So far lvl 6, i´ve got no probs, anything move smooth and no bugs.
http://yfrog.com/0yrelic00376j
http://yfrog.com/5grelic00377j
http://yfrog.com/5grelic00378j
http://yfrog.com/0orelic00375j
So far lvl 6, i´ve got no probs, anything move smooth and no bugs.
http://yfrog.com/0yrelic00376j
http://yfrog.com/5grelic00377j
http://yfrog.com/5grelic00378j
http://yfrog.com/0orelic00375j
or : replace it wiv da powah of da Waaagh. (Gorb)
"They're not blue coloured Blood Ravens, they're Ultramarines."(jaylo138)
KOKO did you redownload the mod as i've added another scar file which maxs out the random pre-spawned squads.
I've just had a go at the Skykilla mission on primarch & the orks truly are a horde now.
It should be save compatible.
Hm..i load it down as you change the description to 1.8^^
Didnt find much reinforces by Skykilla, but a lot of eldars at the Warpspider.
Also i´m a sceptical person,so i try captain first^^ But now it looks easy to me ,so i will go for primarch since im reach lvl 10.
DL 2 nd time,so the last one will be in.
Anyway, i´ve read a lot in your thread and still wonder which kind of people wrote. They cant read 4 of 7 posts before.
Looks like childs who want a candy.
I love your mod,and as i say before : this is fun and gaves me a full satisfaction. THIS ONE should be named "There is only War".But as long their(Relic) focus is on MP,there is less for SP.
I´m very grateful that you make it happen. When ever you come to Berlin,3 Beers for you^^
It's always good to hear one's work appreciated![]()
I've still got to adjust the decorator icons for the kasrkins & imp. guard as relic changed them & mine are a bit skewed now.
thank you for this new version. i'm having so much more fun playing campaign with your mod.
First of all really great mod, I really love it.
Secondly, I was wondering if I would be able to get a second mod just for skirmish, since this mod does not change anything for skirmish.
I was just wondering if anyone would be nice enough to convert this to SGA version so that I can play CO-OP with my friends. If no one wants to could someone provide me with instructions to convert it myself.
Download link removed due to removing a bad texture from mod, see my second post down for new link
If you have problems with it let me know. All you should have to do is extract the zip to your dawn of war 2 directly and run the "Run SquadMod.bat" file.
If you find a mistake with the packing, let me know and I will fix it.
FYI, I remove the color change on the marines and have the storm bolter on the Chaplain. If you want them to change colors or a different weapon, you will have to pack it up your self.
Last edited by s2r222; 4th Aug 09 at 12:49 PM.
Thank you I will try it out tomorrow with my girlfriend.
I noticed only one small bug between FC accessories available and FC elements :
Banners, Iron halos, teleport kits.. are normaly FC elements but in the Squad mod campaign 1.8, they are accessories.
I read the readme and it is not a bug : in the 1.2, Jaylo changed the FC items.
Last edited by 7lynx6; 4th Aug 09 at 4:04 AM.
I do that think that is a bug 7lynx6, I believe that change was made so you could equip a Banner and an Iron Halo at once. It does make more sense as they go on different parts of the body. In fact, I think it was that way in the older versions. Although we have no way to test it to make sure.
It's meant to be that way guys, banner's & halo's are normal acc so they can be worn with a jump pack or teleporter.
There is a little issue with the banners obscuring the halo's as they sit in front of them on the model, if only we could swap their position.
#463
I can get this mod to work
but first mission has black screen
I don't know if you tryed equip your FC with 2 or 3 banners (maximum). The banner flick because they are at the same place. I don't konw if this suggestion is possible : allocate 1 FC accessory slot for iron halo and another for banner. It prevents from this type of excess.
@Killer Zero
The mod runs fine, tweaks needed here & there but if installed correctly on a legitimate game it works as intended.
Not that i'm saying you hav'nt got a legit copy, but just saying you get a black screen is a fault your end.
@7lynx6
There's no way to allocate to individual acc slots, so if players are sensible & equip one banner and\or one halo then there won't be any texture clashes.
Could everybody that's downloaded the mod please delete the "fx" folder inside the art folder as i accidentally left it in.
There's an edited texture in there that i was working on, but it currently messes up a lot of the visual ability effects & needs to be deleted.
I've re-uploaded the mod with it taken out so it should be fine.
Last edited by jaylo138; 4th Aug 09 at 1:27 PM.
So first of all, a new SGA version that removes the extra texture.
Download here: http://www.filefront.com/14194157/Sq...%201.8.0.1.zip
This has been tested, and I have been playing this version just fine.
The black screen is most likely due to not copying all the files correctly, I know when I first packed it up I missed a folder causing my game to have a black screen when it loaded. When I added the Textures for the Chaplin into the SGA, the black screen went away.
To Jaylo138, Is this your desire to left Assault squad's member have only chain sword and bolter pistol even they are Veteran ?
It seem bugging me that I saw Tactical squad have power axe, power fist, plasma pistol but Assault squad got none.
Can you make both of two squad I mention about have the same equal thing ?
Or in my opinion
If Tacticle squad should be more gain from shooting then you just give them more plasma pistal and power sword but no power axe and power fist in squad.
So Assault squad should be more gain from slashing then you just give them more power axe, power sword, power fist but no plasma pistal in squad; I guess.
(Tarkus and Thadeus, they still have skill to have something they can use in their hand but squad member will follow the role in my oppinion)
ps. For sure understanding, I talking about when those two squad I mention have close combat weapon in one hane and bolter in other hand and not in terminator armour
ps2. Just make those two squads have the same equal thing that will be OK and come in easyiest way, Right ?
Edit:
I just found some weird thing happen to chaplain. I recolor to use BlackTemplars's color in single-player mode.
When I use terminator armour to FC squad, chaplain terminator armour just have shining effect out of armour in bright pink color !!!
What just happen? Is that a bug ?? Is it have something to do with I changing trim color to be red one ???
Last edited by trintong; 4th Aug 09 at 2:14 PM. Reason: I have to report more bugging thing !!!
Trintong why would i make those two squads similar, the tac marines are a good all round squad while the assault marines are a fast attack squad.
To give the ass marines power weapons would defeat the point of them. Power weapons are good at penetrating heavy armour but are slow, whereas chainswords are much better at mowing down the lightly armoured orks & tyranid swarms as they attack a lot faster.
Also bear in mind Thaddeus can equip two-handed hammers in my mod.
As for your colour problem are you mixing the mod with any other files or using a different save game?
Thank you for answering me.
You got point there, I forgot that your mod made Assault squad awesome by be able to hold 2-handed hammer.
With that there is no point to use other thing then. I will try that now, Awesome indeed. (@o@)b![]()
About color problem, I didn't use any other file and I use new save game to begin to test your mod.
And what I redo on color in defaultchaptercolours.lua file is as follow.
{
chapterKeyName = "SM_Bloodravens",
chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens'
--~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter'
primaryColourName = "Coal Black",
secondaryColourName = "Dheneb Stone",
tintColourName = "Blood Red",
extraColourName = "Metallic Silver",
teamTex = "1",
badge1Tex = "SM_Blacktemplars",
usableRaces = { "race_marine" },
armyPainterVisibility = true,
}
ps. I will add screenshot(or link to screenshot) of that weird color effect later, Right now I need to do some work.![]()
Last edited by trintong; 4th Aug 09 at 7:01 PM. Reason: I will add screenshot later
Awesome stuff Jaylo, appreciate the PM hehe.
Downloading. OOOOOO it looks so cool!
Knife King of Doltland
I'm not surprised. Anything within three feet of you seems to end up full of knife shaped holes.
well I love the mod honestly, but I hate the Ultramarines, I love the Deathwing (Subchapter of Dark Angels) colors i came up with!
Code:ChapterColours = { { chapterKeyName = "SM_Bloodravens", chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens' --~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter' primaryColourName = "Bleached Bone", secondaryColourName = "Bleached Bone", tintColourName = "Scab Red", extraColourName = "Skull White", teamTex = "1", badge1Tex = "sm_Darkangels", usableRaces = { "race_marine" }, armyPainterVisibility = true, }, { chapterKeyName = "SM_Bloodravens_COOP", chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens' --~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter' primaryColourName = "Bleached Bone", secondaryColourName = "Bleached Bone", tintColourName = "Scab Red", extraColourName = "Skull White", teamTex = "1", badge1Tex = "sm_Darkangels", usableRaces = { "race_marine" }, armyPainterVisibility = true, },
Now I have picture of that pinky problem.Originally Posted by TrinTong
Picture is too large so I put it in link, here.
http://i45.photobucket.com/albums/f6...yChaplain1.png
http://i45.photobucket.com/albums/f6...yChaplain2.png
http://i45.photobucket.com/albums/f6...yChaplain3.png
http://i45.photobucket.com/albums/f6...yChaplain4.png
Can someone guide me what make that happen ?
Tried it today. As usual excellent work Jaylo, really enjoying it. The increased squad sizes really add the atmosphere of a proper huge battle. Can't wait to get to the nid levels
Seeing my command squad lay into a swarm of orks....I think I creamed a little bit!
Also love the white helmets!
Problem solve, No more pinky and Chaplain look so cool.Originally Posted by jaylo138
![]()
Thank you very much. Hooray !![]()
I have confirm picture, here.
http://i45.photobucket.com/albums/f6...olChaplain.png
I was wondering if you guys wanted me to remove the apoth's healing aura as to be honest it makes very little difference, if any, in the campaign. I only added it as flavour.
What it does do is make a permanent bright green hexagon around the ankles of your units which imho detracts from the gorgeous looking unit graphics.
I removed the selection boxes for this exact reason back when i first done the mod.
I personally play without the aura & don't notice any difference at all. I am asking this as i'm about to post 1.8.1 with a few little tweaks.
What if u make 2 mods: 1 with aura, 1 withoutit?Originally Posted by jaylo138
![]()
I was wondering about the selection boxes. How would I enable the selection boxes as I prefer them on? Makes sorting out selected troops in heavy combat so much easier.
Nice mod. Hope to see more as Relic have some more tools available.
If you want selection boxes on, just delete the "Data\ui\textures\generic\selection" folder.
Yeah, I just found that when searching the thread page by page (page 4 I believe). Thanks for the prompt response though.
I've posted 1.8.1 now so it's ready for download, you will probably have to start a new campaign or quest rewards may be messed up.
Last edited by jaylo138; 6th Aug 09 at 4:52 PM.
Sorry for my unclear understanding.Originally Posted by jaylo138
Did you mean healing aura is still there but no effect show or Apothecary use no more healing aura ?
The default apothecary doesn't have the aura now, so if you want the aura copy the "sm_apothecary_2.rbf" to the
"Data\simulation\attrib\ebps\campaign\playable\race _marine\troops" folder.
Can't get the chaplain helmet to work. Extracting every folder and file to specified places, using -dev.
Every thing else work like a charm.
It's not that big of a problem - just wanted to try it.
Other then that - great mod![]()
Must I suffer throught blue coloured Blood Ravens or can that be changed. Its so not canon dawg.
"A million monkeys typing on a million typewriters will never produce Shakespeare. The Internet is proof of that."
They're not blue coloured Blood Ravens, they're Ultramarines.
If you want to change it, edit the colours of the first entry in the "defaultchaptercolours.lua" in the config folder.
This little adjustment to the Squad Mod replaces my chaplain Gabe head with retextured normal helmets.
The "terminchap" & "space_marine_chp_nobackpack" folders go in "Data\art\race_marine\troops_wargear\heads".
The "sm_arm_power_armour_chap.rbf" goes in "Data\simulation\attrib\wargear\wargear\campaign\playable\race_marine".
The "sm_chaplain_terminator.rbf" goes in "Data\simulation\attrib\ebps\campaign\playable\race_marine\troops".
There are a couple of screenshots as well so you see what they look like before you apply.
Enjoy.
Jaylo.
..........................................................
Dear Jaylo,plz redonde the readme of 8.1 since there are sub-readme whom a Usual User wont search^^
If you want to change it, edit the colours of the first entry in the "defaultchaptercolours.lua" in the config folder.
Edit it to what jaylo? I've changed it to
{
chapterKeyName = "SM_Bloodravens",
chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens'
--~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter'
primaryColourName = "Blood Raven Red",
secondaryColourName = "Bone",
tintColourName = "Chaos Black",
extraColourName = "Metallic Gold",
teamTex = "1",
badge1Tex = "sm_Bloodravens",
usableRaces = { "race_marine" },
armyPainterVisibility = true,
},
They turn out black. Where did I mess up?
@KOKO you posted that because you think i can't understand
"readme" file or because you didn't see this in my post ---> " Extracting every folder and file to specified places, using -dev."
Extracting them in to the right plase is not a problem - make it work is.
As i wrote, other thinks work perfectly - "white helmets", "apothecary's aura", chaplain weapon of my choice, but not that.
Thanks anyway.
Lol-If you read the whole thread you should know that this "usual User" is myself^^
Anyway,i got the same prob like you.
As jaylo didnt respond to you, i know he ´s still working on it.
Bcz he is a serious man.
(<hm....jaylo,u r a man,or ?`^^)
@Burns
If you use notepad to edit the "defaultchaptercolours.lua" then you musn't, the file doen't like it. Use wordpad or similar.
I've updated the chaplain helmets mod to 1.1 as the model files pointed to the original tem.dds files, this isn't a problem if used with the white helmets (that's why i didn't catch it) as the original files have been altered with these.
It can now be used without them, other than that it works fine.
@KOKO
Yes i am a man!
What do you mean redo the readme? How?
Last edited by jaylo138; 8th Aug 09 at 8:42 AM.
Thx a lot...i dont like white helmets for all SMC. I use halfved colour SM ,bcs then the 3d colour went tro helmet color,which look moore nice to me.
(Abyss Purple,Abyss Purple,Metallic Red,Shining Gold)
This is an older pic,maybe 1.6
EDIT : The readme is still the same since 1.3,so u should descripe in 1.8 what happens with the extra in the main-readme.
P.S. As you ask before,i´ve manged greenskin (the tank),looks like there not doubeld,there are 3 !!! LOOOOL,what a massacre.I like it.
By kokomiko
Last edited by KOKO; 8th Aug 09 at 9:17 AM.
Alright I got it going just the way I like it now. I recieved 2 drop pods after the second mission. Are they safe to use or will there be problems when I reach the Array mission?
@burns - no-they are selfstanding,so a option.
@jaylo - dl chaplain 1.1 - follow the readme - still not work,alwayys the same face^^
[IMG=http://img265.imageshack.us/img265/8762/relic00403.jpg][/IMG]
Last edited by KOKO; 8th Aug 09 at 10:27 AM.
@Burns
Your refering to the problems Zetrial's brothers mod has with drop pods, but his hasn't been fully updated.
I havn't tested that far yet, you'll get another 2 about mission 8 but they should be fine.
@KOKO
I've just moved all folders, apart from the movies folder, out of my game data folder & put in my 1.8.1 mod folders + chaplain helmets & it works fine.
From the screenshot it looks like you haven't put the "sm_arm_power_armour_chap.rbf" in the right place, it goes in the wargear folder.
The chaplains head in power armour is defined in the armour wargear, while the termie chaplain head is defined in the chaplain terminator ebps.
Last edited by jaylo138; 8th Aug 09 at 10:47 AM.
OmG...i delete anything and reinstall...to much moves^^
After deinstallation i´ll make a defrag,so i´m shure nothing wont be overlooked. Cu later^^
Anything done - works fine !
Sry...
[img=http://img339.imageshack.us/img339/6362/relic00406.th.jpg]
Last edited by KOKO; 8th Aug 09 at 12:32 PM.
Hello I was wondering if the person who mad the SGA version of this mod could update it to the latest version and also tell me how or where to learn to repackage the files into SGA so I do not need to keep bothering people for it. I ask this because I really like the ultramarine's and would like to use them; also I would like to use the chaplains helmet. Thanks
OMG, I just did some missions against tyranids on sergeant difficulty and I GOT PWNED LOL. The increased tyranid squad size is really frustrating sometimes. I lost my terminator assault squad too lols. But nevertheless I finished the mission and massecred countless tyranids
![]()
Packing up the mod should be done by the mod author, and having slightly different versions is not hard, just put the changed files into different SGA so that people can pick and choose, It makes installing harder as they have to edit the module file, but not that much.
I need a few minutes to fix the problem with the Chaplin helmet not packing up with the rest of the mod
... Or at least I though the Chaplin would have a helmet, I followed the directions the readme file had before I packed it up.
I am going to go fix it now.
edit:
Arthur FAIL
For helmets
"
The "sm_chaplain_terminator.rbf" goes in "Data\simulation\attrib\ebps\campaign\playable\race_marine\troops"."
For Weapon:
To change his weapon just copy & paste one of the three "sm_chaplain_terminator.rbf" files to " Data\simulation\attrib\ebps\campaign\playable\race_marine\troops"
Looks Like I can't have both the storm Bolter and the Chaplin Helmets...
Unable to fix it over the quick time I just reuploaded the old files.
You will not have the Chaplin helmet, I am sure there a way to fix the mod, but the author of this mod has three different things you can change and it getting to be a little to much for me to figure out what file I might have missed.
If you don't mind Jaylo, could you reduce the number of internal mod changes that you have? I found that Chaplin Helmet and the Terminator weapon both conflict with each other.
Here is the links:
http://www.filefront.com/14234443/Sq...1%20Normal.zip
The one below is the ultramarines coloring
http://www.filefront.com/14234763/Sq...a%20Marines.7z
Last edited by s2r222; 8th Aug 09 at 10:55 PM.
Finally i got some time to attend to the mod
And as i thought - only posotive experience.
For me - it's perfectly balanced. And espeсially goes well on Primarch. No overwhelming foes or ubermarines - the carnage goes the way it should. Command squad is sturdy and it's always a bit of some interest seeing them surrounded by hordes of enemies but withstanding the ''siege''. Taking away a ''default'' plasma gun from Avitus' squad is a big + cause it was always boring to see how his squadmate could take out a bunch of xenos with a single shot from it. BTW these multiplied enemies go quite smooth during the gameplay. wargear drops good - not too much or too few and almost no useless ''garbage''. Nothing annoys you. So after all this i could realize how much time and balancing effort was put in this great piece of work.
Thanks for Kasrkin squad but sadly on Primarch these elite Cadian troops can only be a little help as it seemed to me. Thanks for new ''fashion'' - red shiny orks, white eldar, deep green tyranids. White helmets and new chapter colours fit well - especially after Graham McNeill's ''Warriors of Ultramar''
only 1 sad thing is that we can't use the mod for SP cooperative. I still got some friends here whining on my shoulders about![]()
Anyway, great work! Whenever you visit Russia - vodka & stuff all at your disposal![]()
Daughter of the destroyed world
Brother of the slain brother
Comrade of fallen friends
And still behind all this lies a simple credo
Faith that unites us with billions of souls across the galaxy
"Exterminatus"
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