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#204696 - 22 December, 2008 03:32 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: lockie]
smeagol

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Posts: 1382
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dammit, dammit, dammit, to hell!

Thanks to my own incompetence, I managed to destroy my newest changes. By accident deleted one of the pocket sizes in the lookup table (unfortunately the one named "nothing"... probably the most important of them all) and from then on every time I wanted to hire a merc, the game crashed. \:\/

Fortunately, I made a backup right at the point I included the tactical flashlight, therefore only about the last 10 items are lost (but not the pics, at least some good news...).

Already remade the griplight, still need to remake the 6 handgrenades, the 3 binoculars, the 3 mortar shells, and, of course most annoying, the changes to the merc starting gear. Noooooooooooooo!!!!11eleven!

ah well, guess I need either some sleep or some other kind of distraction... work will have to wait until tomorrow. For today, I'm pretty fed up.
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#204706 - 22 December, 2008 06:58 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: lockie]
Kaerar

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smeagol you can add new MDPxItems to the game. Just tell it to look at 3 or 4 or 5 or whatever number you gave it. I can't remember the max number though. I know Vanilla WF had MDP5Items. Should help with the palette issues.
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#204777 - 23 December, 2008 05:36 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
smeagol

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Posts: 1382
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Okay, spent the day repairing what was lost due to the necessary backup restore.

Also finished the merc starting gear (wooohoooo!)

even added yet another handgrenade, and made some cosmetic changes to some items (one of the vests was much too blue for my taste, and I removed the bipods from RPK and RPK-74 pics, which I didn't really like...).

Things to do:
- add aiming modules (this will be quite some work, as I haven't copied the neccessary graphics yet)
- rework EnemyGunChoices
- rework ImpStartingGear


I'm currently packing an alpha version, which will be available soon here:

Smeagols_ItemMod_WF6.06_Alpha

So if any one wants to test some of the changes, you'll find them there (as soon as the upload is complete, may take a while, since the file is rather big... 18MB). This will be compatible with Scheinworlds one-click installer, the .ini in the Data-Wildfire6.06 folder is set for SpaceVikings ManyMercs, thus you probably should use ja2_release_SV_B007a (at least that's what I'm currently using, should be compatible to higher versions...). Also currently the starting money is set to a little higher values... you might want to change this, before starting a game.

To get things running, just extract the content of the file to your JA2 Data-Wildfire6.06 folder.

You'll get the changes I made to the items, the added items, changes to the prof.dat (some mercs got changed skills, for example Raven has now Sniper trait instead of automatic weapons, to fit her biography...) and the updates on the WF maps (including the Jeep in A10).

Game setting should be New Inventory (sorry, I don't support OIV, as many of the new items include load bearing equipment...).

Okay, that's it for today... enjoy. \:\)

Edit:
Ah, just forgot... feedback would of course be nice. ;\)


Edit 2:

Okay, upload is finished.


Edited by smeagol (23 December, 2008 05:43 PM)
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#204778 - 23 December, 2008 05:51 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Kaerar

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Will try it out mate.
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#204788 - 23 December, 2008 11:14 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kaerar]
smeagol

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Just realized that I mistakenly had the wrong tabledata in this version for maps and army in the package. So if you see differing cities borders on your overview map, don't worry. It's my fault and I already fixed it. ;\)

I will upload a new package with the fixes soon (including changes to EnemyGunChoices and ImpStartingGear).
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#204793 - 24 December, 2008 12:16 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Kaerar

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Doh now I have to download it again! Can you post once it is ready for download?
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#204800 - 24 December, 2008 01:04 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kaerar]
smeagol

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Posts: 1382
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Edit:

Okay, I just finished updating the EnemyGunChoices and already uploaded the update-file.

Don't worry, when I have a release version ready, I'll do a complete package, so that you won't have to download everything patch-work style. ;\)
But at the current alpha stage of this mod this is much easier for me to do, as the complete package is rather big and therefore takes quite a long time to upload... if you want to test the alpha version, just download both files currently on my skydrive. Obviously first install the big file and then the small one, but I guess that's pretty much self-explanatory).

The update includes:
revised ImpStartingGear
revised EnemyItemChoices
corrected Army Composition
corrected cities location (and also two nice little bonus sectors, where you can train militia)

ah, and don't missw the chance to hire Fidel, who got a special starting item. ;\) Also wanted to do something similiar for Ivan, but I had no idea what special tag I could give to his fur hat... ah well...


Things to do:
- still need those aiming modules... but that's about it...


Edited by smeagol (24 December, 2008 02:26 AM)
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#204805 - 24 December, 2008 02:27 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
smeagol

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Update is now available. See post above for more information.
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#204807 - 24 December, 2008 02:48 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Jelinobas
Merc
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Posts: 45
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Moin,

i have made some new option.ini files to make the WF6.06 Mod compatible with 2445 and B007 Versions like Schein's AllInOne6 Paket.

http://forum.jaggedalliance.de/download/file.php?id=5667

or

http://cid-70266e8334d88e67.skydrive.liv...Option.Ini%7C4s

Jax


Edited by Jelinobas (24 December, 2008 03:08 AM)
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#204808 - 24 December, 2008 04:04 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Logisteric

Colonel
Colonel

Posts: 4122
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 Originally Posted By: Jelinobas
Moin,

i have made some new option.ini files ...


does that mean smeagol's package won't work with an uptodate svn? otherwise i messed it up - get ctds with a windows message.

thx
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#204810 - 24 December, 2008 04:18 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Logisteric]
smeagol

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Posts: 1382
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Hmmm... what exactly is the JA2 install you're using?

Remember, you should have the following install order: JA2 -> Scheinworld one-clickinstaller -> WF_Mod -> Item_Mod_Alpha (both files recommended). start the game using SpaceVikings exe (should be entitled ja2_release_SV_b007a.exe or similiar).

If that doesn't work, I probably missed some files, but would be kind, if you could make sure first, if you got the correct install order.

\:\)

Edit: the .ini in my download package is explicitly for SpaceVikings ManyMercs Mod, which is included in Scheinworld one-click installer. I guess the problems come either due to a wrong .exe or one of us two messed up (either me by forgeting something to include, or you by installing something to a wrong folder...). I never used SVN, thus I'm not entirely sure, whether this mod will work with it or not...


Edited by smeagol (24 December, 2008 04:21 AM)
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#204811 - 24 December, 2008 04:28 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Logisteric

Colonel
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Posts: 4122
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i did not use scheinworld's installer. when i use jelinobas' ini i don't get a ctd. i simply copied my data-1.13 as data-wildfire and did an update on that. i use SV B007K,exe. my svn is uptodate (at least it was yesterday). the idea is not to need a new install for every mod and spaceviking's exes were always okay. so call it a copy-and-update-test.

no 2: do i have to reimp?

fröhliches julfest


Edited by Logisteric (24 December, 2008 04:32 AM)
Edit Reason: no 2
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#204813 - 24 December, 2008 05:01 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Logisteric]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

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There are new INI'S for newest SVN Version 2445 for use with 100AP or old 25AP play (lt. Readme Schein's AllIneOnePack german Version) and new INI'S for the latest SVN in use with B007 exes.

Pick the right Ini for your exe and this can copy over smeagols mod too.

Fröhliche Weihnachten! \:\)
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#204879 - 25 December, 2008 02:44 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Logisteric

Colonel
Colonel

Posts: 4122
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weird thing. i get that ctd when i start wf606 but i don't have it if i restarted my cromagnon-P III just before i start the mod. if i point SV B007K back to data-1.13 i do not have any problems.
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#204991 - 27 December, 2008 03:28 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Matryoshka

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Posts: 200
Loc: New Zealand
smeagol, I'm loving the promise of all this new gear you've cooked up...

...buuuuut...

[plaintive]
... will you be doing a version of this mini-mod which is compatible with Headrock's current HAM .exe? Or since I'm so addicted to HAM, would I have to wait until Headrock manages to season, cure, and roast a 100-AP-compatible HAM 3.0 version to sample all your new side-dishes?[/plaintive]

It's just that since I've taken up with HAM2.8, I've become so spoiled to the new model of aimed fire and suppressive fire that I'm not sure I could mentally 'switch back'.

That (unreasonable?) query said, all this stuff you've cooked up looks really, really tasty and fun and I'm highly eager to try it all out.
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#204997 - 27 December, 2008 04:29 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Matryoshka]
smeagol

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Posts: 1382
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I'm not sure, if the Item_Mod will be compatible with HAM or not. I probably won't be working on a special version just for HAM, sorry.


However, work on this project has been delayed at the moment. Jelinobas (who really is the more important one behind the WF_Mod) made an intervention with some very helpful ideas, which will require a complete restart of my work. This of course means, that I won't be able to finish the mod by the ned of this year.

Anyways, feel free to test the new items in the Alpha version and tell me, whether you like them. ;\)
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#206290 - 13 January, 2009 06:14 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
HonestGun
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Posts: 119
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SO, does it work with HAM or not?
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#206291 - 13 January, 2009 06:22 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: HonestGun]
HonestGun
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Posts: 119
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I just tried the download link, every time i clicked on the download button it just sent me to a blank page, the other link gave me an err message. help?
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#206305 - 14 January, 2009 01:11 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: HonestGun]
Jelinobas
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Posts: 45
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 Originally Posted By: HonestGun
I just tried the download link, every time i clicked on the download button it just sent me to a blank page, the other link gave me an err message. help?


1. Link works without Troubles, alternate Link updatet now, works too.

HAM will not work, they makes a change in a major mod file that was not compatible yet. (ja2set.dat file) Headrock must fix his mod with the WF6.06 JA2set.dat file for work with.


Edited by Jelinobas (14 January, 2009 01:14 AM)
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#206330 - 14 January, 2009 08:26 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
OLDNOOOB
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Posts: 573
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Jelinobas, Thank you for your continued interest in the wildfire mod. I love to play both 5 and 6. If you could update the SVN it would be much appreciated.
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#206345 - 14 January, 2009 09:27 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
HonestGun
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Sargeant

Posts: 119
Loc: N.Y., USA
 Originally Posted By: Jelinobas
 Originally Posted By: HonestGun
I just tried the download link, every time i clicked on the download button it just sent me to a blank page, the other link gave me an err message. help?


1. Link works without Troubles, alternate Link updatet now, works too.

HAM will not work, they makes a change in a major mod file that was not compatible yet. (ja2set.dat file) Headrock must fix his mod with the WF6.06 JA2set.dat file for work with.




Tried again today, works like you said.. the problem must of been on myside, my bad. Thanks for letting me know it wasn't me. \:\)
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#206533 - 16 January, 2009 06:07 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: HonestGun]
Sturmblade

Sargeant
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Posts: 151
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A little help please I can't get screen adjusted to setting 1 on resolution.its on 2 now in Ja2 configuration Settings.when I change it won't let me save.Hope this is enough info .If anyone can help please.My eyes are not young anymore.Would like 800x 600
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#206534 - 16 January, 2009 06:18 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Sturmblade]
Kaerar

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Open the JA2.ini manaually with notepad and change the 2 to a 1.
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#206535 - 16 January, 2009 06:29 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kaerar]
Sturmblade

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Posts: 151
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Kaerar your my Hero! How stupid can i be how many thing's I wanted to change and how easy it is man .This Vista has me all screwed up.I opened this up with just clicking on it and it said note pad but would not let me save ,I did what you said and it work perfectlyThank you thank you.
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#206536 - 16 January, 2009 06:46 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Sturmblade]
Kaerar

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I can understand your pain. However I have to admit I am running Windows 7 x64 version so at least I can confirm JA2 runs fine on the latest OS and in 64-bit flavour \:D
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#206817 - 20 January, 2009 03:29 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kaerar]
Majek
Major
Major

Posts: 2678
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Hmm i might give this thing a try. Any mod without Buns is pure gold xD and i think i liked the german V6 version back in the day even with all weird design choices.
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#206854 - 21 January, 2009 03:13 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Majek]
lockie

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I like it , not easy though
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#206879 - 21 January, 2009 12:41 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: lockie]
Majek
Major
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So Bolts are only available through Bobbyrays and other traders or did you manage to place them on maps as well?
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#206880 - 21 January, 2009 12:48 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Majek]
lockie

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Place nothing , play as nature intended
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#206883 - 21 January, 2009 01:08 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: lockie]
Majek
Major
Major

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:P I want my M14 waiting for me in Drassen :P

And i'm just asking. No harm in that. =)
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#206902 - 21 January, 2009 02:52 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Majek]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
 Originally Posted By: Majek
So Bolts are only available through Bobbyrays and other traders or did you manage to place them on maps as well?


As far as I remember the Crossbow Bolts are indeed only available through BR. They were once carried by enemies, but that was kind of silly... and therefore quickly changed. ;\)

I honestly can't remember, if I placed them in a map, but probably not...
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#207120 - 24 January, 2009 03:23 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Majek
Major
Major

Posts: 2678
Loc: Slovenia
Hmm does anyone have any idea how to put Spooky into this mod?

If i just take all his files from PCM mod , put him in WFish prof*.dat ( the unused slot 65) and use the vanilla map form the mod, along with Yanni's NPC data (108.npc)i can recruit him okay.

But i want to use WF maps only, so i need some help. If i just delete a random civilian or change him into Spooky i get some warning while saving ( i don't think it really matters though)

and nothing happens when i talk to Yanni ingame ( they way of recruting him from PCM mod). Any ideas where the catch is?
(Or should i just go track scorpion sine he's the one who did the mod in the first place.)

edit:solved the problem.


Edited by Majek (25 January, 2009 02:36 AM)
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#207194 - 25 January, 2009 04:52 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Majek]
Jelinobas
Merc
Merc

Posts: 45
Loc: Germany

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Ignorre the warning, save and test the map in game.
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#207315 - 27 January, 2009 05:20 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Kummitusjuna
Civilian

Posts: 1
I have a slight problem with I think Smeagols WF enhanced item mod.
All the emails, merc descriptions etc. are changed to german while speech, interface etc are english.

I downloaded the enhanced item mod from skydrive but didn't see any english/german installers, just the mod and updated tabledata files.

JA2 Gold + 1.13 rev2445 + WF 6.06 stays all english, the german emails and stuff seem to only appear after the item mod. Any help would be appreciated.

I tried with JA2.exe and ja2_release_SV_B007g.exe
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#207317 - 27 January, 2009 05:26 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kummitusjuna]
orko

Sargeant
Sergeant

Posts: 170
Loc: Sweden
Same here, not a big problem though.
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#207319 - 27 January, 2009 05:41 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kummitusjuna]
smeagol

Captain
Captain

Posts: 1382
Loc: Bremen, Germany
Yeah, that might entirely be possible. However, as stated somewhere above, the files currently on the sky drive are a test only alpha version, so you get an idea, what's going on in the item mod. The release version won't have these problems. ;\)

Current state of the item mod:

already included 187 new / modified items

Including lots of LBE gear, new guns, grenades, ammo crates, 12g HE shells, 5.7mm Tracer, Weapon Conversion Kits.

Completely reworked pocket sizes, enemy gun choices and several new merges (for example merges for modular leg pouches, which include a whopping 280-300 merges, can't remember the exact number ;)).
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#207327 - 27 January, 2009 06:23 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Majek
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Sounds great. Although i wonder if i'll spend more time looking at all the new stuff info or using it in game xDD
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#207636 - 30 January, 2009 05:38 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
smeagol

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Posts: 1382
Loc: Bremen, Germany
Worked overtime today. New item count is 208.

The new stuff includes:

-> C1 and C4 small charges (including merges to cut the big chunks into two parts... unfortunately you'll have to use copper wire for that task... with using knives you only got one small chunk... ah well...)

-> 3 new binoculars (2 Night Vision and one spotting scope)

-> Claymore Mine (and a merge version that can take detonators)

-> SVU-A (Automatic version of the regular SVU)

-> new Shovel version (with grinded edges for increased melee damage)

-> tactical flashlight

-> griplight

-> advanced balistic computer (for really long range sniping)

-> 7 combo attachment items (basically combinations of LAM/reflexsight and scopes in various combinations to allow attachment slot saving)

-> Added the merges to create the merge items (hint: you'll want duct tape or quick glue for many of the combo attachments...) , reworked prices for guns (most AR and sniper rifles got waaaaaay more expensive in order to not spoil the early game), reworked enemy item choices.

Hmm... guess that's all and that has to be enough for today. Time to get some sleep.
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#207867 - 02 February, 2009 04:13 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Baroni]
Kindred
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I've tried to download the Item Mod aplha from Smeagol's skydrive site, but the download link redirects me to a blank page. I can download the update without trouble, so I'm wondering if it's got something to do with file size and me not having a Windows Live account.

If I should be able to download it, would somebody kindly upload it to another file hosting service?
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#207870 - 02 February, 2009 04:32 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kindred]
smeagol

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 Originally Posted By: Kindred
I've tried to download the Item Mod aplha from Smeagol's skydrive site, but the download link redirects me to a blank page. I can download the update without trouble, so I'm wondering if it's got something to do with file size and me not having a Windows Live account.

If I should be able to download it, would somebody kindly upload it to another file hosting service?


If I were you, I'd rather wait one or two days, the Alpha version there is unfortunately quite buggy. \:\/

The current version of the mod, however, is almost finished. Still need to do some minor tweaks here and there, but I've finished adding items at this point (hooray!), at least for now... might add in some more stuff later on, of course.

Thus, if you are a bit patient, a new Alpha version will be uploaded soon (expect it to be there within the next two days...).


Edit:
Just tried the link, worked perfectly for me. Maybe it's your web browser? Which one are you using? If you're using Firefox everything should work fine.


Edited by smeagol (02 February, 2009 04:35 PM)
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#207871 - 02 February, 2009 04:36 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: smeagol]
Kindred
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Thanks for the reply Smeagol. I'll just have to be patient. \:D

Edit: Yes, I'm using Firefox. I've tried disabling AdBlock Plus, and even used (shudder) Internet Explorer and it's always the same result.
Double Edit: It just worked. That is absolutely bizzare.


Edited by Kindred (02 February, 2009 04:43 PM)
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#207913 - 03 February, 2009 04:16 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kindred]
Majek
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Jelinobas looks like you have to update the .inis again \:D actually just rename the one for B007 since all that just got in regular svn. ... but there probably something more.
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#207916 - 03 February, 2009 04:41 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Majek]
Kaerar

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Posts: 6343
Loc: Australia :D

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Original 1.13 SCI Creator *Updated*
Yeah with the introduction of MM into the SVN there are new tags
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#207919 - 03 February, 2009 05:07 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kaerar]
Jelinobas
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The latest INI's are obsolete far weeks ago. Newer will come if i pleased with my test ini.

I testet some days before Many Mercs Exe with 4 different vehicles and 24 mercs with WF6.06 Mod. But mobile Milicia makes troubles, i hate mobile milicia! And don't like any of those vagabunds in game and in the Mod.
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#207924 - 03 February, 2009 05:45 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Jelinobas]
Kaerar

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That's fine with me, just make them unable to be activated via its activation tag in the ini ;\)
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#207936 - 03 February, 2009 07:54 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Kaerar]
Majek
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Posts: 2678
Loc: Slovenia
I agree. I don't use them anyway. Veteran militia in cities and sam sites is enough \:\)
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#207947 - 03 February, 2009 10:10 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Majek]
Milano
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Ok so I think somehow I messed this up... I have downloaded both of the files and the 7-zip program. Copied and renamed the 1.13 data folder. LITTERALLY just erased the .01 from the first downloaded file. Right clicked, using the 7-zip, extracted to the root folder. Now, I cannot seem to do the same with the second downloaded file. I start the game anyway, out of frustration, and it seems to be working. A9 is a new map. Gus runs around shoots badguys. I litterally played for 10 minutes and it seemed to work. Unfortunately I had to run to work myself. So..
My question is did I do this right? I never did get to extract the second file. I am not very computer literate and get frustrated and am trying not to ask dumb questions.
Thank you
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#207953 - 03 February, 2009 11:15 AM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Milano]
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#207972 - 03 February, 2009 02:04 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Off_Topic]
smeagol

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Okay, just uploaded a new Alpha version of the Item Mod. You'll need a running version of the WF6.06 mod (as the mercstarting gear requires the WF mercs, otherwise you'll most probably get some weird stuff happening...).


Alpha Version02 of the WF Item Mod


Just in case, make a backup copy of your Data-WF folder and copy the unzipped files from the AlphaV02_Item_Mod_for_WF20090203.7z archive into the data folder you want to play from.

I've not included any .ini files, thus you can keep the .ini file you want to use.

I've been testing this so far with SpaceVikings manymercs.


List of what is included in the Alpha Version:
227 new/modified items
including:
-> new guns
-> new LBE
-> ammo crates
-> few new ammo types
-> some new gun attachments (including aim module combo items to save up attachment slots)
-> some new grenades
-> few gun conversion kits (AUG barrels, HK 416 barrels, and some more...)
-> some other misc. items

reworked caliber types

reworked merc starting gear

reworked pocket sizes

reworked enemy drops and gun choices


If you give it a try, I'm eager to get feedback.
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#207976 - 03 February, 2009 03:36 PM Re: WF6.06-Mod_beta_english_for_JA2_1.13NIV2112 [Re: Milano]
Jelinobas
Merc
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Posts: 45
Loc: Germany

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 Originally Posted By: Milano
Ok so I think somehow I messed this up... I have downloaded both of the files and the 7-zip program. Copied and renamed the 1.13 data folder. LITTERALLY just erased the .01 from the first downloaded file. Right clicked, using the 7-zip, extracted to the root folder. Now, I cannot seem to do the same with the second downloaded file. I start the game anyway, out of frustration, and it seems to be working. A9 is a new map. Gus runs around shoots badguys. I litterally played for 10 minutes and it seemed to work. Unfortunately I had to run to work myself. So..
My question is did I do this right? I never did get to extract the second file. I am not very computer literate and get frustrated and am trying not to ask dumb questions.
Thank you


You must have this 2 files with this right names:

1. WF606-Mod_beta_english_for_JA2_113NIV2112_080813.7z.001
2. WF606-Mod_beta_english_for_JA2_113NIV2112_080813.7z.002

otherwise you get an mix of old 1.13 datas with some files overwrote from WF6.06 and in later gameplay you will get big troubles. The DL Window sometimes make a (1) in the name of the files, this (1) was mean in the readme ala WF606-Mod_beta_english_for_JA2_113NIV2112_080813(1).7z.001 .

Unzip the first with 7zip starts automaticly the second without doing true the user.
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