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[DOW2 & CR 2.6.0] Campaign wargear unlockers v1.01

  1. #51
    Update: Mod still works with 2.6.0, no changes needed.

    Quote Originally Posted by Mordikye
    So, I have a problem: when I start the CR campaign (vanilla or import), everyone has just default items like nothing is equipped at all. Commander has chain sword and bolt pistol and no health kit, etc...
    I have just tested the mod with both new and imported campaigns in 2.6.0 and it works fine, so I must conclude you somehow haven't installed it correctly. I have no idea what could cause having an empty inventory, though.

    There is a folder named "WargearUnlocker" and a file named "WargearUnlocked.module" which must both go into your "dawn of war 2" folder (which is under Steam/steamapps/common).

    As for your question about the default items, just open the unmodified squads.lua and find the items there. You can use Cope's tool (http://forums.relicnews.com/showthread.php?244248) for this.

  2. #52
    Assuming he has the basic structure correct there's another solution to this issue as I just ran into it. You need to go to your My Games folder, and delete your Dawn of War 2 content located there. (Make sure to back up your saved games first!!) Located under Name/Documents/MyGames/Dawn of War 2(assuming Vista/7). Delete that after copying out Saved Games, run Dawn of War 2, and once you get through the intro into the main menu copy the saved games back in, and you should be playing with the mod cut on.

  3. #53
    I got it to work(only for new game, not import but its ok) but I don't have the orbital bombardment beacon and can't find it in Wargear lists

  4. #54
    thanks for the mod.
    but here is a problem.
    i'm not sure if this is intended or not, but after i used a couple exp boosters and accidentally closed the inventory, the next time i open the inventory, all the boosters disappeared :/

  5. #55
    and i tried to start a new save again, this time i didn't even use any of them, they just disappeared after i got thule :/
    i'm suspecting disabling the mod after the first mission will cause this problem.
    since the extra "expendable items" category got merged into commander's item after i disabled it.

    would anyone mind looking more into this problem?

  6. #56
    Hmm yes, this must be because campaign_description.lua prevents using expendable items in the vanilla campaign. I changed it to make them work, but you're right, when you disable the mod, expendables are off-limits again. So you'll have to keep the mod until you have used all the boosters you intend to.

  7. #57
    ok, so i just found out, if you activate the mod again, those item will come back out.
    so it's like you can disable the mod until you need those boosters.
    there is still no need to keep the mod up all the time

  8. #58
    I assume you want to combine different mods? Well, basically you make a folder called, say, MyMod, put your stuff there (directory structure and file names must be right, of course) and make a MyMod.module file that points to your stuff. Then start the game with launch options -modname "MyMod" -dev.

    You can also make your own SGA archives and put them to your own folder - so you only have one file for easy management and don't need the -dev launch option - or put them into the GameAssets\Mods\ folder for auto-loading. But if you like to add/remove stuff, separate files and -dev might be more convenient.

    So maybe take an hour to read some how-tos on the modding forum and learn that stuff? It's not that complex, really. And you don't have to worry about screwing online compability, game updates or whatever could go wrong when tampering with the default data.
    Hmm, making sga archives is easy enough. But how does loading from the GameAssets/Mods dir work? There's a sample module in there which does not have a module file; true, it's a pvp map. Does it really load multiple modules that way? I couldn't find any docs for that.

    There's a confusing discussion about auto-loading in the "Eternal War Patch -> Mods will be automatically loaded" thread (sorry can't link, forum account too new).
    Last edited by mehfeh; 20th Feb 11 at 3:12 PM.

  9. #59
    Member
    Join Date
    Feb 2011
    Location
    Terra
    Hi guys,

    I've actually been using this mod along with squad mod in the campaign
    While it worked perfectly fine in vanilla, im only getting like 3 or 4 of the CR armors and weapons etc.....altho i have lots of purity seals....redemption ones tho....

    i know for a fact that these few weapons and armors cant be it....My problem maybe has to do with the importing from vanilla to CR.....could it be that i had access to alot of expendable points and xp and used them? cuz i only have one will expndable pt showing up after the intro mission.....

    .. Thnx

  10. #60
    um noobish guestion how do you do this and where ? then set the launch options of your game to -modname "WargearUnlocker" -dev. i am probaly writing it wrong or something found lauch otions in steam but ugh wow i suck so help would be aprisiated
    Last edited by hamasake; 2nd Mar 11 at 1:00 PM.

  11. #61
    Hi pocari, can you make a similar mod for retribution campaign?

    it would be awesome.

  12. #62
    First of all, I love this mod. It's made the game a lot more fun. But there's a problem... I keep getting fatal scar errors on the second Angel Forge mission. I checked the dev forum, and apparently this is often caused by mods. I'd really rather not have to play the game again, so I'm wondering if anyone's had a similar problem or found a solution.

  13. #63
    Hi here. I wanted to ask about how to get multiple expendable items. I know how to do it, but when I try inserting multiple expendable items, then when I start a new game, I get one of each. Could somebody tell me what am I doing wrong? On the other hand when I do it in Retribution, I get the exact amount of expendables as I want.

  14. #64
    everytime i try this no matter what i have done. it wont start saying crash report

  15. #65
    This mod needs to be updated. It always causes a CTD.

  16. #66
    No matter what I do I can't seem to get this mod to work. I just bought Dawn of War II Gold Edition retail and used Steam to fully update it but I can't get the mod to work. Is this normal for everyone now or did I do something wrong?

  17. #67
    I assume 2.6.1 broke the mod. Not sure if there's demand to fix it (don't remember what exactly I had to do, recreate the custom items maybe). It may work if you disable the custom expendables.

    WTF was I thinking, there's no 2.6.1, the final patch is 2.6.0. So as you can see in the original post, the mod has already been tested for the last patch and it worked. I downloaded it myself again to be sure, and tested, and it works. So you are probably doing something weird?

    This is what you should have

    Last edited by Pocari; 9th Jun 12 at 2:39 AM.

  18. #68
    I've put both files from the zip into the "common/dawn of war 2/" folder, my Dawn of War 2 and Chaos Rising are both on auto-matic update and displays 2.6.0.5blahblah on the bottom of the main menu where it tells you your patch version, and I looked at both screenshot and essentially copied it over onto my Launch Prefs.

    What happens? Nothing. The game starts like vanilla, no missing abilities so Tarkus still has his little range damage and no suppression ability and frag grenades, and Force Commander still has charge attack and Medi-pac ability. When I finish the first mission for Dawn of War II the only two pieces of wargear in my inventory are the white chainsword and white bolter you get from wargear loot during the mission and as a mission reward.

    Everything is the way it should be, I even run steam as admin and the game as admin, so I've no clue why this wouldn't work, there's not much reason to it..

  19. #69
    pocari, After repeated frutile attempts to get your mod to work on chaos rising, i gave up and registered just to ask for help. I'm experiencing the same problem as Mordikye, mystichead, ChaosMarine1992 and few others. I also tried darksaber2 solution of deleting the files located in mygames while backupping the saves. Didn't work. I've set the launch option (in both dow2 and chaos rising in steam) to : -modname WargearUnlocker -dev and place both the module and the folder at : D:\Program Files (x86)\Steam\steamapps\common\dawn of war 2

    Yes, i've downloaded the chaos rising file and overwritten the dow2 version but it still doesnt work. The odd thing is, that it sometimes gives only some of all the wargears (i know its only some since the list is relatively small and i recieve unique drops) and most of the time it doesnt give anything (this happens when your fc and cyrus aren't equipping anything i.e fc uses chainsword and cyrus uses bolter gun with no accessories. When it happen the first time it was bloody hard to beat the first level).

    I don't know what am i doing wrong. As i recalled, the only thing needed be done to get this mod to work is to
    1. -modname WargearUnlocker -dev in the launch option
    2. Place both the wargearunlocker file and module in dow2 folder (Which is D:\Program Files (x86)\Steam\steamapps\common\dawn of war 2 for me)

    So far the mod only seem to work properly for dawn of war 2 but not for chaos rising. Any fix to it? If you're still getting yours to work pocari, explain the steps you made in order.

    Here's the pictures:
    moddb(dot)com/members/nubito/images/sample-two
    moddb(dot)com/members/nubito/images/sample-one1#imagebox

    Click HD view to get a better look at it.

    Edit : i also got some files located in C:\Users\user\Documents\my games\dawn of war 2 in a folder called WargearUnlocker. I don't know what it is. In the folder there are 5 files called "AI-trace, Campaign-trace, SCAR-trace, Wargear-trace and warnings". Both AI-trace and Wargear-trace is blank (using notepad)
    Last edited by deadlynothing; 24th Aug 12 at 3:04 AM. Reason: update info

  20. #70
    I hope someone will (especially pocari) will reply asap to help getting it to work. I've made my situation as clear as i possibly can (to me atleast) so ask away if there are any questions. I'm not keen on playing the game again (changed laptop as my old laptop had a hard disk failure) and grinding on the final mission to get any wargear i've missed out (also certain items i've never obtain before because its either glitched/bugged). Besides, playing the game again on primarch is a real killer.

  21. #71

    CR workaround for Steam version

    I have DoW2 and DoW2:CR from Steam; specifically the Steam DoW franchise pack. I experienced the same problems that deadlynothing and others have reported. I fixed the problem with edits to inventory.lua (detailed below).

    These things happen in the first mission if WargearUnlocker (CR) FAILED to load correctly:
    - FC will have chainsword and bolter equipped.
    - FC will have To Victory and Battle Cry
    - FC will NOT have health item or Assault Jump
    - Cyrus will wield only bolters (NOT a siper rifle)
    - Cyrus will NOT have Demolition Charge

    For me, the fix was to edit

    C:\Program Files (x86)\Steam\steamapps\common\dawn of war 2\WargearUnlocker\Data\campaign\xp1\default_profile\inventory.lua

    and REMOVE (delete) the following lines:

    Code:
    {	--Barding of Kazmirus (reward for co-op)
      blueprint = "wargear\\wargear\\campaign\\playable\\race_marine\\xp1\\armour\\sm_arm_terminator_armour_l20_epic_coop",
      new = false,
    },
    It seems my version of DoW2:CR does NOT have the "sm_arm_terminator_armour_l20_epic_coop" item, and including it in a mod will cause the mod to fail to load (resulting in the things mentioned above).

    After making the change you can verify that it has worked by:
    - Starting a new CR campaign (or importing from vanilla, the mod works for both).
    - FC will wield a power axe (axe glows gold/yellow) and bolter
    - FC will have Assault Jump, health pack, To Victory, and Battle Cry
    - Cyrus will wield a sniper rifle
    - Cyrus will have Demolition Charge
    - Wargear will unlock as expected after completing mission one.

    Discovery:
    First, I noticed that the mod works with just squads.lua and not inventory.lua (I removed it temporarily). Knowing that the error was in inventory.lua, I extracted all the wargear rbf's from gameattrib.sga (using SgaReader2). Then I wrote a little app to check the inventory.lua file against actually-installed wargear (from the gameattrib.sga extraction), and logged any unresolved references. Only one came out: the co-op item. Remove the lines and the mod starts working.

    PS. If FC wields a power axe that glows green and you don't get any of the CR specific wargear after completing the first mission (eg: just DoW2 vanilla items), you probably have the DoW2 vanilla mod installed. Remove it and install the CR-specific one when playing the CR campaign.

  22. #72
    Thank you very much. It was the same for me and after deleting the lines you mentioned it finally worked, but for one thing. As I see it, I've gotten all the Wargear which comes with this Mod, but for an unknown reason I only get one of each expendables instead of the amount which is set in the inventory.lua. Any idea that could explain this behaviour?

  23. #73
    Hello, mod is working perfectly, only in vanilla campaign I have every item twice, after first mission. And some blue jetpack for commander was there like 150x. In CR campaign is everything only once.

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