilla maps a few soldiers have names: What's the purpouse? Are they mandatoy?
I tested a few of my maps and they do work without those "special" soldiers.
Any leads?

v1.13 Modding, Customising, Editing | 2 comments

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