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[DoW2:R 3.19.1] Campaign wargear & skill point boosters (all races) v1.3

  1. #1

    [DoW2:R 3.19.1] Campaign wargear & skill point boosters (all races) v1.3

    Campaign wargear & skill point boosters


    Description
    • Adds all weapons, armor, accessories and commander items to starting inventory
    • No DLC items
    • +1,000 XP booster expendables (+500 for Nids)
    • +1 Combat Discipline booster expendables (custom made)
    • Army upgrade expendables


    Installation
    • Install everything: Extract the included folder and .module file into your dawn of war ii - retribution folder. Edit the Retribution shortcut in Steam and set launch options to -modname "CampaignWargear".
    • No custom expendables: If you only want the normal items, just drop the CampaignWargear_data.sga file into your dawn of war ii - retribution > GameAssets > Mods folder. No need to set launch options.
    • Start a new campaign to get the items.


    Notes
    • If you have >7 abilities for a hero, they won't work. Unlock less abilities or remove a wargear item that gives an ability.
    • The custom expendables will disappear if you start the game without the mod activated. Use them before disabling the mod.
    • This mod will require an update whenever Retribution is patched.


    Change log

    Spoiler


  2. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #2
    Retired Compliance Fairy Gorb's Avatar
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    I am an Iron Warrior! Iron Within, Iron Without!

  3. #3

  4. #4
    i will try it...i have to start a new campaign?

  5. #5
    hope you will make some expendable wargear giving +1 ability point for heroes.


  6. #6
    Member Boruta01's Avatar
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    oh i beg u orks next... please...

  7. #7
    Orks added. Weapons, armor, commander items and expendables are checked. Accessories are unchecked and there could be invalid items. If you try this out and there's an item that's either missing (empty slot, which may be filled by an item you got from the mission) or an item that has no icon or doesn't work, plz report here (screenshot will do).

  8. #8
    eldar wargear works fine, except you forgot one expendable item for every units (one unlocks them, the others give one upgrade, but one is always missing for last upgrade.

    I will test space marine later.

  9. #9
    Member Hopit's Avatar
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    my only problem is I can't use any spells or skills with eldar (haven't tried any other)

  10. #10
    Member Boruta01's Avatar
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    great thanks for making orks wargear, great job, in accessories department everything works great. Thank you once again.

  11. #11
    can you make the tyranid? :hail:

  12. #12
    Quote Originally Posted by celticwarior80
    eldar wargear works fine, except you forgot one expendable item for every units (one unlocks them, the others give one upgrade, but one is always missing for last upgrade.
    Ah I didn't realize you can use the upgrade expendables to unlock the units... I expected you would unlock units through mission rewards and then after that get the upgrades with the item.

    Quote Originally Posted by Hopit
    my only problem is I can't use any spells or skills with eldar
    ?

    Quote Originally Posted by celticwarior80
    hope you will make some expendable wargear giving +1 ability point for heroes.
    I'll look into this when the normal wargear is done.

  13. #13
    Ah I didn't realize you can use the upgrade expendables to unlock the units... I expected you would unlock units through mission rewards and then after that get the upgrades with the item.
    I realised it when I had the carnifex by this way!

  14. #14
    Member Hopit's Avatar
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    My eldar heroes can't use their ability's, when I choose one of them and try to use it, the mouse cursor turns to (X) no matter what I click

  15. #15
    go to the baneblade and fallback. then destroy the machine giving IA for turrets. it will unlock abilities.

  16. #16
    Can you do Imperial Guard next? As imho they're the ones who need wargear the most.

  17. #17
    Member Rastaman92's Avatar
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    can you do Chaos next?

  18. #18
    I think can finish it this weekend. Maybe 1 race tomorrow.

  19. #19
    Member LokenIstvanIV's Avatar
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    Mod works great with SM's. Nice work.


    Cheers
    Loken, Garviel, Loyal Space Marine Captain, Luna Wolves
    Staff Sergeant (Med Ret) USMC

    LokenIstvanIV


  20. #20
    Update 0.4:
    - Added Tyranids
    - Added custom expendables to give Combat Discipline points
    - Increased the amount of army unlock expendables
    - Mod size increased because it now needs a repacked GameAttrib.sga

    Tyranid wargear is still unchecked in-game; it should be all valid but if there's missing/corrupt items, please report. If you see something like barbed strangler - barbed strangler - barbed strangler - venom cannon - barbed strangler in the inventory, it implies that one BS is missing and the slot is filled by an item that comes later in the list.

    There is now 4 of each army unlock expendable and 8 of each Combat Discipline booster. XP boosters remain at 20 (should max everything). Nids have less boosters (only one hero).

  21. #21
    I LOVE YOU POCARI!!!!

  22. #22
    Pocari,can you add more expandable items,such as strenght,will,etc. disciplines,please

  23. #23
    @MrBuddy: Why? There are enough to get the maximum skill for every trait.

  24. #24
    Campaign is already easy on "Very Hard", and with this mod it will be extremely easy

  25. #25
    can you make it so that i get 30 ability points upon reaching level 2??
    or maybe teach me how??

  26. #26
    Member PreMike956's Avatar
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    Thanks for the interesting mod, Pocari, especially for orks =)
    If someone needs link for ver.0.4 of this mod (It's awfull speed from mediafire, at least for me)
    http://www.gamefront.com/files/20122...argear_v04.zip
    Last edited by PreMike956; 15th Mar 11 at 1:08 AM.

  27. #27
    Member Flamerol's Avatar
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    ...
    Last edited by Flamerol; 13th Mar 11 at 2:37 PM.
    The enemies of the Emperor fear many things.
    They fear discovery, defeat, despair and death.
    Yet there is one thing they fear above all others.
    They fear the wrath of the Space Marines!

  28. #28
    Is it possible to get a mod with -only- the +Combat Discipline expendables?
    It would be very much appreciated. Mostly so I can play around with all the skills and decide on what is the best/most fun in 'real' games.

  29. #29
    Pacori I was wondering if you could import items that were included in the last 2 campaigns that were not present in this one
    Example: Teleporter backpack, cape, terminator armor(and weapons).

    and has anyone checked to see if you can make optional missions repeatable?

  30. #30
    ==========
    ==========
    Update 0.5:
    - Added IG
    - Too lazy to play 1st mission and check it. Report if something's missing/broken.
    ==========
    ==========

    Quote Originally Posted by Existor
    Campaign is already easy on "Very Hard", and with this mod it will be extremely easy
    Well... Better not use it then?!

    Quote Originally Posted by tides
    can you make it so that i get 30 ability points upon reaching level 2??
    or maybe teach me how??
    Why would you want 30, as you can only ever spend 15...?

    Anyway, you should browse/search the modding forum, I think there are such threads for DoW2/CR, and modding Retribution is now pretty much the same.

    Quote Originally Posted by Deadman
    Is it possible to get a mod with -only- the +Combat Discipline expendables?
    Well it's certainly possible, but I don't know if I cba to do it... You could just get Cope's DoW2 Toolbox and extract the mod, then edit the inventory.lua for each race (that you play) and remove everything but the expendables.

    Quote Originally Posted by Ceispherus
    Pacori I was wondering if you could import items that were included in the last 2 campaigns that were not present in this one
    Example: Teleporter backpack, cape, terminator armor(and weapons).
    Should be possible, but I don't know if I wanna do that either. I'll think about it. If someone wants to know how, I can help ofc.

  31. #31
    Pacori I was wondering if you could import items that were included in the last 2 campaigns that were not present in this one
    Example: Teleporter backpack, cape, terminator armor(and weapons).
    it will be really hard to do.

    Let pocari finish his mod, then we will see if it is possible in the future.

    and has anyone checked to see if you can make optional missions repeatable?
    THIS would be awesome. Maybe someone is doing in the same time we're talking about it ^^



    Too lazy to play 1st mission and check it. Report if something's missing/broken.
    The eldar farsight have a problem: when I give her every combat discipline, she have her healing power 2 times in her ability list. and the last we choosed just disapear.

    (don't sure if what i was saying was english)

  32. #32
    it will be really hard to do.
    Nah, Termie armor would require some work, including Termie versions of each hero that can use it, but normal items should be simple.

    The eldar farsight have a problem: when I give her every combat discipline, she have her healing power 2 times in her ability list. and the last we choosed just disapear.
    Huh. Maybe she gets too many abilities for the UI or something...? No idea.

  33. #33
    Noticed a problem in the IG campaign, Don't think its fixable from your end but figured i'd mention.
    Execute ceases to be available from the commissar if you max out all 3 trees, i'm guessing each combo is its own separate ability so when you try to have all 3 it doesn't have a power to refer to.

  34. #34
    Member Boruta01's Avatar
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    i dont know is that a bug or feature but in Tyranid campaign u get (or only my case) only melee weapons bioupgrades at start, (no big deal tbh in first two or three missions, most of ranged weapons droped, strange a bit couse my HT was level 3 or 4 and drops were level 9 and such)
    Other than that great work

  35. #35
    I extracted the SGAs and modified the dow2module and everything works except for the custom expendables which dont show up but I see the big gap they leave in the expendable section between XP and infantry expendables. Don't know why they dont show up if everything else works, I modified the dow2module accordingly even though I would rather have their contents extracted. the expendables are in GameAssets\Data\simulation\attrib\wargear\wargear\xp2\campaign can you be specific where each file goes as I don't want to do the -modname "CampaignWargear" Commandline just the -dev one and it feels like its a simple error of misplaced folders. also on a sidenote RBFCONV with shell doesnt seem to work on retribution, i get an error when i try to convert the rbfs to txt but works fine on Chaos Rising. trying to figure this out has cost me my buzz today

  36. #36
    Quote Originally Posted by Boruta01
    in Tyranid campaign u get (or only my case) only melee weapons bioupgrades at start
    Crap... You should have venom cannons and barbed stranglers IIRC. I gotta check if I made a mistake there.

    Quote Originally Posted by nando420
    I extracted the SGAs and modified the dow2module and everything works except for the custom expendables which dont show up but I see the big gap they leave in the expendable section between XP and infantry expendables. Don't know why they dont show up if everything else works, I modified the dow2module accordingly even though I would rather have their contents extracted. the expendables are in GameAssets\Data\simulation\attrib\wargear\wargear\xp2\campaign can you be specific where each file goes as I don't want to do the -modname "CampaignWargear" Commandline just the -dev one and it feels like its a simple error of misplaced folders.
    Well, I had to make a repacked GameAttrib.sga to make custom items work - even if they don't replace existing RBFs, it appears they aren't loaded if the RB2 exists. Your game might still load the original GameAttrib.sga instead of my repacked one.

    If it's a folder issue, you must make sure that the place where you extract it matches with the location that your DOW2.module points to. Of course, I would not recommend extracting it into the vanilla directory structure or modifying DOW2.module.

    Read this: http://forums.relicnews.com/showthread.php?258323

    Quote Originally Posted by nando420
    also on a sidenote RBFCONV with shell doesnt seem to work on retribution, i get an error when i try to convert the rbfs to txt but works fine on Chaos Rising.
    Use Cope's DoW2 Toolbox: http://forums.relicnews.com/showthread.php?244248

    ----------

    Quote Originally Posted by alisbin
    Execute ceases to be available from the commissar if you max out all 3 trees, i'm guessing each combo is its own separate ability so when you try to have all 3 it doesn't have a power to refer to.
    OK... So apparently maxing all will cause problems for at least Farseer and Commissar. I should probably mention these in the mod description. If you have other heroes bug while maxed out, or detailed descriptions about what happens, please report in this thread.

  37. #37
    Member Boruta01's Avatar
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    i dont have any problems with commisar or farseer, only rule is that hero unit may have maximum of 7 skills counting item granted ones.

  38. #38
    Update 0.6:
    - Fixed the missing Tyranid ranged weapons

  39. #39
    the farseer bugs only on the 2nd mission, I checked.

  40. #40
    Just my luck the toolbox needs .net4 which needs internet connection during installation which my gaming pc doesnt have so I cant use it. I originally extracted the contents of GameAttrib_ori.sga starting with the simulation folder into GameAssets\Data\ and merged with the simulation folder in there (which didnt work for custom items), after reading that thread I made a DataAttrib folder under GameAssets\Data and put the simulation folder there but im still not seeing the custom items after finishing mission 1 which im tired of doing, wish there was a console command to spawn items and such.

  41. #41
    I'm not 100% sure what you're trying to do... I would recommend you to install it like I have described in the original post. If you want to do something different, you may have to work it out yourself.

  42. #42
    My game crashes on startup whenever I use -modname "CampaignWargear" commandline, thats why

  43. #43
    Member Chaos Godstone's Avatar
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    You could try re-typing the command-line as -modname CampaignWargear and see if that works.

  44. #44
    Member Rastaman92's Avatar
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    can you do Chaos next?

  45. #45
    Already done: Eldar, SM, Ork, Tyr, IG

    All races: Eldar, SM, Ork, Tyr, IG, Chaos

    Hmm, yeah. I have no idea at all which race is left. Possibly Tau or Necrons? Definitely not Chaos...

  46. #46
    Update 0.7:
    - Added Chaos

    Mod is now basically finished, there may be fixes or some sort of additional features but I think it can be moved to finished mods.

  47. #47
    I cant beleive and yet Im not surprised to see it was something trivial like the quotation marks, it always is something simple. thanks Chaos Godstone! This might make me want to try some old DoW2 mods I couldnt get to appreciate fully. also on a side note I was never fond of the Sergeants of the game, is there a mod that makes Tarkus keep his helmet and stay silent like in the beginning? if there isnt someone should get to work on that.
    EDIT: I remember a mod for CR that kept the "undo" button for skill points permanently there, it would be nice to add that, Im all about aesthetics and I dont like to see the ancient with a jump pack when im using him as a ranged tactical marine.

    ----------

    Do the custom items only work after the first mission and not after others? I maxed all of the ancient's stamina and strength points and after calderis I tried to add points and instead of the norange$%$ crap it would say will+0 or stamina+0 and not work? whats all that about?"
    Last edited by nando420; 18th Mar 11 at 6:38 PM.

  48. #48
    Quote Originally Posted by nando420
    I cant beleive and yet Im not surprised to see it was something trivial like the quotation marks, it always is something simple.
    Let me confirm this, it crashed for you when you had "CampaignWargear" but worked when you typed just CampaignWargear? Has this happened to others with this mod or other DoW2 mods?

    Quote Originally Posted by nando420
    I remember a mod for CR that kept the "undo" button for skill points permanently there, it would be nice to add that
    Actually I made that one, I could see if it works in Retribution.

    Quote Originally Posted by nando420
    Do the custom items only work after the first mission and not after others? I maxed all of the ancient's stamina and strength points and after calderis I tried to add points and instead of the norange$%$ crap it would say will+0 or stamina+0 and not work? whats all that about?"
    I don't understand what you mean, can you explain differently or post a screenshot? There should be no "no range" errors (my custom items use strings from the default UCS) unless your game is somehow borked.

  49. #49
    This mod sounds nice, I'll try it out.

  50. #50
    Pocari,

    I have a few questions:

    1. Is there any way to make changes to existing wargears? For example, add movement speed, melee skills, etc. to an existing accessory?

    2. In the downloaded file, I see there is a GameAttrib_orig file. What is that? Can I make changes in that file (e.g. changes to wargears) and will it work in the campaign?

    3. Regarding the GameAtrib_orig file, do I change the name and save (overwrite) the existing GameAttrib file in the Gameassets/archives folder? I'm so confused all this

    Thanks!!!

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