Deidranna's Side Mod Download & Installation[message #359512]
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Mon, 13 April 2020 13:38
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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*NEW 1.13 MOD*
*Deidranna's Side Mod (DSM) is a brand new modification for JA2 1.13. Its
core features include, as the name implies, that the player fights on
Deidranna's side. The current version of this mod is in its fourth Beta.
*Story and setting*
*In short, the rebels are winning the ongoing civil war in Arulco. Meduna
is the last stronghold of the regime. Friends and associates of Deidranna
have fled to Meduna, Balime and into nearby foreign countries. Elliot hires
us to fight on Deidranna's side. The player hires a squad and gets inserted
into Meduna by a secret tunnel.
*Features*
*Inverted strategic scenario. Fight from Meduna to Omerta with Deidranna,
Elliot and Joe as part of your team (and hire all other types of bad guys
and misfits)
*Heavier fights when closing in on Drassen and Omerta
*Custom map pack from Azazel and other new maps
*Countless NPCs are recruitable now
*Various quest tweaks
*More convenient NIV
*More interactive maps, as heavy gunfire will damage and eventually destroy
various map objects and tiles
*Objective*
*Kill Miguel and force Enrico to give up. Otherwise the player can roam
freely.
*Credits*
*EdMortimer - Custom characters from 'Arulco Vacations'*
*Azazel - Custom maps*
*Realist - Coding*
*Various hints and comments*
*Use Deidranna, Joe and Elliot for fighting, they are hilarious. Also use
Fredo and Kingpin for their speech lines. Almost every NPC is hireable,
some may be more useful than others.
This mod is relatively new but has been updated. It has been played through and it
works. It is hoped to be able to improve and refine almost every aspect of it,
but updates are dependent on time, so regular updates are not guaranteed.
The Scorpion
Installation Instructions
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You have two ways to install it now;
1. Full Archive (No separate 1.13 install required) https://www.mediafire.com/file/mlnqwhhxe3hoxxb/DSM_-_Full_Sep19_21.7z/file
Do this by making a new copy of ('Vanilla') English JA2(1.12)
Unpack the latest DSM archive over the install. It should ask whether to overwrite ja2.ini
2. Partial Archive (1.13 needs to be installed first)
Do this by making a new copy of English JA2(1.12)
Install 1.13 over this vanilla base
Unpack the latest Partial Archive https://www.mediafire.com/file/tn4iajzf4p8d0f6/DSM.7z/file over this
This mod uses it's own EXE, so the new exe to use is ja2_r8734_3686fbd4 which fixes some bugs that were occuring previously.
This latest installment (Sept 2021) includes additional custom maps.
To be clear use ja2_r8734_3686fbd4 to run the game, start a new game, do not use any other exe or you will corrupt your data! The starting sector will be P1.
[Updated on: Wed, 14 February 2024 03:34] by Moderator Report message to a moderator
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Re: New 2020 Mod Announcement[message #359584 is a reply to message #359571]
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Thu, 16 April 2020 13:34
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az75 |
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Messages:185
Registered:June 2012 Location: Romania |
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Can't play.
Followed the instructions. Even reapplied the win10 fix.
Message says ja2 requires a colour depth of 16bpp.
Scorp's installers are always a mess...
What can I do?
Edit: nevermind, got it to work eventually. Now I'm stuck too in front of what should be a teleport point by the stairs.
[Updated on: Thu, 16 April 2020 14:04] Report message to a moderator
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Staff Sergeant
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Re: New 2020 Mod Announcement[message #359648 is a reply to message #359512]
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Sun, 19 April 2020 22:40
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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News from The Scorpion about the DSM Mod.
The link to the DSM archive in the first post above has been updated
and replaces the former version.
Other than that, the installation remains the same. it is most
likely safe to just overwrite the DSM Folder in your existing installs and
start a new game. Sci-fi is not really supported (technically it may work,
lore-wise it is certainly unfitting).
Testing so far implies that we need to stick to the installation strictly,
especially using newer. 1.13 versions seems to have all kinds of issues.
The update changes the initial game because skipper's script failed on some
players. Also, as a workaround for an important issue we face, the enemy
spawning sector has been moved. Workaround ingame: avoid the enemy spawn
sector (now A9). The only relevant questing happens in a10 and a10_1.
Currently, killing enemies in enemy spawn sector regularly results in an
assertion failure. So it may currently be hard if not impossible to end the
game. Now, with the update, we can just bypass the spawn sector.
There's a bunch of other updates, too, but it is still a very early release
and i could still invest years of development into it.
Hope it'll be fun
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Re: New 2020 Mod Announcement[message #359987 is a reply to message #359512]
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Sun, 10 May 2020 15:46
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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A new update to DSM is available - at the same link in the 1st post of this thread.
New Features:
Arnie as RPC; please test and report
Various changes to maps and characters
Tilesets: New tweaks to destruction of objects by gunfire
Hints:
In order to end the game, Player has to talk to Enrico. Enrico appears when
Miguel declares hostility. Don't use alt-o cheats to kill Miguel or other
means to kill him without him declaring hostility.
Some NPC's that were friends or RPC's in vanilla are now rebel fighters.
The game is not broken if they are hostile.
Using deidranna's boat, we can go to balime and the Maps in the south-east
of the strategic map to find allies.
When fighting enemies in N7, talk to brewster during battle to find the
last "enemy". Don't use alt-o cheats.
Hiring Kingpin: Hire Damon first in order to enter Kingpin's mansion. If
you can't hire Damon, you won't be able to hire Kingpin either. Basically,
you should be able to hire them unless you somehow messed with them.
Issues:
I sometimes have issues with the trader interface. Try using Bobby Ray
instead, hire the traders (most of them can be hired, not quite all). Some
traders like Raul and Betty Fung are not fully implemented yet (due to the
trader interface issue).
Not every character or quest has been adjusted, so vanilla dialogue and
speech that is now unfitting may still occur frequently. Skyrider or other
NPC's may refer to Deidranna in a way not consistent with the mod. The idea
is to slowly replace these lines, but i see it as largely a cosmetic issue.
Please report such occurrences s we can populate a list.
Sometimes, hiring the Druggist fails. It is not quite clear yet why.
When Skyrider asks to be brought to his chopper, he is already standing
right beside it. For technical reasons, you have to move him one tile in
tactical to his chopper. Don't escort him to Drassen.
The exe will still regularly use text inconsistent with the story of DSM. I
consider this largely cosmetic, but fixing it would require replacing all
hardcoded references all over the place in the code. It is not planned to
do that at this time. DSM would be thankful if new hardcode references
would be made to generic terms such as "enemies, hostiles, soldiers" or
whatever rather than "Deidranna's forces" or the like.
avoid A9 Omerta for the time being, it may crash the game
Have fun
[Updated on: Mon, 11 May 2020 21:51] Report message to a moderator
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Re: New 2020 Mod Announcement[message #359996 is a reply to message #359988]
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Mon, 11 May 2020 03:05
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Kitty wrote on Sun, 10 May 2020 23:29edmortimer wrote on Sun, 10 May 2020 15:46 ...Tilesets: New tweaks to destruction of objects by gunfire...
Huh, that sounds interestening. I thought the destruction of objects by gunfire would require 7609+AI (r1497 and up) as base.
If you don't mind giving this information, could you give some details on what to do? Changing of jsd-flags, like material, armour or density?
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21767&goto=331298&
Just add <ammoflag>4</ammoflag> to every ammo in AmmoTypes.xml and it will work very similar to +AI, because the code is nearly identical.
You may want to tweak object armour in jsd if you want to control which objects are easy to destroy, but it should work well in default 1.13, also highest armour concrete and metal objects cannot be destroyed with bullets.
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Re: New 2020 Mod Announcement[message #360860 is a reply to message #359987]
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Sat, 08 August 2020 04:28
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systemfehler |
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Messages:117
Registered:September 2007 Location: Hanover, Germany |
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Only a few hours in and have to say I had a lot of fun so far. Great mod, what I always wanted. I set Mike available on Day 1 and met him right in the next sector, Carmen, Joe and Mike are a terrific combination and their guns help a lot since the beginning of the mod almost feels like endgame. Very nice. And while I usually execute Miguel before Deidranna in normal game anyways, this is a welcome objective. Deidranna is currently training new soldiers, once I got a good army going I'll give her a nice four man squad with the jeep to hunt around for stragglers with long ranged weapons for sports.
However, I encountered some problems, not sure if those are bugs or if I'm doing something wrong or looking in the wrong places.
There is no boat. I don't know if it's supposed to be available there right from the start or if it's maybe in Balime. That said, the boat sector crashed for me at first, then I added the mentioned UB tilesets and it loads. So maybe that's related?
On a sidenote I think the UB tilesets broke the red-yellow-green mercenary danger zone/mercenary view range. Those now are small little crosses instead of the colours.
Also this:
edmortimer wrote on Sun, 10 May 2020 15:46When fighting enemies in N7, talk to brewster during battle to find the
last "enemy". Don't use alt-o cheats.
When Skyrider asks to be brought to his chopper, he is already standing
right beside it. For technical reasons, you have to move him one tile in
tactical to his chopper. Don't escort him to Drassen.
So if I understood this right Skyrider and Brewster are supposed to be in N7, the prison with the chopper? Because while the chopper is there, there's no Brewster (I supposed he'd be in a cell) and no Skyrider.
Oh and while this wasn't a problem though far just slightly odd, when I went to buy the Hummer it was driving around in the garage and counted as a civilian. That was at night, could buy it at day later and hope it won't be an acting civilian then. This might have to do with me enabling tanks and jeeps allowed to move.
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Sergeant
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Re: New 2020 Mod Announcement[message #360913 is a reply to message #360860]
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Wed, 12 August 2020 03:27
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systemfehler |
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Messages:117
Registered:September 2007 Location: Hanover, Germany |
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A little update: Got the boat working in a fresh install. However, assaulting Balime by boat is sadly not possible since there are no spawning points in the southern part of the map and the game just crashes when trying to place mercs before combat there. That happens in both sectors. Travel distance to the boat is a bit of a nuisance, too, no idea if that can be shortened. Having to travel there is probably to prevent the boat being able to drive on actual roads?
Also, still no Skyrider or Brewster in the new install, I even teleported around Drassen to see if it maybe glitched but no, wasn't there either. I get the "squad noticed someone" message in N7 but no one there. Maybe this is some conflict with the UB tilesets and it does not show Skyrider and Brewster, I'll try around some more.
Oh yeah, Hummer is working fine and stopped living on its own after I got it.
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Sergeant
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