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Campaign Mods [REWORKING - 1/17/2012 - STATUS: UNRELEASED]

  1. #51
    Member Netrogor's Avatar
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    Deleting a Strategic Assets folder sounds like something awful. I haven't seen such a folder, myself; did you by chance mean GameAssets? If you deleted that folder, then that was the cause of your crashing. My mod does not ADD that folder and its contents, in their entirety, to your mod directory. It adds files WITHIN that folder, and another folder (Archives).

    So, once you are done downloading, take the 1.2 copy, put it into your open DOW2 folder, extract, delete NOTHING, then launch, without changing anything else. Start a new game, you should be set. If something goes wrong, you did something again (like deleting your entire GameAssets folder).
    Quote Originally Posted by Bertrand Russel
    Many people would sooner die than think; in fact, they do so.

  2. #52
    The basic idea is really lovely

    Is there any chance to see this mod done in a version that has you start from level 1 and without the bonus wargear (IE keeping the progression of the mod, but starting normally, like you do in an unmodded game).

    I would enjoy the modded progression a lot, but i like the idea of building up instead of starting from the top

  3. #53
    Member Netrogor's Avatar
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    Go to ->
    http://netrogor.com/freebies/
    Download extended stats v1.1.
    I'll update the first post to direct people there.

  4. #54
    khronosforce
    Guest
    @netrogor the problem is your campaigndow2 module is crashing people thats why and how about telling people to add the entries to the directed places on their dow.modules to get the mod working

  5. #55
    Member Netrogor's Avatar
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    Humbug - didn't crash a lot of others, nor does it cause me problems. If you look at the layout of the DOW2.module file, you will see how it should be done. Simply adding my .SGA files, Stats.SGA and Levels.SGA, to your module file, making sure they are at the top (Stats.SGA under attrib and Levels.SGA under data) of the loading list, in their respective sections, will settle this bit for you.

    I suppose these people must be non-steam people, or some other major factor in deciding this - considering that there is a large group of people who don't experience such bugs.

    As to my module - it is the vanilla module copy+pasted, with two entries added. It is essentially a special notepad document, with a different extension. Very easy to edit. ^^

  6. #56
    pefdit
    Guest
    noob#2 here

    i reinstalled the game,extracted extended stats v1.1 to game directory (D:\DOW2)
    i.e. the campaign module file and replaced the gameassets folder with the one in ESv1.1 and then when i try to start the game i get a bug splat error ?! whtevr that means...i'm sorry if i'm unbelievably stupid here help me out plz...

    oh and i donot have a steam or steamapps folder in my pc..
    yes! yes!! that's it..i'm a non-steam person i think/i have a non-steam problem!

    the game works if i delete the mods files but i want this mod
    Last edited by pefdit; 26th Feb 09 at 11:16 PM.

  7. #57
    OMG JOO NOOB, YOU BROKE RELIX CAMPING!

    I mean, nice! Definately playing this when i get the chance
    I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
    Eagerly awaiting DoW3 with mod tools. You hear me Relic?!


  8. #58
    emania55
    Guest
    Pefdit did u update to v 1.1

  9. #59
    By the way, don't try to remove the Termie armor from avitus, it causes an insta crash.

  10. #60
    pefdit
    Guest
    thx for this netrogor..this is amazing

    heh heh..problem is solved...or in other words i didn't know i had to update. i shud hav figured out from v1.1 tht i had to update ...but now it works thx to u emania55

  11. #61
    Dimestore_Cmdr
    Guest

    All Hail the King

    Net, you are the mack daddy. If you were in my village, I'd buy you lunch. Do you like Haggis?

    LOL

    Kidding. Well, about the haggis, anyways. But, if you're ever in brewcity on a weekend I'll definitely hook you up with some fast food of your choice.

    You know, I am running the mod in an existing campaign. My commander was already level 11, and I was on day 18. It gave me a bag o points on all the guys, and I didn't see any point to putting points in an area beyond the last ability.

    Except of course that the more you put in, the more the numbers for that respective ability go up.

    I think my difficulty is/was that I've never used mods before, so there was some basic instructions I was unaware of. For instance, on my machine, I've got a DoW2 folder in two spots, I guess it must be due to how my machine is set up, where my roommate has it only in one, and apparently he doesn't even have a steamapps folder. :shrug:

    I guess what I'm saying is, I think there was too much some info and not enuff other info for those of us in the village of noob idiots. It's like you're a nascar driver and you're teaching some of us noobs how to drive for the first time - you forgot to say "start the car" and went right to "put 'er in drive".

    And yes, it was the game assets file.

    Thanks again, yer the best. Someday, after I've finished the campaign twice, I'll read thru everything people have posted again, so I can figure out how to put in a custom badge fer my marines. But I think this was awesome enuff for now. heh.

  12. #62
    khronosforce
    Guest
    @rayvenq85 not giving any crashes when i get the armor outta avitus
    @netrogor just tell people to copy the structure from the original dow2 module and overwrite the different entries to the campdow2 module and rename it to dow2.module to prevent crashes on nonsteam stuff and any other one

  13. #63
    My favourite mod. I hope you will manage your TO DO list, I also find the current powerful chaff rubbish.
    - sincerely, the Sign Painter

  14. #64
    Hi Netrogor,
    is it possible to add traits from for example Avitus to the Force Commander?
    If it is, could you put the trait " Heavy Weapon Specialist" in the traits of the FC?
    That would be awesome.
    Thanks


  15. #65
    I got to say, this is a very nice mod. Keep up the good job!

    I have a small request, hope you can help me. I'm using the 1.1 version for balancing the campaign on Primarch difficulty, but there's one thing i don't like : the very high stats gain. I would like, instead of 5 points/level gain, make it like 3. I've tried my best to modify the mod, yet i haven't got any succes.

    I would really appreciate your (big! ) effort if you could help me
    Last edited by Masakary; 28th Feb 09 at 11:39 AM.

  16. #66
    khronosforce
    Guest
    bumps and explanation about main problem with install on this mod
    1. campaigndow2.module have to be edited to be similar to dow2.module or the game crash due to missing files THIS APPLIES TO NON STEAM USERS THAT EITHER USE PIRATE RELEASES THAT ARE LANGUAGE RIPPED AND CANT BE PATCHED OR ARE TOO LAZY TO HAVE STEAM OPEN ALL TIME

    i would appreciate even more wargear and i know that you netrogor have mods on cheathappens
    Last edited by khronosforce; 28th Feb 09 at 1:46 PM.

  17. #67
    Zipo
    Guest
    Great mod. Easy to install.
    great gears, level 20, stats maxed out

    I re-started the campaign, but the enemy is also level 20
    The boss on second level is level 30. ( But I won of course )
    Is this gonna effect my campaign mode? This is just the beginning, later in the game the enemies will be tougher.

  18. #68
    khronosforce
    Guest
    ya its going to do it zipo i fighted a boss with over 1million hp and i almost died

  19. #69
    Zipo
    Guest
    wooowww
    It's good that it's gonna be fixed.

  20. #70
    Member Netrogor's Avatar
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    @ khronosforce
    I linked this mod on cheathappens. Is there something wrong with that? Some people consider the stats gain to be a cheat, even if you can still get raped with those such stats. ^^

    Also, since I finally fixed some computers that were brought to me, I can start working on this bit again - time to put in an all nighter to expand it a bit. ^^

  21. #71
    Slyvena
    Guest
    bah, put in some effort, at least 3 all nighters :P

  22. #72
    klondike
    Guest
    Thnx netrogor i like the way Fc and his crew are evolving in the battlefield! I wanted to max out the stats after i played and finished that game.

  23. #73
    Zipo
    Guest
    How is the progress going on to fix the levels of the enemy's?
    There getting stronger

  24. #74
    Member Netrogor's Avatar
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    Updated to version 1.3. Insane enemy hp has been toyed with, Zipo - tell me if you like it (although it is MORE insane on the most difficult setting). ^^

  25. #75
    Great mod, I'm already liking 1.3 better than the previous version.

    Small problem though, where it lists all the squads that can use an item, the names seem to be off. For example:



    Two other images so you can see what I mean.
    http://img73.imageshack.us/img73/6976/names02.jpg
    http://img87.imageshack.us/img87/1493/names03.jpg


    It's not a severe bug or anything, because the items can still be used by the correct squads. It just seems that the names got mixed up somewhere. I also made sure to disable all mods other than CampaignMod.sga, so I believe it's definitely an error somewhere in there.

  26. #76
    Member Wintermute's Avatar
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    Interesting... It refers to an "Avatar" and "Tyrea" - possible hints at an Eldar Campaign?

    (I am assuming these names were not edited into the game, but rather the incorrect names are being referenced in the game files due to one of the edits.)
    A Brave New Homeworld. (◔ ◡ ◔ )

  27. #77
    CybasterTH
    Guest
    1.3 Cool !!!


    Thx for mod ^ ^

  28. #78
    Deathtrooper
    Guest
    I seen that Avatar name on an EPIC Plasma Cannon just a minute ago and was like WTF, but the thing is.... i'm not using this mod at all!

    EDIT** Yeah, I just checked again and I have several weapons with those two names! Some have those name only! Like one heavy_bolter had "Avatar" only! Weird stuff!
    Last edited by Deathtrooper; 1st Mar 09 at 8:26 PM.

  29. #79
    Member Netrogor's Avatar
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    Your assumption is correct Wintermute. It was compressed/compiled/converted into that state.

    So, until the RBFConvertor is further updated, or I learn more about what it is I am toying with (probably something I unknowingly did, or did while I was barely awake after pulling an all nighter, and simply can no longer remember), you'll have to live with it.

    Of course, it opens up the idea of customizing the slot for "Force Commander". I've been tempted to fully butcher the vanilla campaign characters, and make some of my own (coming up with a new story line and everything; I, very badly, want to see Chaos Marines in campaign, personally).

    ^^

    @ Deathtrooper
    Avatar could stand for "character," meaning those such weapons aren't character specific.

  30. #80
    Member jaylo138's Avatar
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    Netrogor, the name changes happen in my mod as well.

  31. #81
    They are out of order, the FC is listed as Avitus for example, started in 1.2 for me, I just go by what lights up when a unit is selected since it still works correctly.

    Edit: jaylo138, I have both, maybe it is in yours then.

  32. #82
    Member Netrogor's Avatar
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    No, my setup has the name bit too. I only have my own mod installed.
    I am pretty sure it has something to do with the convertor, as I didn't see this until after using it (not a problem, though - just a minor nuisance to those who care about aesthetics).

    EDIT:
    I'll see if I can fix it shortly, when I release a little hotfix for this latest mod update (I am going to increase the enemy hp, on easy, from 40% to somewhere closer to 70%, and medium to 100%, hard to 120%, and the hardest difficulty will remain at 150%).
    Last edited by Netrogor; 1st Mar 09 at 9:22 PM.

  33. #83
    Member jacko640's Avatar
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    netrogor

    not sure what happend i wasnt to happy with 1.3 so went back to 1.2.1 which was supposed to do a lvl 20 straight away, but even after the 1st mission it only lets me add stat points , and still shows lvl 1 or lvl 2 in case of a lvl up in 1st mission, and yes i am using squads.lua, in fact only the sbps, tuning, and the lua, cant find any error anywhere that witholds me from getting to lvl 20 right away again, baffles me out my mind lol , any idea? also where do ya set the lvl 20 from start "settings" in tuning or the sbps.

    thx in advance

    edit: solved it i had to delete the whole "mydocuments\dawn of war 2\ folder , somehow game keeps track of what happend earlier in those files in that folder
    Last edited by jacko640; 1st Mar 09 at 11:08 PM.

  34. #84
    Member Panzer VI Tiger's Avatar
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    Also, after 15-20 points, stat gains start going from say, 850 hp at 15 points to 232 hp at 17 points, seems like all of the attrib_level attributes need to be edited, just to be safe.

    EDIT: Nice to know this is fixed.
    Last edited by Panzer VI Tiger; 2nd Mar 09 at 5:51 PM.

  35. #85
    Slyvena
    Guest
    could you please upload a version for 1.3 that still has the level 20 thing

  36. #86
    klondike
    Guest
    Still Cool i like it i like it thnx Netrogor

  37. #87
    The name change comes from the rbfconv sorting the files a different way, so when it would reference to a certain point in the file for the name of the troop to equip it is somewhere else now, corsix fixed this with the -s and -r parameters I believe

  38. #88
    Hi there

    first: THANKS for this

    second: a quick pre-emptive question: did you increase the squads health together with the squads size? (keeping the suad members health the same)
    I am asking because i read the suad members health is calculated by [squad-HP]/[number of members]

    thanks in advance
    BulletS

  39. #89
    Member Netrogor's Avatar
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    @ Panzer Tiger
    In the hotfix I'll release in oh so many hours, I'll have that fixed.

    @ Zetrial
    Thanks, nice to know that.

    @ BulletSix
    It was more or less a general increase. While I didn't know how squad health was calculated until just now, I suppose that is okay, due to just how large a stat-effect increase I made. ^^

    The less I know now, the more I will know in the future; I'll pick things up as I tinker with them, and further refine them.
    Ultimately, my goal at the end of this little project I've picked up will be to have extended the levels, wargear selections, and (this one is a long shot) setup a dynamic campaign, where if you choose to do one mission, it sets you down a path, and nulls out another mission of a different path. I don't expect to have even half of my goal accomplished at the end of two months time.

  40. #90
    Zipo
    Guest
    @ Netrogor
    Yep version 1.3 is normal, enemy level is like it should be at the beginning. I liked the starting gear, the stats maxed out and the level 20.
    To bad that you removed it. I really want that back .
    But i got to say..great mod

  41. #91
    Something of note perhaps for the author is that DoW2 has modular mod support similar to C&C:Generals. By that I mean mods can be loaded ontop of the games assets and unloaded. A properly installed mod should not overwrite any game data or interfere at with the game's directories. DOW2.module should not ever be overwritten. If you open it you'll see you can specify a mod name and directory, this is the very prupose of this file. Copy that file, change the mod's directory and name. Make sure the file is named the same thing and ends w/ .module extension and you can have people load your mod by running the game w/ -modname "yourmod". Uninstalling is as simple as deleting the module and directory and the normal game can be played at any time while the mod IS installed. The only exception to this I've found appears to be DOW2.ucs (essential for new content). Either I've overlooked something or Relic has. I hope the former.

  42. #92
    Member jaylo138's Avatar
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    @Netrogor

    This might help about units health in the campaign.

    http://forums.relicnews.com/showthre...07#post3402007

  43. #93
    Member Netrogor's Avatar
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    @ Clonesa
    Yes, I know. If you downloaded my mod, you would see I have already done just that. ^^

    It uses the vanilla GameAssets folder, but does not overwrite anything.

  44. #94
    I admittedly did not DL the mod (yet! :P). But I would suggest not doing that either. Your mod will conflict with other people's mods and people who aren't the best at technical issues will have a hell of a time trying to play the normal game or uninstalling your mod. Half of that post was just a generic tut kinda thing. I see a lot of people releasing mods that overwrite game files, even essential archives or are otherwise not properly installed. For those people who are unsure how to use the -modname cmd line param you can make a batch file that runs the game with your custom directory.

  45. #95
    Love the mod, Netrogor. However! I'm not a huge fan of the increased squad sizes, so I'm going to poke around to see how to reduce it. Unless you happen to know it offhand.

  46. #96
    Just curious, have you found a way to distribute health so that all squad members scale, instead of having the vanilla disposables led by a suped-up sergeant?

  47. #97
    Member Netrogor's Avatar
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    @ Jivebologna
    They don't necessarily scale, as they have a set number, which is divided by how many squad-mates there are, and that decides their health. I have increased that number, but, no, it doesn't scale as of yet (perhaps I'll find a way to make it scale in the near future - I'll make it a priority to tinker with that).

    @ Clonesa
    If people read the readme file included, it should be a simple task for them to see where my mod's files are stored, and to remove them themselves. As I said, it does not overwrite anything, so there isn't much of a hassle involved in uninstalling my mod (just deleting the CampaignMods.module file). ^^

    EDIT:
    Also, updated mod to the latest bit. The stat bug somebody ran into earlier should be fixed now.
    Last edited by Netrogor; 2nd Mar 09 at 5:16 PM.

  48. #98
    CybasterTH
    Guest
    thx for your fix 1.3.1, I have tested already, It exellent work, My squad has HP veryhigh,

    Very cool mod !!! ^.^

  49. #99
    Member Panzer VI Tiger's Avatar
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    Wait, I thought Squad member HP is decided by their leveling_ext chart in the ebps, like the squad leaders? NOT the Health_ext?
    Sorry if this sounds rude.

  50. #100
    Member Netrogor's Avatar
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    Rawr - you may be right. I was assuming health_ext because people kept saying it (hence I tinkered with it). I'll tinker with that bit, too, and see how it turns out.

    Of course, I'll do that tomorrow... right now, I'm too tired to go through and edit a few thousand tid bits.

    Also, the leveling_ext chart is not for actual levels as you may be thinking, but for stat points assigned.
    I am pretty sure I found out how stat points work - there are 104 entries for attrib_levels, which, divided by four (four major stat sections to assign points) goes to 26 to each stat (maxes I found for them). Something tells me that if I made the max stat of one thing 20, and another 32, with the remaining two at 26, there would actually be a noticeable gain past 26 for the one that goes beyond it.

    I'll test my theory when I also tinker with the squad member's leveling_ext bits, through adding enough to the chart to allow for 200 collective points (50 max per stat).

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