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

  1. #1151
    As much as I love this game, the universe and everything else, people arent going to mod again untill the next installment. It is still too much fun to mod DOW 1 untill then!

  2. #1152
    setari
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    Do I just extract this to the DoW2 directory then? >.< It seems every mod has different install instructions that I find. And when should I notice changes in game play so I know it's working? is there any specific way to launch the game to make sure the mod works?

  3. #1153
    Member KOKO's Avatar
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    This has answerd 5 times before,so plz read the last 100 posts.
    Otherwise,this should help if you fail : http://forums.relicnews.com/showpost...postcount=1040

    After all it should look like this :
    Last edited by KOKO; 19th Dec 09 at 8:52 AM.

    or : replace it wiv da powah of da Waaagh. (Gorb)
    "They're not blue coloured Blood Ravens, they're Ultramarines."(jaylo138)

  4. #1154
    setari
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    Kay, thank you.
    Last edited by setari; 20th Dec 09 at 8:49 PM.

  5. #1155
    setari
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    I can't get this to install into the right places. I'm usually very good with any sort of mods, so I just don't get why this one isn't working. Now I just get an app error when I try to load my game up. Good thing it was a dummy folder. *deletes* Those instructions you linked didn't really help, because as I read through these 24 pages I saw that I had to extract different files different places, and that tutorial was also kinda confusing. =\ Some help on this would be appreciated, this mod looks like cool beans. The fact that there's unnecessary folders in here really screws me up.

    Sorry on the dbl post, just wanted to get some help on this at some point. ^-^

  6. #1156
    Member jaylo138's Avatar
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    There are no unnecessary folders in the download.
    The two main mod folders are "Data" & "Locale".
    These should be copied into "C:\Program Files(or your directory)\Steam\SteamApps\common\dawn of war 2\GameAssets".

    When you have done this you will need to add the "-dev" command to your desktop shortcut at the end of the "target" line.
    To do this, right click on your shortcut, choose properties at the bottom, goto the end of the target line & add "-dev" with a space before the dash.

    The other folders in the mod are all optional components with readme's to tell you where to put those files if you want to use them.
    Remember.... no matter where you go, there you are.

  7. #1157
    setari
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    Alright, this is what I get when I do that. I make a dummy folder so I won't screw up my original install, which shouldn't be a problem, right?

    Anyway:

    http://i403.photobucket.com/albums/p...6/DoWError.png

    That's what I get when I move the Data and Locale Folders to GameAssets, and then try and run the game. Should I run the game first from that dummy folder and then copy the folders to gameassets and try it again? (I copy the whole DoWII folder from the steam directory. I have ARMAII, so I don't want to copy the entire folder, but I can move ARMAII and just copy the whole steam directory if need be.) I don't launch it from steam with the dummy folder, I use the DoWII.exe thing, then make a shortcut of that and then put in -dev. Should be the same effect, right?

    And I didn't mean unnecessary, That tut just screwed me up by having to extract those folders ANYWAY when I didn't really need them and I thought I did.


    Edit: Just found out it does that OUTSIDE of the steam folder. Crap. I'll fix it up and then see if it works. Just gonna make a whole 'nother steam folder and see what happens with that then.

    Edit2: Alright, made a WHOLE 'nother steam folder, made backups of my original GameAssets and put the mod in a new GameAssets folder which I copied directly from the original one, put it in the right directory, made a shortcut of the DoW2.exe and put in -dev outside the quotes, and nothing has changed in the first mission. KOKO said there was supposed to be blue marines, and in the tut there was supposed to be a changed title screen, and still the same FC.

    Edit3: Stupid. Was putting it in Steam directory, not DoWII directory. -.- Will test.

    Edit 4: I Give up. Reinstalling and waiting for help.

    Edit 5: Alright, reinstalled, did simple movements instead of making it complicated, got it to work. Seems the orks in the beginning really drop like flies though xD, fun stuff all around anyway. Nice job.


    Edit: Merry Christmas, and Happy Holidays everyone!
    Last edited by setari; 25th Dec 09 at 2:19 AM.

  8. #1158
    Member KOKO's Avatar
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    Niice that you get it. And now the Fun beguns.

    AND MERRY CHRISTMAS.
    Last edited by KOKO; 24th Dec 09 at 4:20 AM.

  9. #1159
    Member EternalSeeker's Avatar
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    First of all, happy New year to everyone, and thanks for this mod. Been playing for a few days and makes DOW2 greater than it already was.
    Weird thing on Avitus´ Devastators.
    When I equip terminator armour (I only have the Aegis of Hurios) on FC, Tarkus or Thaddeus, squad changes to terminator too. But when I put the armor on Avitus, the whole squad stays with power armour. It´s annoying, and I would like to know where could the problem be. Anticipated thanks.

  10. #1160
    Member EternalSeeker's Avatar
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    Happy new Year!
    I got a weird bug (sort of a new year prank) with Avitus. When I equip termie armor, the squad rests unaffected. I opened with notepad the "sm_terminstor_lucanus.rbf" file on gameassets/data/simulation/attrib/sbps/campaign/playable/race_marine/troops and found ou that the references to troops are the ones about power armour devastators, but when i try to change them to terminator armour devastators Avitus can't equip terminator armours . How do I have to change it?

  11. #1161
    Is this still not coop compatible?

  12. #1162
    I think the Avitus squad is intentional, since Devastators deal more damage than terminators usually.

  13. #1163
    Member phaseshifter87's Avatar
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    sooo yeah I can't get the mediafire download screen to come up and filefront is saying the database is down.. is there perhaps another mirror?

  14. #1164
    Member KOKO's Avatar
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    Both links works fine for me....12:14

  15. #1165
    Member phaseshifter87's Avatar
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    Yeah I was trying to download it at work onto a USB drive and it wasn't coming up. I went home and it worked fine. Thanks KOKO for checking.

    I went ahead and put the Data file into my GameAssests folder and put -dev at then end of my Target shortcut but it still doesn't play? Anything else I might be missing?

  16. #1166
    Member KOKO's Avatar
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  17. #1167
    Member phaseshifter87's Avatar
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    Play new game campaign with primarch difficult and at begining of first mission you will see a different.
    For this mod to work it needs to be played in primarch?

  18. #1168
    Member KOKO's Avatar
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    NO ! It´s designed for primarch,which means the lower rangs will be easier^^



  19. #1169
    Member phaseshifter87's Avatar
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    Ok.. thanks KOKO. Man the models are extraordinary!!! Can't wait to get home and try this out!! Thanks again sir.

  20. #1170
    Member KOKO's Avatar
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    Yeah...thx again jaylo138, who make it happens.

  21. #1171
    Member trintong's Avatar
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    It been a long time.......... but still no hot fix about Tarkus blow-up cover in terminator armour.


    Did Jaylo138 end his service to the chapter ?

  22. #1172
    Member phaseshifter87's Avatar
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    Yup I still cannot get this mod to work. I've created the shortcut, put all the files and folders in the GameAssets folder for DOW II and still nothing....

  23. #1173
    Coop campaign does not seem to be an option with this mod?
    I like the mod just wanted to play with a friend.. any way to enable the option in the campaign menu?

    Medieval Real Time, Mount and Blade style Historical Combat.

  24. #1174
    Member jaylo138's Avatar
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    Quote Originally Posted by trintong
    It been a long time.......... but still no hot fix about Tarkus blow-up cover in terminator armour.


    Did Jaylo138 end his service to the chapter ?
    Nope i'm still around, christmas, very busy time of year but getting back to some sort of normality.
    I'm actually part way through an update that i started some time ago so i'll get back to that.

    @Destraex
    Possibly make up an sga for coop after i've done an update.

  25. #1175
    Member KOKO's Avatar
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    Anything would be changed after release of chaos rising......
    and thats takes only 5 weeks moore. There would be moore abilitys,maybe one solve the prob.

  26. #1176
    Several people throughout this thread has asked if this mod works in coop, but for some reason people are just ignoring them. Its a simple yes/no question:

    Is is possible to play this mod in coop?

  27. #1177
    Member trintong's Avatar
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    Yes, in the past.

  28. #1178
    Classy mod, but is there any way of changing the stock campaign colours? Squad Mod Blue just doesn't do it for me. I've tried the tutorial at GearHack (for some reason it wont allow me to link to it in this post?) but making those changes just results in black/purple skins.

  29. #1179
    Member jaylo138's Avatar
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    Are you using notepad by any chance?

  30. #1180
    Oops. That's sorted it, thanks....

  31. #1181
    Member jaylo138's Avatar
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    I've started on the small update.
    Slightly changed the loading screen & fixed Tarkus termie armour destroying cover so far, also fixed the strange issue post latest patches where the ogryn's & psyker's team badges were being replaced by the first ork & eldar badges.
    This was actually a blessing in disguise as i can now control what badges they show, so i created two new badges added them at the top of the ork & eldar badge list so they show these.
    I've also made the psyker slightly less eldar looking.
    I'm currently working on the deathwatch armour texture, i thought about having a deathwatch squad drop in via pod but i don't think i can make the different squad members use different team badges so i may just have a single armour wargear for the leaders.



    Edit: I've knocked up a Deathwatch veteran for the command squad. I had to do it this way because the backpack needed to be black & the armour wargear version clashed with the original the unit has.
    I also decided against a squad as all the chapter badges would be the same so it wouldn't look right.
    As i was feeling indulgent i gave him the chaos lord's sword model.

    Last edited by jaylo138; 2nd Feb 10 at 8:32 PM.

  32. #1182
    Question:

    I've created my own mod, but everytime I start it, it uploads your badges instead. I've also noticed this is afecting every other mod I've got but the -applaunch 15620 default option as standard (and this is only if you overwrite DOW2 module file to tell the engine not to do it). Any sugestions? This is a copy of my module file:

    Smeckma Mod module file

    Last edited by smeckma; 3rd Feb 10 at 4:21 AM.
    One day I shall redeem my STRAWMAN
    DoW2 Apocalypse
    Community Map Pack
    The Gods Of War

  33. #1183
    Member jaylo138's Avatar
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    You need to explain a little more, like what do you have in your mod, are you using parts of mine?
    Are you using "-dev" switch, are my badge textures in "dawn of war 2\GameAssets\Data\art\badges\units".

  34. #1184
    No, I haven't included anything from your mod in it (and this is what's getting me). Your badges are in that folder you say, but even if I delete them, the engine tries to upload them (this is when I get the pink colour on them badges). I know all of this has to do with how the engine is actually uploading the game but I don't seem to be able to sort it out (that's why I am posting my module file).

  35. #1185
    Member jaylo138's Avatar
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    Have you been using the squad mod or the older stand alone badge mod i done that's in an sga?

    If it's the squad mod then you must have something left over from it that causing this, the "armypaintercolours.lua" or the "defaultchaptercolours.lua" maybe.

  36. #1186
    Member KOKO's Avatar
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    So then he goes for the Apo-Position ?
    Moves in a direction i do not expect, but looking so good.....
    Use the chap helmet, hm...no new faces around^^
    I believe you do what is poosible today,maybe new modells or faces trough CR came in and new inspiration should follow.
    Thx for not-vorgotten-Ideas.!
    What about the Termy-Chest(Armor)-prob ?#
    I remember 1.7 came without any prob,but there you didnt change the weapons.

    Uhm..the ogryns...i didnt care what colours or bagdes they use, bcs they are that quick in battle, cant look for details^^
    Indeed they are moore important then the storm termys or Thaddeus.I use the drop only to get them,and let the other defend a post.
    Last edited by KOKO; 3rd Feb 10 at 8:39 AM.

  37. #1187
    Member jaylo138's Avatar
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    Are you asking me if i used the chaplain helmet, as i didn't it's the DW marines own.
    The DW marine is an addition to the comm squad, so there are now 6 members.
    I've added a health modifier to standard terminator armour & the chaplain's termie armour.
    Slightly reduced the ogryns attack damage as they were using pvp weapons which do more damage than the campaign ones.
    Their fist damage alone was 30!


    Uhm..the ogryns...i didnt care what colours or bagdes they use, bcs they are that quick in battle, cant look for details^^
    I had to change them though as ork badges didn't look right.
    I've updated the mod to 2.3, enjoy.
    Last edited by jaylo138; 3rd Feb 10 at 10:52 AM.

  38. #1188
    Member KOKO's Avatar
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    ^^ That´s fine.I´ve ended PRIMUS REX PRIMARCH yesterday^^

    Last edited by KOKO; 3rd Feb 10 at 11:48 AM.

  39. #1189
    very nice mod jaylo i have not encountered any problems playing this mod made dawn of war 2 much more fun keep up the great work.

  40. #1190
    as always jaylo, excellent work.

    now, sadly, i have to ask something of you. is there any way to put the squad sizes of the enemy units back to normal, or at least make them not as big? its just that my pc is a bit low end, so i can only barely run the game as it is.

  41. #1191
    Member jaylo138's Avatar
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    Thanks for the praise.
    If you go into the "Data\simulation\attrib\sbps\campaign\npc" folder you will see four "race_" folders, delete these.
    As these contain the npc squad files, sizes should go back to vanilla.
    Last edited by jaylo138; 4th Feb 10 at 4:23 PM.

  42. #1192
    Member trintong's Avatar
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    He came back with army support from Deathwatch ?!

    Well then, all squads...... Charge !! Today is our victory !!!


    /me Run out with glory.

  43. #1193
    Hello all, first of all I need to thank Jaylo for an incredible mod. The people at relic should be ashamed, this is how DoW 2 should have been form the beginning. Ultramarines FTW!

    I'm having a SCAR error everytime I want to garrison a unit in a Rhino, *cough* I mean Razorback. The drop pods spawn fine, but when I want to give my units a joyride, the game SCAR spazzes on me.

    Man I should have fraps the epicness that was made when I was repelling and the tyranid swarm en route to save Captain Thule. 2 Predators, 2 Razorbacks, 4 squads of IG and a squad of Oghryn with the usual Ultramarine *cough* I mean Blood Raven heroes rushing in there to save their brethren, all accomplished because of you. Thank you for that epic moment of awesomeness, and even with my Rosary I couldn't save Thule

    But yes,wasn't there a hotfix for the SCAR error with the Razorbacks?

  44. #1194
    Member jaylo138's Avatar
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    I've never been able to pin that one down, some missions work ok but others you get a scar error until you disembark the troop from the vehicle.
    In a similar vein some missions give a scar error when a drop pod squad gets completely killed.
    I think it might possibly be because these custom squads are not listed in the campaign scar files anywhere, but the question is, if so, where would they go?

  45. #1195
    Thanks for the quick reply Jaylo. Well I've never had the SCAR error on the drop pod spawns when all dead. On Typhon and Calderis, though, to be more specific, my units just cant garrison the Razorbacks, it won't even let me get in them. I have not tried it yet in Meridian.

    I'm sure you already know, but sometimes the drop pod spawns don't spawn at all. And again, Im sure you know, but the main menu has this Deathwatch/Apothecary mutant Heretic that doesn't deserve to be there.

    Hmm. I have never modded anything before, I'm sorry I can't be of much help. But I think theres some twinkering around that needs to be done with that SCAR file. Considering that most of this wasn't meant to be part of the single player campaign experience, you've made this drop pod system incredibly stable. However, the game still experiences "Doiiii, WTF?!" moments. You just need people like me to find them for you, and then maybe have some one help you find the SCAR parameter if you can't find it.

    I have noticed, that my performance while playing with this mod is greater than vanilla. I have a low end pc, so did you optimize the textures? I still use the high enemy counts, and yet my performance is higher, thanks!

    I would love to see a campaign Color Scheme selector mod (really a Space Marine Chapter selector) each with their own UI pics. That mod would be awesome!

    Well thanks again for a great mod Jaylo!

  46. #1196
    Quote Originally Posted by jaylo138
    Thanks for the praise.
    If you go into the "Data\simulation\attrib\sbps\campaign\npc" folder you will see four "race_" folders, delete these.
    As these contain the npc squad files, sizes should go back to vanilla.
    you're a gentleman and a scholar. i'll give it a looksee. many thanks.

  47. #1197
    Member jaylo138's Avatar
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    I'm sure you already know, but sometimes the drop pod spawns don't spawn at all
    I've just come across that Rheinguard for the first time ever.
    It was the termie drop pod. Now i don't know how significant this is but i wasn't watching the pod when the units were supposed to be spawned, i dropped the pod moved the screen away & came back, no units.
    I usually always keep the pod on screen untill the units have spawned.

  48. #1198
    Member KOKO's Avatar
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    I´ve made only experience with Guard drop, when i get to much heat by the enemys,i´ll cast the drop into a group of them and then no one spawned.
    So i believe the sys of DoW2 use them as default as an squad reinforcement.

  49. #1199
    Hey Jaylo.. great mod been a fan from the start.. tho I wonder.. why not combine the The Squad Mod 2.3 + Badges Mod 1.1 with the goodies from Campaign Mods v1.5.5 + Wargear Extension By Netrogor. It would be the ultimate mod.. tons of wargear... and everything. The other mod is simple enough, would make for a much better combo mod than the big combo mod thats out there (Wrath of the Blood Ravens mod which combs squad, warhammer mod, and brothers 1.5.1). Just definitly think that the combo of Campaign mod + your great squad mod.. would be amazing,and would be really fun to play the campaign with.

  50. #1200
    Member jaylo138's Avatar
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    For a start that mod hasn't been updated for at least 10 months so it's bound to have out of date game files & tbh the only thing i think The Squad Mod would possibly benefit from it is the extra wargear which i would make myself if i decided to add any more.

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