Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 1
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Re: Alpha_Item_Mod_for_WF6.06[message #210509]
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Wed, 18 March 2009 20:35
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herb |
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Messages:387
Registered:September 2007 Location: Slovenija |
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AlphaV14[/url]how to use this file? Do I have to restart new game?
[Updated on: Wed, 18 March 2009 20:41] by Moderator Report message to a moderator
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Master Sergeant
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Re: Alpha_Item_Mod_for_WF6.06[message #210510]
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Wed, 18 March 2009 20:45
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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marko
how to use this file?
Download it, get a copy of 7zip file manager (just google it and download that as well, it is basically something like winzip). Unpack the files to your Data-Wildfire folder. Overwrite everythin there. That should probably work. To check, if it did work, start a new game and take a look at the merc starting gear of the A.I.M. mercs. If these got different equipment, it did work (the easiest way to check this is to look at the starting gear of Static. If he has the TEA headset, everything worked fine).
Hope this helps.
Edit: you'll have to start a new game for the first time you add the item mod, each consecutive update doesn't require a restart.
[Updated on: Wed, 18 March 2009 20:47] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #210517]
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Wed, 18 March 2009 22:09
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lockie |
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Messages:3721
Registered:February 2006 Location: Scotland |
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Quote:the merc starting gear of the A.I.M. mercs. If these got different equipment, it did work (the easiest way to check this is to look at the starting gear of Static. If he has the TEA headset, everything worked fine).
Checked with a new game , Barry starts with Tea headset . BUT.....in 14 version , saved games (from v 13)are crashing to desktop within seconds , new game seems ok , though now ALL emails , and some descriptions are in German :headscratch:
Any ideas ?
EDIT :Tried again , didn't even load this time : Assertion failure (line 3244 in the file tactical save cpp.
[Updated on: Wed, 18 March 2009 22:29] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #210522]
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Wed, 18 March 2009 22:39
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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lockieQuote:the merc starting gear of the A.I.M. mercs. If these got different equipment, it did work (the easiest way to check this is to look at the starting gear of Static. If he has the TEA headset, everything worked fine).
Checked with a new game , Barry starts with Tea headset . BUT.....in 14 version , saved games (from v 13)are crashing to desktop within seconds , new game seems ok , though now ALL emails , and some descriptions are in German :headscratch:
Any ideas ?
EDIT :Tried again , didn't even load this time : Assertion failure (line 3244 in the file tactical save cpp.
Hmm...
that's not good. do all save games crash?
Normally the e-mail texts shouldn't be affected by the data from the item-mod. As far as I remember the corresponding files aren't included in the Item_Mod files (the Item Mod files only include the ProEdit // prof.dat stuff, the BigItems, interface pics, tileset pics for the items, the 2 crossbow sounds and the TableData folder, which by my knowledge only contains xml files).
I Didn't change any other files. Maybe you have made any changes yourself? Wrong starting .exe maybe?
Edit: I tried my savegame (from a german .exe) with the English manymercs .exe and everything works fine. The in-game description texts change back to English with that exe and vice versa. Don't know, what's wrong there... anyone else got such a problem, as well?
@Majek: Those updates don't require new games, only thing that changes is, that Bobby Rays selection will become better, when you update to a higher Alpha Mod version.
I'm still running the game I started the Item_Mod with, constantly changing the XML file didn't change stability of the game (though there is that issue with the sectors around San Mona, a German tester reported that the same crash also happens in B6 and B7, two drug farms north of San Mona... the newest guess, why the game crashes in these sectors has something to do with the civilians being part of King Pins fraction, but I really don't know, if this could be the case...)
[Updated on: Thu, 19 March 2009 00:15] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #210525]
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Thu, 19 March 2009 01:10
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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At the moment I'm considering to cut down carrying capacity of the specialized combat packs (spec ops, mortar bag, the packs that can hold hand grenades, etc...), because those packs in reality look more like butt packs, rather than the larger day packs.
I think it's not really fitting, that you can put stuff like long guns into them. Don't know what you think about it... good idea? bad idea? Would also be a balancing factor so that those special combat packs are no longer a no-brainer.
Therefore, I'm asking you whether to keep the large combat pack pockets on all combat packs or should I change them to smaller combat pack pockets (which would be pretty much similiar to a medium general pocket)?
I would keep the large combat pack pockets on the Timms pack, the TT 3-day pack, the Field Medic pack and the Blackhawk Patrol pack, but in turn would change the other combat packs accordingly.
Any thoughts on this?
I also reworked the pic of the KFOR vest (which now looks less blurry), and added the Soviet sniper belt, which can be worn like a vest and has the following pockets:
- 2 SVD mag pockets
- 2 grenade pockets
- 1 misc general
- 1 medium general
- the two regular vest pockets (the tiny and small, you'll find on every vest)
Once I've done the two pics for the "AK chest rig-sniper belt combo" and the "M23 chest rig-sniper belt combo" and added the appropriate items and merges, I'll upload a new update.
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Re: Alpha_Item_Mod_for_WF6.06[message #210526]
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Thu, 19 March 2009 01:12
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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MajekWell i'm not exactly using the mod as is, i play around with changes and a custom prof.dat,...
and the emails are stored in Binary Data folder , Email.edt. I just don't use these and it stay english.
That email.edt could be the solution, why Lockie's data gets screwed up. I'll just leave these files out now. Thanks for the tip, Majek.
Edit:
ah well, I just leave out the complete binary folder from now on, as it isn't really needed for the item mod. I made some changes to certain mercs in the prof.dats earlier on, but haven't touched those files for quite some time now.. and those changes were pretty minor anyway... (switched around some skills, gave Scully a regular male body instead of the bi one, stuff like that)... thus it would probably not even be noticed...
Important for the item mod are the "bigitems", the "interface", the "tileset" and the "tabledata" folders (the sound folder is only important to get once for the crossbow sounds, but for convienience I just let it in the complete package...).
[Updated on: Thu, 19 March 2009 01:20] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #210543]
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Thu, 19 March 2009 10:18
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herb |
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Messages:387
Registered:September 2007 Location: Slovenija |
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can you give a list which vest go together because i found out that someone are incompatible.
And why can't climb on a roof with ALICE?
Yes I can conferm with version 14 all text is in German
[Updated on: Thu, 19 March 2009 10:42] by Moderator Report message to a moderator
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Master Sergeant
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Re: Alpha_Item_Mod_for_WF6.06[message #210566]
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Thu, 19 March 2009 14:52
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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markocan you give a list which vest go together because i found out that someone are incompatible.
And why can't climb on a roof with ALICE?
Yes I can conferm with version 14 all text is in German
Okay, that V14 screwed up the .edt files in the binarydata folder (because I used a German .exe to playtest the files, I guess the .exe somehow modifies the .edt files. Though, if I think about it, I didn't copy a newer version of the binarydata folder into the update folder... I'd say that it also could be a file from the tabledata folder that messes around with in-game texts. And this would probably get ugly. :/ I think I'll have to switch back to the English .exe).
Hmm.. you can't climb on roofs with that Green A.L.I.C.E pack? That's strange. For me climbing with that one works fine.
Or do you mean the Malice? This is a backpack and with a backpack you can't climb (has always been like this).
What exactly do you mean with incompatible vests? you can only wear one vest at a time.
There are however some combinations that will upgrade a vest:
- LBE Gear can be upgraded with "mod. Gr/Gr/GR", "mod. First Aid pouch", "mod. Utility pouch" and you can attach all three of them (it's not important which one you attach first)
- AK chest rig and M23 chest rig can be combined with the VOG chest rig (and will be combinable with the sniper belt, as soon as I get the pics done)
In addition there are some possible merges with the Modular pouches (the thigh packs), just experiment a bit with them, and you'll pretty quick figure out what works and what not. I might add more possible combinations later on.
The 40mm grenade panels can also be somehow combined (a 4x40mm grenade panel can be halved or two of these can be put together to get the VOG chest rig).
Hope this helps a bit.
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Re: Alpha_Item_Mod_for_WF6.06[message #210662]
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Fri, 20 March 2009 01:19
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Okay, next major update is almost ready for the upload.
New:
Soviet sniper belt
AK-sniper chest rig (including new pic)
M23-sniper chest rig (including new pic)
three new LBE combo items (made from LBE Gear and modular pockets, similiar to the already included modified LBE gear):
LBE SAW/GR vest
LBE SAW/FM vest
LBE SAW/GR/FM vest
You'll need an LBE gear, a SAW pouch, a modular triple grenade rig and a first aid pouch (not important which one you add first, they are possible in any combination, so if you only want SAW and the grenades, that's possible, as well. Those modified LBE vests are heavier than other vests, though)
slightly updated several of the new pics.
and most important change:
added a small backpack, that can be worn with butt pack sized combat packs.
Combat packs will from now on be divided into two groups:
butt packs and daypacks
Butt packs have smaller carrying capacity, but you can also carry a small backpack//sniper drag bag with them, where as the daypacks can not be worn with a small backpack. Only exception to this is the TIMS Set (which, after my definition, consists of a daypack and a large backpack).
Those butt packs got cut down in carrying capacity, at the moment these include the following packs:
- A.L.I.C.E
- Sniper combat pack
- HSW mortar bag
- E.A.G.L.E pack (new 40mm grenade butt pack)
- Spec Ops combat pack
These butt packs will have the advantage (with the exception of the sniper bag) to have an additional gun sling, but the pockets "inside" the bag will now be smaller. So no more hauling around 3 assault rifles//LAWs in such a bag. If you want to do that, you'll need a daypack.
The small backpacks at the moment include two models:
- sniper drag bag (as already known, this one has another gun sling, a large combat pack pocket, 2 pockets for sniper rifles and two smaller pockets)
- L.R.R.P backpack (Long Range Recon Patrol, this one has two large combat pack pockets, 2 misc general pockets and 2 small general pockets).
The Daypacks include:
- Blackhawk Daypack (formerly the Blackhawk Patrolpack)
- TT 3-Day Pack
- Field Medic Daypack (formerly the Field Medic Combat Pack, to distinguisch it from a butt pack I renamed it)
- TIMS Daypack (also got renamed)
I think this is a good compromise between playability and realism. Thoughts?
I just test, if I got all the combos right, then will make the update.
Edit: AlphaV15 is up. Enjoy. (Had to resize the L.R.R.P pack, which looked way too small, that's why it took a bit longer...)
[Updated on: Fri, 20 March 2009 02:19] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #210718]
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Fri, 20 March 2009 18:13
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lockie |
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Messages:3721
Registered:February 2006 Location: Scotland |
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With regard to bugs , something is occasionally causing runtime error , seems to be linked to tactical save , anyone any ideas ? It's only now and again , sometimes when loading at a continued game .
EDIT : On a better note , HG 85's look good , what could do with redrawing are the 40mm grenades , too shiny , more like playthings ........
[Updated on: Fri, 20 March 2009 19:13] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #210811]
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Sun, 22 March 2009 15:30
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I decided to cut down the KAC Launcher system in size, in order to fit into an SMG holster slot. I also added the KAC Masterkey already. The idea is, that the KAC System will now either accept the M203 or the Masterkey shotgun and that these can be exchanged. I know, it would be nice to be able to attach the masterkey just like the M203 to any other gun, but this unfortunately, as we all know doesn't work right know.
But I think the idea is nice enough, to warrant inclussion. don't know, if it is practical in game terms, but it is possible. The Masterkey has lousy accuracy without the KAC System, due to the lack of a grip.
I still need the standalone KAC System pic, but that's probably only a matter of minutes (now that I'm getting used to using photoshop).
I will also add a cut down version of the RGM that will fit an SMG holster and obviously include a special holster for the short 40mm grenade launchers.
Also new is the possibility to treat SWAT armor with C-18 (including new pics ).
[Updated on: Sun, 22 March 2009 15:31] by Moderator Report message to a moderator
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