great, download & play
great, download & play
The entries seem correct KOKO, but don't use notepad, use wordpad.
Sure- if i can get one^^^
I remove the sga file since i understood there are two ways who change the game, and im very gratefull that you gave me the geamdefault.lua,which i cant found at the disk version^^After all it works fine,except my change^^
As i mentiond there is a "new" wordpad(free dl) in relation to win 7,could i use this ?
Called Winpad 2009 -doesnt work for me - cant open the defaultcolours.lua or nothing is showing.......
Last edited by KOKO; 29th Mar 09 at 12:43 PM.
or : replace it wiv da powah of da Waaagh. (Gorb)
"They're not blue coloured Blood Ravens, they're Ultramarines."(jaylo138)
I beg your pardon. i wont make it to a personal prob^^
It s a pleasure to come in touch with you. Thx a lot for giving me a hand...but now i´ve search the winXp for wordpad,whom is not showing in my explorer.shame over me^^
YES -it works fine -I´m glad -you make my day !!!
Sry for the dalayd answer-but i ll always switch to in-game to see what happend.
And now-start a new campaing 1.7 on NORMAL to reach lvl 10 -when all the goodys came in^^
The campaign is best played on captain or primarch with my mod.
But i´m a casual gamer^^ Get a lot of trouble in the vanilla by captain .
Shure,try it as you wrote.
No Pity! No Remorse! No Fear!
EDIT : After playing 4 missions at captain, looks easy like normal to me. The permanent healing shows when the FC didnt get it. And the forious animation by end-kill from the chaplain is still worth to see^^
The FC still looks like some "uncels" defend him trough he grows up^^
Last edited by KOKO; 29th Mar 09 at 3:02 PM.
I forgot to mention that the apothecary's healing aura is now working correctly.
So far i´d like to say that this vers 1.7 is the most worthful (since i play 1.3) in asthetic manner . I get a lot of items who takes effect now, like bolter lvl 4 at the point my FC get lvl 6. Played a lot and never seen thoose before. Excellent.Especially the lvl 4 weargear for Devitus only. And a lvl 5 for Tarkus only. Do you edit them ?
And the "new" colours for the SPC orks in metallic is a eye-catcher.
I'll play tech support:Originally Posted by KOKO
Start -> All programs -> Accessories.
Should be near the bottom of the list.
Thx Strief , i´ve found it after i get in rage for my stupid overlooking ^^
On the other hand i get a wordpad dokument on my desktop,which when i used with "open", it works too ^^ Seems i get out of coolness by the help from Jaylo and hestitate myself.... and that after years of experience. Now i´m looking for a place where i can take cover^^ ( or shelter ) My english is rusty. i missed a lot of verbs and sometimes i dindt manage it to the sentences i would do. But after all...there are a lot of people who still gave me a helping hand, and thats what makes me hold the faith in the human mankind^^
Back to vers 1.7 ... At first i believe that there are too much pods,then thougt :"dont use it ", but as now i need the "birds" to get my guys stay alive. The IG troops in BT colours looks like Neophytes or very similar.
This mod satiesfied my a lot, i get no probs with the graphics since there is so much moore "squadmembers" and still like the possible changes, whom all in the game. So there is no disapointment for me. Comes moore and moore to a epic feeling.
My sys : Q6600-4gb RAM-ati 4750 524 winxp ( 9.0c)
And then : no probs with the dl,or the files or ingame. This is a very serious mod. Great work,Jaylo.
Last edited by KOKO; 30th Mar 09 at 4:07 PM.
Hey Jay ...Originally Posted by jaylo138
Played through the first few missions of a fresh 1.7 campaign, and I am pretty sure the Plasma Cannon is still knocking down (and perhaps damaging) friendlies. Are you sure you checked in that change for 1.7? ;-) It appears to be the standard PC bolt.
PS: My suggestions still remains making that guy a missile launcher - a little disruption, nice quick shots (with no teardown). Plus easier for you (standard weapon!)
PPS: I love spreading the drop pods around on my guys, really lets me utilize them fully and have fun swarming some of the early missions.
Aww, keep the plasma cannon, the objective of the mod is to retain a variety, right? And the PC doesn't do friendly fire, just knockback O_o
Where's the Bloody Taanks!!??
Ooops i forgot to change the PC before the upgrade, fixed now, just redownload. Should'nt affect savegames as it's just an ebps file.
It's only fair that i give people the choice, although i'll prob make the weakest one, which is about lvl13, a definate mission reward fairly early on.
I like your mods jaylo, I has played at all version !
You say: Terminator armour no follow destroys cower.
But I like it when Terminators destroys cower !
How to return in normal? What file to modify ?
ps : Excuse my low level in English language
If you want terminator armour to destroy cover you will have to open each of the following unit rbf's in "\Data\simulation\attrib\ebps\campaign\playable\race_marine\troops".
In each file under the moving_ext there is this line:
Change the above line to:Code:| | pass_type: "passability\land_only";
Code:| | pass_type: "passability\medium_crusher";
I´m stil closed the door of the Heavens Gate. But once before i get smashed at all 4 squads in a single blow. Change all to range weapons,stand close together and clean the map. At captain tooks me 60 minutes.
Looks like there is no longer how i like to play. Cyros cant kill a single enemy with the perfect grenade or another one of this kind. The FC iss always ! healing ,during the cooldown of banner.
Yes,there are moore enemys and i like it - but then in the start i´ve manged 5 rows of opponents and cant move. Looks like it should do about millions of nids. Great atmospehre with the swelling músic.
My point is : too much strong enemys come to no tactical move. Only bundle range fire. As devitus get this plasma weapon,he will shoot first ,bcz he get the most distance. (over the HB ,which he use). As i´m not able to argue with the codex or weapons like dmg,dps and range, i´ll try to say : in-game its come to short brutal fights without doing nothing then use the special abilitys from each squad. Even i play a lot of campaings and didnt get boring, it comes moore to "watching-a-interacing-video" . Great indeed, but miss decisions in the tactical way. So my conclusion is : vers 1.6 is better in balance.
EDIT :As i dont now how far you played your mods, i like to share my lvl 30 ! vers 1.5 to give you a (maybe) hand . Works with 1.6 and 1.7, without the pods from mission 2. Then you can see in game what happens trough the changes. So i do not known if it is against any rules to present the final mission, i´ll wait for your permission before i upload the link.
Last edited by KOKO; 31st Mar 09 at 3:26 PM.
pleas can you tell me how to get so thaddeus can use twohanded hammers pleas
Sure. You are the modder od the ALL-MONSTERKILL-,dindt you ? So why i should do so, even your mod doesnt need it ?
Curious about the master crafted grenades, are they only for the FC or is that a bug?
Great mod by the way, love it
“NOBODY expects the Imperial Inquisition! Our chief weapon is surprise...surprise and fear...fear and surprise.... Our two weapons are fear and surprise...and ruthless efficiency.... Our *three* weapons are fear, surprise, and ruthless efficiency...and an almost fanatical devotion to the Emperor.... Our *four*...no... *Amongst* our weapons.... Amongst our weaponry...are such elements as fear, surprise.... I'll come in again.” ~SW(MPFC)
Someone..... pleasee..... convert this mod into .SGA.
it seem -dev doesn't work with me.
I had tried myself convert with Archive. I had read the manual from Bro Copernicus. But I failure. I really appreciate. thanx.
jianjian... It seem that you have the same problem before. How do you solve this? Your last post said that this mod has been worked.
The master crafted grenades are pre-order wargear that's better than the standard grenades.
I've made them available after mission 2 & they're usable by anyone other than Thule.
Last edited by jaylo138; 2nd Apr 09 at 11:54 AM.
Ah...Well, at first i thought i placed the file into the wrong folder. But I realised that I added the -dev command to the wrong shortcut. I added the -dev command to the Steam shortcut, which did not work for me. Instead, after adding the -dev command to my Dawn of war 2 launch option after opening steam, the mod worked.jianjian... It seem that you have the same problem before. How do you solve this? Your last post said that this mod has been worked.
1) Open Steam
2) Click on My games
3) Right click on Dawn of War 2
4) Click properties
5) Click on Set launch options
6) Add -dev command
This solved my problem. Hope it helps
Normally, I would not just put any random mod into SGA, the mod maker should, however, I had interest in this mod and packed it up my self yesterday to give it a try. I did change my packup a bit, ( I think i missed something when I did it yesterday as the IG drop pods did not have icons, but I made a change that should fix that ), but here is the mod packed up into sga, in two versions.Originally Posted by Getter
The first does not change the colors of the marines ( I like the red marines ), and the second does have the color changes.
Let me know if you have any problems I have not tested these, just packed them and up them up here.
BTW, when you pack this mod into sgas, you need to put the simulation folder into an attrib sga, and all the other files need to go into a data sga. That could be why you had a problem.
WHOA.... Its Work. PERFECT. Thanx bro, really2 thanx.
Its really2 cool. the iron halo become acc. So you can use them with teleporter or jump pack.
Umm..if you mind. because i can't edit myself. “ Isador’s Folly” is strongest non mod power armor. But is still very weak compare to terminator armor. Since jaylo183 had change Isador’s Folly model with FC Gabriel angelos armor combine with 4 other armor. Its looks become super cool. So i looking forward to Commander become real Force Commander. Could someone adds “ Isador’s Folly” armor def become 100, +300 health, +40% melee and use cape. Thanx.
Last edited by Getter; 6th Apr 09 at 3:38 AM.
Dear Jaylo. I always play your mod alone. Didnt need any other. Now i wish to play the epicweargearmod (by deathblade) for skirmish, which came in a seperate folder. Seems your mod doesnt allowed the other to play, instead of getting crash reports from relic. As your mod isnt in a seperate folder, could or would you do one ? Sry if i disturb your "circles"...^^
Small problem with Master-Crafted Grenades - grayed out for every one. Become available if i clear all items from accessories sloths.
Only in this case when i tried to mount grenades to a sloth - i can't. There is a sound of mounting, flash of light behind warrior and that's all. She is back in the list of available accessories. Not that big of a problem, but still...
Other then that - great mode.
So far i found 2 items that has "numbers & No Range":
Purity seal level 5 $9110784
Heavy Bolter level 5 $9110678
First is red item - it's veteran i think.
Second is rare.
If i find more - i will post here...
Last edited by Kormak; 9th Apr 09 at 3:40 AM.
Two questions from a total noob.
1) where are thule's termi gaurd located in the files as I would like to edit them out.
2) what files do you edit to increase all enemy squad sizes/number of squads.
Dont need a lot of detail, forcing myself to learn, but if you could point me in the right direction I would be very grateful.
I love your mod and all the cool stuff you added, like the drop pods and all the neat war gear and stuff. I would like to tweak it to make it a little more difficult as I seem to be walking through the first part of the game relatively easy, even on primarch. I admit I am only lvl 8 and I am sure it gets harder as i get closer to the end but I would really like to feel totally out numbered but unafraid as my marines strike down the Xenos, not invulnerable to enemy fire but hardly ever faltering (unless I am a total git and use attack move).
Hey guys, hoping someone can help.
I'm having a bit of a problem getting it to run. It's all in the Game Assests folder, the launch options are set to "-dev" but no matter what I do, when the game runs, it runs as normal, no mod at all. So then, can anyone help me out here?
Problem solved, I kept forgetting to actually merge the mod folders with the normal ones. Stupid me.
Last edited by Seth Dracovitch; 9th Apr 09 at 8:03 PM.
Sorry i havn't replied for a while, been busy, but i will look into using the -modname switch so my mod can be kept in a separate folder. Although it may be a while as i'm now playing the latest CoH expansion, Tales of Valor, which has just been released, but i definately havn't finished with this mod yet.
I'll have a look at the master-crafted grenades, although they were working fine for me.
Those 2 items with "numbers & No Range" are from the bonus wargear folder that arn't normally in the game so no entry for them in the ucs file, i'll add entries for them in my custom ucs.
To remove the termies from Thule, open up "sm_dreadnought_davian.rbf" located in "Data\simulation\attrib\sbps\campaign\playable\race_marine\vehicles" & delete the two entries for the terminators under the loadout_ext.
I've increased the enemy squad sizes by 100% but this only affects some missions, in the other missions enemy squad loadout is set by the mission scar files which i will have a look at. Hopefully i can change these to match the doubled squad sizes in the other missions.
I´m very happy-seems i do not have to go in modding by myself. ^^
I love your work very well and believe your mod will come to more attention by using a seperate folder.
Indeed, bcs i know a lot of casual gamers, whom not interested in complicated ways (even they dont understood what they install and the game doesnt work anymoore,they get frustrated) of installing, so they decide to stay away from mods. (Maybe this is a point many modders do not seen.)
salvation, I would first like to clarify that I am french
then I use google translation to communicate with you
my problem I can launch the mod I did was explain what that is, copy the files in the mod:
C: \ Program Files \ Steam \ SteamApps \ common \ dawn of war 2 \ GameAssets \ Data
Then I go to stean to change the executable and add-dev
But then I start the game and nothing happens
give me if I make a mistake or forget something
i miss the local folder with english squadmod.ucs- you have to copy that too.
Do you have a space between launch.exe and -dev?
C:\Programme\Steam\Steam.exe -applaunch 15620 -dev
The squadmod.ucs file contains text for the custom drop pod wargear.
Yes, you do have to have a space.
Same problem with Master-Crafted Grenades. They are gray for eveyone, yet they become available when i remove all the accessories from squads. But when i equip them - nothing happens. =(
I've started new campaign after i've d-loaded 1.7. At the moment i'm writing i'm lvl 7-8 and still can't equip grenades.
yes I have the space between the .exe and -dev ... but when I change it no longer an application .exe and impossible to run.
sorry to bother you but this mod interests me very much
Last edited by KOKO; 12th Apr 09 at 2:35 PM.
ah indeed I add on another (brother of the 4) I will wait a while to finish this one
before reinstalling the game to try squad, thank you for the help and great job again!
ps: great screenplay!
@Jaylo138 You may have noticed already but patch 1.2.1 has extended the .ucs file and may cause problems with the drop pods!The squadmod.ucs file contains text for the custom drop pod wargear.
RE: Techmarine repairing aura
I've had to go back to the pvp repair but it's not such a problem now with the Techmarine in Tarkus's squad, thanks.
Last edited by Chaos Godstone; 14th Apr 09 at 4:10 AM.
Now that i know the texture location text entries in model files can be easily changed with a hex editor, i can now do some more texture editing.
The chaplain in power armour finaly has a black backpack & i'm working on terminator armour versions of the comm squad members, apothecary, company veteran & the chaplain.
Here's the chaplain so far:
@ Jaylo -- I've noticed a bug with the drop pods too -- I only had a few minutes to play last night, but the various drop pods were picking up the wrong text for their tooltip.Originally Posted by Chaos Godstone
The first line of one of them read something like "Performance Results". Another one also had text related to the performance settings UI, just jammed into the tooltip for a drop pod. Very very strange.
He looks awesome!
Is the cyclone missile launcher really going to be on his back? Just for show? ;-) Either way very impressive, and one of the cooler TT sm units to have added. Black with lots of skulls, as it should be ;-)
re: Drop Pods - let us know when we should update.
pic 1-3 looks best !
Even my termies dont use the ml during AI ingame - it only looks like a heavy lorry to me- didnt fulfill the role of a chaplain. But vers 1 is incredible looking with the best ever seen termy crux.
Pic 4+5 is very interesting by the changes to the legs with the psalm and this (do not known the word) "description".
So two versions without the ml is what i wish.
Thaits my point^^
edit : played on normal before patch with 3 termys, but not the FC lvl 26.
on captain lvl 9 after patch
Last edited by KOKO; 17th Apr 09 at 11:23 AM.
the chaplain is very beautiful
i have a problem :
i have make of modding (very little on this mod) and my commander lost a place of accessory, can you help me please ?
first of all: thx for this great mod =o)
But a small question besides: my elite squads (Termis and normal marines) don't wear the white helmets they normally should have and you already postet in your pics. Do I have to edit sth special or is this just a small bug? maybe you can give some advice =)
Thanks a lot!
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