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Destroyer 40k (Grey Knights COMPLETED)

  1. #251
    Member Bloodravage's Avatar
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    Heres some pics of the the TL lascannon for the razorback. This will definately help the GK make up for the lack of vehicles with lascannons on them. Currently the only other lascannons for them can be found on the dreadnought and landraider.




  2. #252
    man,this looks awesome,also ur special things that can be called, i like the blue background of termi-call

  3. #253
    Member Bloodravage's Avatar
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    Oh yea I made some icons for the terminator/paladin globals.

    Also just did this today too.





    Id add a left arm meltagun or flamer but im still having difficulty getting secondary firing commands to work properly with the dreadnought. Perhaps in the near future.

  4. #254
    bloodravage, u are doing too much for us!!! thx very much

  5. #255
    Member shadowninja0069's Avatar
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    looking great my freind.

  6. #256
    Member Bloodravage's Avatar
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    Alright I have to do a bit more testing but I should be able to release this today Ill post updates peroidically when I have an idea of how much longer ill be.

  7. #257

  8. #258
    Member Bloodravage's Avatar
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    Running a test game before I upload. almost done woot woot!

  9. #259
    Member Bloodravage's Avatar
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    The GREY KNIGHTS are COMPLETE. And can be downloaded here and in first post.

    *** http://www.mediafire.com/?r7j8zfaumr88c4o ***


    Its been a difficult past 3 months but the new version is complete, and after this I will need a break from modding for awhile, right now im not sure of the time frame I will be away. I would of course be up for playing some games, so add me in the steam group and send me a tell.

    Id like to thank the following people who helped to make this possible.

    Hadrun - For letting me use his GK models which helped me get started. If I had to start off doing both marines and terminators I probably wouldnt have completed it.

    Shuma - For use of the Terminator Captain helm which was transformed into the GK termi and pally helms, and for continued use with the dreadnought weapon models and textures as well as multiple space marine armour sets and wargear.

    Horusheretic - For the use of power weapon textures which were useable to shape into nemesis weapons, as well as many veteran marine textures still used

    NastyNoodle - For continued use of her Tau models which can be found within the imperial guard as a tau playable seperate race.

    Shadowninja, Gabriel Gorgutz, Action & Grey Knight - All for their continued support. There were many times where I needed to vent and wanted to take a break and they convinced me to step back, sort things out, and that ill get it done soon enough.

    Khornesyrup - Yea you probably didnt want me to tell everyone but yes this is the guy who did the psycannon model and textures in a day. Thanks again for that man, and I was able to convert it into an incinerator and termi versions of both.

    Copernicus and Brother Santos - For use of their tools and knowledge associated with anything and everything mod related. Couldnt have done any of this without either of ya.

    Thanks again to Woops256, Master Flagg and Shadowninja for beta testing.

    Thank you again to all those who have helped and for your continued support. Ill be on and off and hope to see people ingame soon.

    ***The Grey Knights***

    Accessible via playing as space marines. Select any commander, and there will be a Grey Knights button at the HQ. Clicking this will swap out any marine commander for the brother captain, and will swap out the scout marines with a 5 man strike combat squad. All marine units at the hq will be replaced by grey knight squads and their respective units.

    I will update this soon with a more detailed description of all of the units.
    Last edited by Bloodravage; 3rd Aug 12 at 6:50 PM.

  10. #260
    WOooooooooooooooooooooooooooooooooWWWW!!! Thank u very much for all u did, its awesome work!!

    IT

  11. #261
    yay ive been off for a while (cos of my pc's virus no thanks to my *ahem* dad) but im back and b4 i dl this i gotta got retri back
    but i will play this no matter what blood thats a promise
    I was once like you thriving on life, living large is what i used to say but now im a necron and all i can say is: I can never be bargained with, I won't see reason, I don't feel pity, or remorse nor do i feel fear and i will never stop until you, my human friends are dead

  12. #262
    thank you very much for all the effort put into this bloodravage

    would it be too much to ask you, to detail the coding you made, to swap the race from SM to GK.......(I wanted to do something similar in a private mod with many SM chapters but couldn't figure out how)

  13. #263
    Bloodravage, you da man.

    Very well done indeed!
    I guess day 1 DLC was too casual for EA, so let's start doing 8-month-early DLC! - Shuma
    Eagerly awaiting DoW3 with mod tools. You hear me Relic?!


  14. #264
    BloodRavage, I couldn't sent you a PM. Could you make up some space?

  15. #265
    Member Bloodravage's Avatar
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    Thank you all sorry Caeltos, my mailbox is free now.

  16. #266
    Wow, just WOW! The SM add-ons are sweet and the GK are awesome. I have not had the pleasure of trying the other stuff personally yet but the AI versions being used against me were much tougher than the original versions.
    "Just remember, the golden rule of all Dawn of War discussion boils down to a simple truth: Buff IG." - FooF

  17. #267
    Bloodravage : Tanks a lot for your hard work ! this mod is amazing

  18. #268
    Member shadowninja0069's Avatar
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    Blood sorry about your eye bro hope you get better.and me and gk played your mod last two days.And its best mod ive ever played for dow2 ret.hope u get bettter bro.

  19. #269
    Member Bloodravage's Avatar
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    Thanks all, doin a bit better today and thanks for your concern shadow. Im glad everything is going good with the mod so far, and that it seems stable with no apparent issues atm.

    Temprus - I also made some changes to the orks and tyranids which I had only mentioned to a handfull of people beforehand. Since I havent made many changes to either of their original formats, and seeing that I usually play against them more than I play as them, I decided to decrease all of their units spawn time from the hq. Doing this will effect the AI alot more than a human player playing as them. When you play vs a computer, one of the main differences between difficulty levels is the cpu will have an increased resource rate. I was originally thinking that possibly adding in more hqs would make it so that the cpu can utilize these extra resources more, but there has been known issues with buildings not working correctly, and not building automaticaly etc, so i decided to just decrease the unit creation time. This way the cpu will be able to use 2x as many resources it normally does in an expert match seeing that they have 4X the income you do, and a player playing as them would get the decreased spawn time but still be very limmited on income, so it they wouldnt benefit from it as much, unless of course you are playing as tyranids or orks with 10k starting resoucres.

    spartan_x - The best way to see what I have done to get the gk added in as a seperate race via upgrade button is to open my mod up in copes toolbox and look at the marines and grey knights SBPS files. Looking at their requirements youll see that for the marines, looking at a tactical squad for example, youll see I gave them a required_player_upgrade requirement linking the squad to the grey_knights_upgrade, set to display_usage_and_produce and make sure is_present isnt checked. This will make it so that if that grey knight upgrade button is clicked, the tactical squad will not be displayed at the hq (because the requirement basically says you can have either the squad visible or the upgrade but not both). After that you can look at the grey knight strike squads requirements and see they have the same requirement except that 'is_present' is checked, making it so that after that upgrade 'is present' they will be displayed at the hq(and in the same spot the tactical squad was at as well)

  20. #270
    I have a problem. I simply clicked the installer and it installed fine without any problems until I clicked the short-cut and it says completing installation through a steam pop-up. It gives me 1% but then stops and gives me this annoying error 41, the steam servers are too busy handling your request. What is even more frustrating is that I have never been able to get a single mod working on DOW 2 except the sga.files that change aesthetics even though I know my way around in most cases. Please help! I really want to play this. Thank you in advance.

  21. #271
    Member Bloodravage's Avatar
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    This is a fairly common issue with all dow2 mods, and theres several posts about in this thread that may assist you further. Try disabling and then re-enabling User Account Control on your system. Youll have to look up online how to do so. (or just leave it off if it is enabled OR enable then disable it deppending if its on or not). You can also try making a new shortcut and adding the -modname destroyer40 to the command line. You can also exit steam, run steam, then run the mod exactly 2 seconds later which works as a temporary fix to get mods to run.
    Last edited by Bloodravage; 6th Aug 12 at 11:45 AM.

  22. #272
    I had the same issue ChaosLord3. I solved the problem by running the desktop shortcut as Adminstrator and it works without any problems.

  23. #273
    ah yes, I used your last trick and it passed that problematic stage however I got a new problem -_- It starts fine but then I get the normal Retribution, no GK, No Tau etc in the HQ menu/taskbar thing even when I use your shortcut. This game hates me :/

    EDIT: nevermind, I got it to work thank you my brethren

  24. #274
    Member Dazz's Avatar
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    And thank you Bloodravage.

  25. #275
    Member Bloodravage's Avatar
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    sure thing

    Ive started a thread on moddb as well if anyone is interested. ill probably be posting some more screenshots and vids there as well

    http://www.moddb.com/mods/destroyer-40k-mod

  26. #276
    hey blood its Joekid13 here anyways ive played your mod quite a few times and im impressed alot actually the amount of detail youve put into the gk....oh so sweet....anywho ive got an idea for your mod once you come back to modding how about doing the dark eldar just make de models then for the warriors just recolor the eldar guardian guns fx to purple

    you dont have to do this its just a creative idea i've had in my head for some time

  27. #277
    Blood Ravage, this mod is so awesome words don't do it justice!

    Loving the Grey Knights, they are so good and not too OP either which is good, but it is actually Chaos I'm most impressed with, can't wait to see what else you do with them!

    I also have to say how amazing you are at modding, on other topics for DoW2 mods, the new models don't look right but all yours look amazing both in game and even when compared to the official models in Army Painter.

    So yeah, great job and can't wait to see what you do next! (Hopefully some Tau loving )

  28. #278
    I'm usually a silent stalker on this forum but after playing your awesome mod i have to say a few words of my own. Gray knights have outstanding quality, better than some of the official dlc models. However, gk venerable dreadnought could get some better looking helmet but that's just me. Some of the animation need a little polishing, Brother Captain sword stance for example. I'm surprised you use Avitus head instead of Gabriel Angelos, if it's not a problem can you make a small patch to Brother Captain like that? or even better, tell me how do it by myself.
    The most important question is, can you please make gray knights a standalone race for vanilla version of retribution?.
    Don't get me wrong, you did an excellent work with this mod but it would be great to have gk content without changes to gameplay.
    Just make them space marines clones for balance and that's it

  29. #279
    Member Bloodravage's Avatar
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    My video card decided to explode last week, and I have since then replaced it, so ill be back here on and off still for a bit. Wont be doing any modeling quite yet tho, still need some more time to take care of stuff.

  30. #280
    Bloodravage, good to see you. Have been looking out for you online. Hope thing's are being taken care of ^^

    Look forward's to another game of Destroyer.

    Have been speaking with Lul about getting into modding, currently painting a project for the Elite mod, then going to focus on learning how to go about anim and model making.

  31. #281
    News about the necron?

  32. #282
    Wow this is a really amazing mod! Great work put into it, i think im going to download it just from its scale!

  33. #283
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    Hi,

    Just registered to congratulate the crew responsible for this mod, thanks again.
    Searching for ppl to enjoy the game with me and my friends : my name on steam is luTin, (not Lutin). See you guys.

  34. #284
    Member Bloodravage's Avatar
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    Hey guys. Still been kinda busy with RL stuff but just wanted to check in and let you know im still here for the most part I miss anything new and exciting?

  35. #285
    Member General Kong's Avatar
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    Nothing really new Bloodravage, how are things on your end?
    Damn It Ravenor, im a chaos worshipper, not a loyalist
    They mapped for our sins: http://mapsofwar.info/
    Chocolate?

  36. #286
    Member Bloodravage's Avatar
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    Not too bad, same old same old. I wish they would just come out with dow3 already ><

  37. #287
    I need help, why i missing model or wargear? why i cant read them? Is there solution?

  38. #288
    Member Bloodravage's Avatar
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    Um, is there any chance you could be a little more specific? What model is missing to you, and is it a black box <missing model> or pink textures<missing textures>? And for 'cant read them' are you refering to the language? If so, that would be associated with the UCS file,in which there is only an english version atm, it would need to be translated. I rcall seeing a link for doing such somewhere, but I cannot find it at the moment.

  39. #289
    Yes, is missing model and texture some of unit. Somehow my game cannot show up some wargear of the unit, event the grey knight cannot show up. But the mod is working, execpt for that issue. Is there a solution. Thanks. Sorry for my Bad English.

  40. #290
    As underbone said, I've noticed a problem with it as well. There seems to be an issue in which the Sternguard and Vanguard veteran sergeants are black boxes in the middle of their squads.

    I'm also having an issue in which skins like the Death Korps don't appear when I load up the mod, but work fine when I play the vanilla game through Steam.

    Any advice?

  41. #291
    Member Bloodravage's Avatar
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    Hmm im looking into this and im unable to dupliacte the issue. I have a few friends who play in which i was checking with them to see if this is happening on their system as well and it appears to be working fine. Do you happen to have any .sga files used to replace models placed in the gameassets/mods folder? if so, it is possible that the models contained within them could be overriding specific model pieces in the d40kmod, causing the model piece to not load properly, rendering the black box. Im still looking into it trying to dupliacte this. Is there a specific chapter you have selected when this happens or is it with any chapter? If you do have any other .sga files within gameassets/mods, remove the and try the mod and see if this still happens.

    As far as for the DKoK, I started my mod a coupple years ago, before most of the DLC was released, and therefore the coding in my mod doesnt exist since it doesnt auto update as the base game coding does whenever there is a patch. I would have to manually add the model coding in for each unit, which would take quite a bit of time since copy and paste wouldnt work due to differences in the versions between now and then. Something of course that I would very much like to add in in the future, along with the coding for all of the newer DLC.

  42. #292
    I've noticed it happens with the Black Templars but I haven't had any issues with others. I haven't got any extra skin overrides because this is my first DoW2 mod actually.

    With the whole DKoK issue, I would just appreciate having them in the mod but I can completely understand if it'll take time to integrate something along the lines of it. If there's any way I could assist, Just ask and I'll do what I can. I'm also thinking about advertising this mod and hopefully seeing if we can't get some sort of donations up for you. People willing to support your work and the work of your assistants. I know I'd be cool with sending you some money.

  43. #293
    Member Bloodravage's Avatar
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    Ah i see what it is. Yes for the black templar sergeants they are supposed to have a gold trim backpack which i had duplicates of and had removed 1 of them, unfortunately its still linking the model to the old one and not the one i kept. This will be fixed for a next release, tho i dont have an eta on when that may be at the moment. For the dkok same thing too, ill have to add the pieces into the code for the next time around.

    As far as for donations, sounds like a good idea to me, although im not sure how to go about starting up something like that. normally i just do this stuff for free, then again if this were to be more of a part time /full time job, im sure id be up for the task.

  44. #294
    Member General Kong's Avatar
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    The DKoK problem is to do with All mods that are made I think, when I was creating my private mod, no matter what I try it dosnt show up in army painter or as a selectable option

  45. #295
    Member Bloodravage's Avatar
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    How long ago did you start this private mod? Technically it should work, as long as the mod was created brand new after the Dkok was released. If one were to open copes toolbox and start a new mod today, it should have the same coding built in as the most current version of base dow2. I started my mod a coupple years ago so it still uses the attributes the base game used back then(without dkok, word bearers dlc, etc)


    -Also-

    Reguarding the issue with the black templar vanguard/sternguard sergeants showing up as a black box, i have released a quick patch which can be downloaded here

    http://www.mediafire.com/?0lcio436uljlu9g

    This will not effect the version of the mod so that someone who has this and someone who doesnt will still be able to play. Whoever has this patch will see the correct model, whoever doesnt will still see the black box. Note this effects the black templars chapter only.

    -Installation-

    Place this .sga file in the dawn of war 2 directory under gameassets/mods
    < c:\programfiles(x86)\steam\steamapps\common\dawn of war ii - retribution\gameassets\mods >

    if there is no mods folder in gameassets, create one and place the file in there.
    Last edited by Bloodravage; 17th Oct 12 at 12:37 PM.

  46. #296
    Hey all, whenever I try to download the mod (I've tried downloading it from two different sources now), Norton has a fit, goes all red, and says that it has some sort of unusually high security threat associated with it. As a result, Norton auto-deletes it as soon as I download the file.

    Does anyone know why this is? Or is there anything that can be done to get another file that isn't such high risk?

    (btw, what do you all think of the mod? It looks amazing )

  47. Forum Subscriber  #297
    go into your norton quarantine and and unquarantine the download and enjoy

  48. #298
    I mean...all of you have gotten this message? None of you ever had a problem? ...how is this file the only one that's ever been in the red?

  49. Forum Subscriber  #299
    happens to me occasionally, norton just doing its job well, but you can recover your download

  50. #300
    Beautiful mod, mate!
    I really like it, but I think that a grey knight sternguard would be pretty cool.

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