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The Squad Mod 2.5 for DoW2 v2.2 & CR v2.3[Updated 01/09/2010]

  1. #701
    Jaylo thank you I will be needing you quite abit as they do not persist after death ( the squad cannot be revived) and gain no experience.

    I am fiddeling with some of the squads from the IG pvp mod seeing if I can get them to work in game, but really the no squad icons and other things are stuff I will need help on.

    As well I need to learn how to make a module for said mod since it's basically your's only modded. I may make a new thread depending on what I can get done today.

    ANGEL: in defaultchaptercolor.sga you change the there, should be under Blood ravens just change their values to what the dark angels are ( scroll down till you find what their colors are then copy them EXACT)

  2. #702
    Defintely a bug with the gorwazza mission. I don't remember this happening in 1.8.3, so I wander if its an issue with having added the retinue to him? It occurred both times as soon as the command squad engaged.
    Imperial Guard... uhh... The bastard child of Orks and Eldar that was adopted by the Tau?
    -Kitanisha

  3. #703
    Member jaylo138's Avatar
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    @Fallen Angel Ez
    Have a look at post #548

    @Mad & Everyone
    Goto "Data\simulation\attrib\sbps\campaign\npc\race_tyranid\bosses" & delete
    "tyr_lictor_missionb.rbf"
    "tyr_lictor_missionb_jungle.rbf"
    "tyr_lictor_missionb_nocloak.rbf"
    "tyr_lictor_missionb_orkcamp.rbf"

    goto "Data\simulation\attrib\sbps\campaign\npc\race_elda r\bosses" & "\boss"
    then delete
    "eld_fire_prism_a21.rbf"
    "eld_fire_prism_tank_boss.rbf"
    "eld_falcon_a26.rbf"
    "eld_farseer_a33.rbf"
    "eld_wraithlord_a53.rbf"

    goto "Data\simulation\attrib\sbps\campaign\npc\race_ork\bosses"
    then delete
    "ork_deff_dread_a52.rbf"
    "ork_deff_dread_mission_b.rbf"
    "ork_deff_dread_missionb.rbf"
    "ork_lootedtank_a23.rbf"
    "ork_lootedtank_a28.rbf"
    "ork_lootedtank_angelforge.rbf"
    Remember.... no matter where you go, there you are.

  4. #704
    I have run across an INTERESTING little glitch. I replaced Cyrus with a Kasrkin squad and gave them infiltrate

    but if the new squad is NEAR a reinforce point instead of gaining troops they lose them about 5 at a time and they all fly back as if they were hit by the droppod.

    Also how do I drop the number of said squad down to 5?

    heres my code
    Code:
    -- Made by Corsix's Crude RBF Convertor
    {
    | squad_ability_ext: {
    | | $REF: "squad_extensions\squad_ability_ext";
    | | abilities: {
    | | | ability: "ability\campaign\playable\race_marine\sm_infiltration";
    | | };
    | };
    | squad_capture_strategic_point_ext: {
    | | $REF: "squad_extensions\squad_capture_strategic_point_ext";
    | | can_capture: true;
    | | can_uncapture: true;
    | | capture_rate_multiplier: 1f;
    | };
    | squad_combat_behaviour_ext: {
    | | $REF: "squad_extensions\squad_combat_behaviour_ext";
    | | accuracy_windup: {
    | | | initial: 1f;
    | | | windup: 0f;
    | | };
    | | call_for_help_distance: 0f;
    | | can_retreat: true;
    | | idle_leash_distance: 30f;
    | | melee_idle_leash_distance: 500f;
    | | melee_leash_distance: 14f;
    | | plans: {
    | | | idle_retaliation_plan: "squad_plan\idle_retaliation_default";
    | | | melee_plan: "squad_plan\melee_plan_default";
    | | | ranged_attack_plan: "squad_plan\ranged_attack_default";
    | | | setup_weapon_attack_plan: "";
    | | };
    | | suppression: {
    | | | can_be_suppressed: true;
    | | | courage_regen_rate: 10f;
    | | | starting_courage: 100f;
    | | | suppression_resistance: 0f;
    | | };
    | | weapon_stance: "range";
    | };
    | squad_energy_ext: {
    | | $REF: "squad_extensions\squad_energy_ext";
    | | regen_rate: 2f;
    | | starting_energy: 50f;
    | };
    | squad_formation_ext: {
    | | $REF: "squad_extensions\squad_formation_ext";
    | | cover_formation_table: {
    | | | tp_energy_shield: "";
    | | | tp_garrison_cover: "";
    | | | tp_heavy: "formation\line_heavy";
    | | | tp_light: "formation\line_heavy";
    | | | tp_open: "";
    | | };
    | | formation_default: "formation\imperial_guard";
    | | idle_cover_search_radius: 20f;
    | | move_dest_cover_search_radius: 5f;
    | | squad_distribution: "squad_distribution\tarkus_distribution";
    | };
    | squad_holdable_ext: {
    | | $REF: "squad_extensions\squad_holdable_ext";
    | | hold_type: "hold_infantry";
    | | modifier_table: {
    | | };
    | | shared_hold_enter_cooldown: 10f;
    | | storm_trooper: false;
    | };
    | squad_item_slot_ext: {
    | | $REF: "squad_extensions\squad_item_slot_ext";
    | | num_slots: 4;
    | };
    | squad_leveling_ext: {
    | | $REF: "squad_extensions\squad_leveling_ext";
    | | auto_allocate_discretionary_points: false;
    | | auto_allocate_points: {
    | | | energy: "tertiary";
    | | | health: "tertiary";
    | | | melee: "tertiary";
    | | | morale: "none";
    | | | ranged: "tertiary";
    | | };
    | | discretionary_upgrades: {
    | | };
    | | leveling_override: {
    | | | $REF: "";
    | | };
    | | max_attribute_points: {
    | | | energy: 20;
    | | | health: 20;
    | | | melee: 20;
    | | | morale: -1;
    | | | ranged: 20;
    | | };
    | | max_bonus_attribute_points: {
    | | | energy: 0;
    | | | health: 0;
    | | | melee: 0;
    | | | morale: 0;
    | | | ranged: 0;
    | | };
    | | max_level: 30;
    | | redirect_xp: false;
    | };
    | squad_loadout_ext: {
    | | $REF: "squad_extensions\squad_loadout_ext";
    | | max_leaders: 0;
    | | squad_type: "scout_marine";
    | | terminator_mode_sbp: "";
    | | unit_list: {
    | | | squad_loadout_unit_entry: {
    | | | | $REF: "squad_loadout_unit_entry";
    | | | | max: 10;
    | | | | num: 10;
    | | | | type: "ebps\campaign\npc\race_imperial_guard\chaff\ig_karskin";
    | | | };
    | | };
    | };
    | squad_modifier_ext: {
    | | $REF: "squad_extensions\squad_modifier_ext";
    | };
    | squad_morale_ext: {
    | | $REF: "squad_extensions\squad_morale_ext";
    | | bound_broken: 50;
    | | bound_broken_restore_offset: 100;
    | | bound_inspired_offset: 100;
    | | regen_rate: 35f;
    | | starting_morale: 300;
    | };
    | squad_requirement_ext: {
    | | $REF: "squad_extensions\squad_requirement_ext";
    | | requirement_table: {
    | | | require_squad_ratio: {
    | | | | $REF: "requirements\require_squad_ratio";
    | | | | max_squad_cap: 1;
    | | | | reason: "usage";
    | | | | squad_name: "";
    | | | };
    | | };
    | };
    | squad_ui_ext: {
    | | $REF: "squad_extensions\squad_ui_ext";
    | | brief_text: 0;
    | | build_button_index: 6;
    | | decorator_name: "";
    | | facing_arrow: "ui\area_outlines\shapes\arrow\default_arrow";
    | | help_text: 0;
    | | hotkey_name: "";
    | | icon_name: "sm_kasrkin";
    | | minimap_blip_override: "";
    | | screen_name: 0;
    | | selection_group: "soldier";
    | | show_decorator: true;
    | | simple_decorator: false;
    | | speech: {
    | | | has_speech_code: true;
    | | | speaker_generic: {
    | | | | $REF: "types\speech\speech_codes";
    | | | | codes: {
    | | | | | code: "igm";
    | | | | };
    | | | };
    | | | speaker_specific: {
    | | | | $REF: "types\speech\speech_codes";
    | | | | codes: {
    | | | | | code: "igm";
    | | | | };
    | | | };
    | | | speech_code_2: {
    | | | | $REF: "types\speech\speech_codes";
    | | | | codes: {
    | | | | };
    | | | };
    | | | speech_code_3: {
    | | | | $REF: "types\speech\speech_codes";
    | | | | codes: {
    | | | | | code: "igm";
    | | | | | code: "ify";
    | | | | | code: "gma";
    | | | | };
    | | | };
    | | };
    | | squad_name: 9089466;
    | | squad_type: 9100335;
    | | ui_group_position: 6;
    | };
    };

  5. #705
    Member jaylo138's Avatar
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    I can't say for definate, but it's probably because they're still "race_imperial_guard".
    I had to change my drop pod imp guard units to "race_marine" otherwise they were killed when they came down.

    In the "squad_loadout_ext" change max & num to 5.

  6. #706
    how so? I pretty much renamed a kasrkin squad sm_scout_cyrus

    but its not the drop pod LANDing thats killing them its being NEAR the drop pod

    EDIT I found it its under the squad Loadout. Seeing if it works.

    now the tricky part about incaping
    Last edited by Eihger; 24th Aug 09 at 10:37 PM.

  7. #707
    Member jaylo138's Avatar
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    In your sbps file you still have the npc entries for the ebps files & i suspect these are still race_imperial_guard.

    Code:
     
    | squad_loadout_ext: {
    | | $REF: "squad_extensions\squad_loadout_ext";
    | | max_leaders: 0;
    | | squad_type: "scout_marine";
    | | terminator_mode_sbp: "";
    | | unit_list: {
    | | | squad_loadout_unit_entry: {
    | | | | $REF: "squad_loadout_unit_entry";
    | | | | max: 10;
    | | | | num: 10;
    | | | | type: "ebps\campaign\npc\race_imperial_guard\chaff\ig_karskin";
    | | | };
    | | };
    | };
    Have a look at my guard sbps & ebps in the marine folders.

    This is from an earlier post when i briefly explained how i did guard drop pods.

    It involved changing the ebps files for the guard\kasrkin to race_marine, changing their file names to sm instead of ig, copying the ebps\sbps files to the marine folders & renaming unit entries in their sbps to point to marine folders.

  8. #708
    Thank you Jaylo I managed to get that fixed but the Kasrkin stats are stuck at 0 aand they do NO damage... kinda weird

    Now I think they don't reinforce or they will only reinforce on the SM Icon. I didn't notice as I couldn't get them killed for some reason..

    As for the reviability I'm thinking what I'll end up doing is making each units sergeant unkillable, that should do the trick, but I don't know what to change that to. Its an entry under health or something.

    Basically when I figure this out I'm packing things up and going to release it as a pre alpha mod... hopefully with a module so your mod isn't interfered with.


    EDIT: I think I figured it out, they should do damage now as well. Under health theres a setting for ressurection, I'm not sure if I set this is what I want or not, but it could work.

    Spoiler

    Last edited by Eihger; 24th Aug 09 at 11:32 PM.

  9. #709
    Member Fallen Angel Ez's Avatar
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    Okay will do thanks! And yes Jaylo will do that thank you for a great mod!

    The campaign map is black except for the next story line mission which flashes red? Have I done something wrong?
    Last edited by Fallen Angel Ez; 25th Aug 09 at 3:37 AM.

  10. #710
    I had that problem as well. You must have deleted your movies Directory.

  11. #711
    Jaylo, in response to your earlier question about squad loadouts if you add more members.
    Assault: No brainer

    Tacs: maybe bolters, as is we seem to have a nice mix of heavy weapons now as is.

    Devastator: I'd personally go with HB or Missle, the las cannon seems to in general have a longer packup time than the HB and that can put the whole squad in danger in situations like boss fights. I would tend toward HB since, the missle guy (not sure about the lascannon) seems to have a habit of destroying cover that another slightly forward squad is in, or worse yet the cover his own squad is in which screws up the perk where you get extra accuracy when in cover.

    Scouts: These guys are a bit of a tricky issue, though I am tempted to say shotguns maybe as its darn fun to watch the enemies flyback after a hit and it does help a little in keeping melee off of the guys in the squad with longer range weapons, then again I am not certain how effective snipers are. I would recommend only having one guy with a flamer for the special ability as later in the game I don't see him doing to well in with normal attacks due to the range and time between bursts.

    Finally, two thoughts:
    1. The teleport homer only reinforces two guys at a time, I am not certain if this is desired or can even be changed, but I assume its a result of the default squad only having 3 guys (I think).
    2. I am not really certain how other squad members damage and armor are affected by the squad leveling up, though I assume at least damage and HP scale somehow with level. As it is I believe you have it so that the other squad members use a different texture of (if not different armor entirely) as they progress at certain levels. I know tacs who keep their bolters seem to use what I presume is the texture of a master crafted bolter when they become vets, if not an actually better bolter (ie better base stats) than what they have when non vet. Would it be possible to do the same for other squads, I see they already use a different texture? This is merely a thought, and something I would expect to see in hypothetical 1.9 release (if you inteded to even continue further). It would kinda make sense that as the situation became more dire and the squads became more experienced they'd have access to some of the better wargear the chapter seems to have lying around the Aurelain Sub-Sector.

  12. #712
    I figured out the magic, and as an added bonus the call down IG are revivable as well.

    if you want to implement this, for the sergeants of the squads ebps, simply scroll down to where it says
    "uncontentious on death" and at actions imput
    Code:
    | | unconscious_on_death: {
    | | | actions: {
    | | | | animator_set_action: {
    | | | | | $REF: "actions\ability\animator_set_action";
    | | | | | action_name: "ui\abilities\medical";
    | | | | | delay: 0f;
    | | | | | fire_and_forget: false;
    | | | | };
    | | | };
    | | | cause_squad_to_hunker: true;
    | | | enabled: true;
    and it should make them incapasitatable instead of killable.
    thank you for letting me mess around with your mod I am going to be posting this in the mods in progress shortly

  13. #713
    Member jaylo138's Avatar
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    I've updated the mod to 1.9.

    @Mad
    I've had a look at the scout reinforcing ability before, but i couldn't see anywhere in the ability rbf where it specified how many units to reinforce.

    All units use an epic or unique weapon model when they either become vets or have it from the start such as the devastators.
    Last edited by jaylo138; 25th Aug 09 at 3:21 PM.

  14. #714
    INFAMOUS686
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    Just wanted to say thank you so much for this mod!!!! Its suuper awesome found out about it through a youtube video and had to wait all day at work to go home and finally download it!!! It rocks!!!!...now....have to wait again!!! to download the new version!!! lol!!! gonna be another late night early morning again!!! thanx Jaylo138!!!!

    -INFAMOUS686-

  15. #715
    Member jaylo138's Avatar
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    @Everyone

    After finding more problems with units added to bosses, completely delete the bosses folders so they go back to vanilla.

    "Data\simulation\attrib\sbps\campaign\npc\race_elda r\bosses"
    "Data\simulation\attrib\sbps\campaign\npc\race_elda r\boss"
    "Data\simulation\attrib\sbps\campaign\npc\race_ork\ bosses"
    "Data\simulation\attrib\sbps\campaign\npc\race_tyra nid\bosses"

    I think what i'm going to have to do is spawn separate custom squads with the bosses instead of adding them to the bosses as this messes up or breaks the boss special attacks.
    Last edited by jaylo138; 25th Aug 09 at 6:59 PM.

  16. #716
    Member trintong's Avatar
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    Wow ! Big update ! Yeah !


    But there is some bug that still poke me,


    I see that what color I use in my custom chapter in normal game it change when I see it in mod game.

    It will use color of before color I use in any part instead, So If in normal I use metallic Silver in Mod it become Metallic Gold.

    This bug not effect with Chapter that have fix color in defautchaptercolor file so it not effect in single-player but it still not seem right for me to abandon this little bug.


    ps. I think this bug come from armypainter file

  17. #717
    Member jaylo138's Avatar
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    It's not a bug, it's because there is a colour around about the middle of the armypaintercolours.lua called tentacle pink. This colour is not activated in the vanilla file, so when activated it bumps all colours after it down one place.

    All you need to do is move the tentacle pink entry to the end of the colours list, say after my squad mod blue.
    I should really do this on my master lua.

  18. #718
    Member trintong's Avatar
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    Do to what I need to edit .lua file, I got another problem now. (=_=")

    That problem is because I'm now use Windows 7 and it change Wordpad into something more like Ms Word.

    It mean I can't save .lua file because it will save into another format from what they let me use.
    (They cut those "any type" option out and come up with some avaliable format, What Ms Coding guy thinking in mind to do that !)


    And still........... Notepad is not friendly to use, What a shame.


    Can you tell me the program that can open .lua and can edit&save it ? Did Notepad+ can use in this case ?

  19. #719
    Member jaylo138's Avatar
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    I've always used wordpad so i couldn't say, try it & see.

  20. #720
    YAYAY, I wonder how long have I been waiting for this update

    EDIT:
    Oh dammit, when I tried to download the mod, it comes out as a html file, not a winrar file.
    Last edited by jianjian94; 26th Aug 09 at 12:43 AM.

  21. #721
    Member trintong's Avatar
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    Hooray ! Notepad++ is working !!

    It can use to edit .lua file !!!


    So..... remember Windows 7's users, Notepad++ is your friend not Notepad&Wordpad.


    ps. I'm ready to play, for the emperor !!!

  22. #722
    Notepad++ is my tool of choice. I find it really good and helpful.
    - sincerely, the Sign Painter

  23. #723
    just got the game, not bad at all, but how do i make mods work on it, there doesnt seem to be a game manager like DOW1
    help please!!

  24. #724
    You do not use a game manager in DoW2. You just have to download the mod and follow the instructions in the readme file. Most mods requires the -dev command so open Steam, press My games, right click Dawn of War 2, click properties, click set launch options and type -dev

    The mod should work when you launch the game.

  25. #725
    thanks a lot, so all you do is add -dev? and then this mod should work?
    and am i right in having put the mod files in the data folder?

  26. #726
    Not all the files go into the 'Data' folder. The readme includes installation instruction and where you should put the different folders/files.

  27. #727
    Member trintong's Avatar
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    To put it in the way that default install is....

    bring all folder& file in folder call "DoW2_squadmod1.9"

    to this location : Steam\SteamApps\common\dawn of war 2\GameAssets


    Then you can choose some specific little add-on mod to install by yourself such as

    White-helmet mod

    Librarian-helmet mod

    Apothecary with healing aura mod

    Chaplain-helmet mod with 3 avaliable weapon for him


    All those little add-on mod have their own Read-me file about how to install it so read it well.

  28. #728
    Member Fallen Angel Ez's Avatar
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    Great update! Thanks. I have the dark angels chapter colours for the campaign but It still shows Brazen Brass when I have changed it to Skull White?

    -- see end of file for a variety of faction names
    ChapterColours =
    {
    {
    chapterKeyName = "SM_Bloodravens",

    chapterNameID = 9109487, -- LOCDB [9109487] 'Blood Ravens'
    --~ chapterNameID = 9109488, -- LOCDB [9109488] 'Blood Ravens Chapter'

    primaryColourName = "Dark Angels Green",
    secondaryColourName = "Dark Angels Green",
    tintColourName = "Dark Angels Green",
    extraColourName = "Skull White",

    teamTex = "1",
    badge1Tex = "sm_Darkangels",

    usableRaces = { "race_marine" },
    armyPainterVisibility = true,
    },

    {
    chapterKeyName = "SM_Bloodravens_COOP",


    Anyone know what I am doing wrong?

    Oh and The imperial Guard have this image over their heads in the game which just says Image because they have no squad sign.
    Last edited by Fallen Angel Ez; 26th Aug 09 at 6:01 AM.

  29. #729
    Member trintong's Avatar
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    I found new bug, here take a look.



    Something Missing there.

  30. #730
    Member Fallen Angel Ez's Avatar
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    Yeah thats what I am on about in the post above you. just did not know how to post the picture up!

  31. #731
    Member trintong's Avatar
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    This is not a bug but just me who use cheat mod to spawn Chaplain Terminater armour.

    Then let FC squad use it, the result is........ LOL ! See for your self !!


    Force Commander's Terminater Squad Ready !


    With two headless spooky Rubic-Terminater !! Order now for LOL !!!

  32. #732
    Member jaylo138's Avatar
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    @Fallen Angel Ez
    I hope you didn't use notepad to edit the "defaultchaptercolours.lua".
    Last edited by jaylo138; 26th Aug 09 at 6:19 PM.

  33. #733
    Member Fallen Angel Ez's Avatar
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    No I didn't, I used Wordpad.

  34. #734
    A while ago I posted my lack of skins for every leader but Cyrus, now that includes Thule. Anyway, I created a folder called power_amour_of_thule, and I tried using the same method for the other squad commanders but it didn't work. I just used their names ..._of_tarkus, ..._of_force_commander, ..._of_thaddeus, ..._of_avitus and that didn't work any ideas?

  35. #735
    Member jaylo138's Avatar
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    BattleBrotherMo please explain exactly what your trying to do & what you've done to get there.

  36. #736
    I'm trying to give the squad leaders their bodies back. I created folders for each of teh squad leaders GameAssets\Data\art\race_marine\troops_wargear\armour in this folder. In those folders I placed the file of the armour that I wanted the leaders to have as default. power_amour_of_ this is the label for the folders then I just included the names: thaddeus, avitus, force_commander, and tarkus. but those didn't work whereas Thules did so I was confused as to what I did right and wrong.

  37. #737
    Member jaylo138's Avatar
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    I'm assuming that you created custom armour wargear, then added the armour wargear to the units ebps file under the wargear_ext.

    Did you edit the custom armour wargear file to point to the correct render model folder?

    Code:
     | | render_models: { 
    | | | render_model: "art\race_marine\troops_wargear\armour\power_armour_of_chapln\power_armour_of_vandea";
    | | | render_model: "art\race_marine\troops_wargear\heads\gabriel_head_nobackpack\gabriel_head_nobackpack";
    | | | render_model: "art\race_marine\troops_wargear\accessories\iron_halo_laurels_of_hadrian\iron_halo_laurels_of_hadrian";
    | | | render_model: "art\race_marine\troops_wargear\armour_items\pow_scales_of_salamander\pow_scales_of_salamander";
    | | | render_model: "art\race_marine\troops_wargear\armour_items\pow_merciless_truth\pow_merciless_truth";
    | | };
    The first part being the model folder & the second being the .model file in the folder.

  38. #738
    To the last part yes, the middle part I didn't edit the files I just added them to the foleder, to the first part I have no idea what you're talking about. I don't mean to be a pain, but I'm not a modder, anything more complicated than put this here is hard for me to figure out. Again sorry.

  39. #739
    Member jaylo138's Avatar
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    Are you using the mod tools or just copy & pasting files?
    I have to ask as you cant do it without using the mod tools.

  40. #740
    That would explain it. Where do I get the mod tools.

  41. #741
    Member jaylo138's Avatar
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    Have a look at the RBFConv Helper thread in the Advanced Modding forum.

    I've updated to 1.9.1 to fix a couple of bugs & add a texture change.
    Last edited by jaylo138; 26th Aug 09 at 6:16 PM.

  42. #742
    keep the files you are trying to mod in the same directory as the converter... made that mistake for a long time. Now look at me!

  43. #743
    Jaylo i have a little question about your lovely mod:
    Is it somehow possible to play the mod in coop?

    As i know you can´t play coop with the -dev command or is it possible now???

  44. #744
    Member Fallen Angel Ez's Avatar
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    Can anyone tell me what space_marine_chp_nobackpack is please?

    Ive put in my own colours but the backpack has still got brazen brass on it....

  45. #745
    Member jaylo138's Avatar
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    Fallen Angel Ez, you havn't been reading your readme's now, have you!

    "space_marine_chp_nobackpack " is the model folder for my alternative custom chaplain power armour helmet, found in the "chaplain_helmets1.2" folder.
    It doesn't have anything to do with backpacks.

    The reason normal marine backpacks have gold colouring on them is way back when i made banner's & halo's normal accessories, combined with a commander accessory teleporter the backpack textures clashed.
    This was because banner's & halo's use the gold commander backpack while teleporters use the standard, so i replaced the standard with the gold commander one.

    Since then i've learned to hex edit model files to point to different textures, but have never changed the above setup because imho the gold trim backpacks are better than the standard ones.

    I suppose i could edit the telepoter model file, in the mean time if you really want standard backpacks then delete all the "space_marine_backpack_?" files only from "Data\art\race_marine\troops_wargear\heads\shared_textures", but be aware that you will get the texture clashing mentioned above.

  46. #746
    Member Fallen Angel Ez's Avatar
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    Nah it is fine, I have changed to bleached bone armour for Deathwing

    Great Mod

  47. #747
    Member jaylo138's Avatar
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    Keep the feedback coming in, i try to take into consideration the things you guys would like to see, if it's possible.

  48. #748
    Member trintong's Avatar
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    About Avitus squad when they equip with Terminater-Armour, would you still keep 1 squad member to be termie with Avitus ?
    (with both of them carry assault cannon)

    And also make Tarkus use Heavy-Flamer as default weapon when equip with termie too.
    (If someone don't like it, they just equip him with something else when they got one)
    Last edited by trintong; 27th Aug 09 at 9:26 AM.

  49. #749
    Member jaylo138's Avatar
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    I think i'll keep the devastator squad as they are, Avitus is more unique that way.
    I've modded it so Tarkus can also use assault cannons & his termie squad already comes with a heavy flamer.

  50. #750
    Is it possible to make the Mod coop compatible?

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