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#235591 - 21/10/2009 Re: editing IMP's in 1.13 [Re: Logisteric]

curtwine
Civilian
Registered: 21/10/2009
Posts: 4
I don't know if that's the issue, but doesn't whatever modded xml item file you are using have to be named 1.13 for it to work? So, if we want to use the modded xml file from Wildfire (in this case the AIM version), can we do that with JA2IMPAct? If so, what do we need to do to correct our issue? Does the modded xml item file have to be named something else? And if so, will that still work in 1.13? If anyone knows, your help will be greatly appreciated. Thanks.
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#235709 - 22/10/2009 Re: editing IMP's in 1.13 [Re: Logisteric]

Riyaah
Civilian
Registered: 16/10/2009
Posts: 4
Ok, I was under the impression that 1.13 would work even with mods, but when I think about it it's not surprising that the ItemMod breaks the program.

Well, I'll do with IMP-interface, but curtwine, maybe you could try and create your mercs before installing WF and WFItemMod. This might create problems with the starting items, but that is hopefully minor or just considered an extra challenge. smile

If I change my mind and make a try I'll report back here.


Edited by Riyaah (22/10/2009)
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#235743 - 23/10/2009 Re: editing IMP's in 1.13 [Re: Riyaah]

curtwine
Civilian
Registered: 21/10/2009
Posts: 4
Actually, I created some IMP mercs using JA2IMPAct in regular 1.13 and they worked fine. Then I tried the WF/AIM overwrite suggested by goc_man, just like Riyaah did. That overwrite worked fine also (thanks goc_man!) but it didn't allow me to use JA2IMPAct to create new mercs as decribed by Scharfrichter above. However, the mercs I already created with JA2IMPAct do work in the overwritten WF/AIM version of 1.13 I am now playing - they just don't have access to the WF/AIM inventory - they only use the items from the regular 1.13 NIV. I was just hoping I could figure out a way to add the WF/AIM inventory items to my IMP mercs with JA2IMPAct. I am pretty inexperienced with modding JA2, so I don't really know how to edit the IMP's with one of the editors. If anyone knows of a way to use JA2IMPAct with goc_man's WF/AIM version of 1.13, please let me know. Thanks.
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#242393 - 23/01/2010 Re: editing IMP's in 1.13 [Re: curtwine]

vik_casar
private 1st class
Registered: 13/11/2009
Posts: 24
Any chance of version compatible with HAMSTOMP?
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#257997 - 31/07/2010 Re: editing IMP's in 1.13 [Re: vik_casar]

Kurt
master sgt
Registered: 29/03/2004
Posts: 484
Er- Probably a data format change problem, but when I try to edit an IMP file created with a fresh install of JA 1.13 3356 - SVN 1224, JA2IMPAct-0-5-20090408-EN-BETA2 tells me "File [Path to IMP dat2 file] Does not equal the calculated size!".
It also seems to look for them inside "[JA 1.13]\Data\", instead of inside "[JA 1.13]\Profiles\UserProfile_JA2113" where the app seems to store them.

Is this a "version incompatibility" or an "user incompatibility" type issue?...
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#258001 - 31/07/2010 Re: editing IMP's in 1.13 [Re: Kurt]

Logisteric
i'm the mean and blunt kraut here
Brigadier General
Registered: 05/12/2008
Posts: 6663
Loc: Bär-City
i could probably work if you rename and move some folders temporarely and of course you need to move your imps afterwards (as vfs did not exist when scharfrichter wrote impact) - just try it out
_________________________
no war was ever won on guns or grunts - but mules

i know not with what weapons world war III will be fought, but world war IV will be fought with sticks and stones albert einstein
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#258024 - 31/07/2010 Re: editing IMP's in 1.13 [Re: Logisteric]

Kurt
master sgt
Registered: 29/03/2004
Posts: 484
Originally Posted By: Logisteric
i could probably work if you rename and move some folders temporarely

Thanks! Any idea which ones?
I tried to move my .dat2 files to the folder where JA2IMPAct looks for them, but I still get the checksum error ("Does not equal the calculated size").


Originally Posted By: Logisteric
(as vfs did not exist when scharfrichter wrote impact)

What is "VFS"?
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#258026 - 31/07/2010 Re: editing IMP's in 1.13 [Re: Kurt]

Logisteric
i'm the mean and blunt kraut here
Brigadier General
Registered: 05/12/2008
Posts: 6663
Loc: Bär-City
'variable file system' or somesuch - the piece of code that uses the profiles-folder - from a modder's perspective it's great: you put your new stuff into profiles xXx, and when it works ou move move it to data_xXx, thus you can not kill already tested stuff - you also could run n different mods in one directory, but i know noone who does that - it's a logistix device that should be a lot more promoted, but most users deem it to be ??????? and hence don't touch it.

as to which folders - earlier in this threat is an example with wildfire
_________________________
no war was ever won on guns or grunts - but mules

i know not with what weapons world war III will be fought, but world war IV will be fought with sticks and stones albert einstein
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#258027 - 31/07/2010 Re: editing IMP's in 1.13 [Re: Logisteric]

DepressivesBrot
Chief Hamster Herder
Major
Registered: 22/07/2009
Posts: 4023
Quote:
but I still get the checksum error ("Does not equal the calculated size").

Maybe the file structure has been changed since this tool was created? Don't know, never used it.

Quote:
What is "VFS"?

Virtual File System
Basically, it allows you to keep all the mod-data in separated folders in one JA2 install.
e.g. Data-1.13, Data-WF, Data-HAM, Data-STOMP ...
You can then tell the game into what folders and in which order it shall look for files and create different mod combinations and profiles.
It's by far the cleanest and most sophisticated way to install multiple mods for 1.13 (the other and seemingly more prevalent method being dump everything into data-1.13) as it allows you to update each mod individually without having to worry about overwriting files needed by something else and reusing customized mods (like tweaked item mods and facilities) later without having to worry about traces from other mods being in that folder.
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#258030 - 31/07/2010 Re: editing IMP's in 1.13 [Re: Logisteric]

Kurt
master sgt
Registered: 29/03/2004
Posts: 484
Originally Posted By: Logisteric
it's a logistix device that should be a lot more promoted, but most users deem it to be ??????? and hence don't touch it.

Sad, but lack of clear (and easy to find!) instructions are an old problem of the JA modding community. I'm playing JA since JA1, and come here every couple years to get me a new version - And despite having thus followed all the projects from birth, I feel each time like I'm unearthing a long-lost civilization... grin

(Yes, I know, I could read the last 2 years worth of posts, but I'd rather spend my weekend playing, than reading about playing...)


Originally Posted By: Logisteric
as to which folders - earlier in this threat is an example with wildfire

Not the same error, my JA2IMPAct starts just fine (with a successful "building database" step); What it doesn't want to do is load one of the IMP .dat2 files I made.

(Anyway, if I rename the Data-1.13 directory, JA2IMPAct complains about it, meaning it is able to find the XML tables.)

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#258032 - 31/07/2010 Re: editing IMP's in 1.13 [Re: DepressivesBrot]

Kurt
master sgt
Registered: 29/03/2004
Posts: 484
Originally Posted By: DepressivesBrot
Maybe the file structure has been changed since this tool was created? Don't know, never used it.

Well, the plot thickens.

I tried to run it on an old install of JA2 1.13 2296 - SVN 1031 (from back in 2008). Well, I get the exact same error about the checksum!
Seems my version of JA2IMPAct is broken, period.
It is JA2IMPAct-0-5-20090408-BETA2-WIN32-EXE, downloaded yesterday from Sourceforge (http://sourceforge.net/projects/ja2impact/files/). I've downloaded and tested the english and the german versions da ich kein Problem mit Deutsch habe wink , both give the same error, and strange enough, the error message of the german version is written in english too.
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#258034 - 31/07/2010 Re: editing IMP's in 1.13 [Re: Kurt]

DepressivesBrot
Chief Hamster Herder
Major
Registered: 22/07/2009
Posts: 4023
As already asked in another thread: What do you want to change anyways? You can set all those optical stuff directly when creating an IMP and change the starting gear with the xml editor.
_________________________
Need help or just want to kill some time? Visit the Bear's Pit IRC Channel
Note: Say 'Hi' and be patient, it may take a few minutes for someone to react.
Latest 1.13 Builds
My Inbox is for IMPORTANT stuff, NOT random queries about the game.
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#258035 - 31/07/2010 Re: editing IMP's in 1.13 [Re: DepressivesBrot]

Kurt
master sgt
Registered: 29/03/2004
Posts: 484
Stats, mostly.
Bypass the 35-85 limits, like for instance having 10 in medical and 90 in Dexterity.
Oh well.
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#258036 - 31/07/2010 Re: editing IMP's in 1.13 [Re: Kurt]

DepressivesBrot
Chief Hamster Herder
Major
Registered: 22/07/2009
Posts: 4023
You know you can set min/max and starting stats in the options.ini?

Click to reveal..

;Starting value of all attributes.
IMP_INITIAL_ATTRIBUTES = 55

;You get this many points to put into the various attributes.
IMP_INITIAL_POINTS = 50

;How low any attribute can go before it drops straight to 0.
IMP_MIN_ATTRIBUTE = 20

;You get this many points when an attribute is lowered from IMP_MIN_ATTRIBUTE to 0.
IMP_BONUS_POINTS_FOR_ZERO_ATTRIBUTE = 10

;How high any attribute can be increased.
IMP_MAX_ATTRIBUTE = 85

;The cost to increase your starting EXP level = (IMP_STARTING_LEVEL_COST_MULTIPLIER * Current EXP Level).
IMP_STARTING_LEVEL_COST_MULTIPLIER = 5

;You get this many points for selecting a disability for your IMP.
IMP_BONUS_POINTS_FOR_DISABILITY = 0

;You get this many points for taking only one skill. You get 2x as many points if you don't take ANY skills.
IMP_BONUS_POINTS_PER_SKILL_NOT_TAKEN = 25


Edited by DepressivesBrot (31/07/2010)
Edit Reason: List of settings
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#258037 - 31/07/2010 Re: editing IMP's in 1.13 [Re: DepressivesBrot]

Kurt
master sgt
Registered: 29/03/2004
Posts: 484
Well, no, I didn't know; That solves my problem. Thanks!
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#264201 - 04/10/2010 Re: editing IMP's in 1.13 [Re: Kurt]

Kelron
private
Registered: 04/10/2010
Posts: 6
I keep reading here how "easy" it is to edit IMP starting gear in the XML, but it's killing my head and I'd love a way to do it with a GUI. I came across this program but I'm getting the same as Kurt. Has anyone found a way round it or is it simply incompatible with newer versions of 1.13?
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#264223 - 04/10/2010 Re: editing IMP's in 1.13 [Re: Kelron]

Dieter

lt
Registered: 04/12/2008
Posts: 2626
Most mods require some technical know how, this is the case with other mods as well, for example Morrowind, Oblivion, Dragon Age and so on. We have multiple sections on this board and a Wiki explaining how to modify the game to your liking. http://ja2v113.pbworks.com/
_________________________
Dieter's JA2 v1.13 Wiki: http://jaggedalliance2.pbworks.com
Live chat with me at /irc.quakenet.org:6667 #bearpit
JA2 v1.14 Stable Modding Platform: http://ja2v114smp.pbworks.com
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#264239 - 04/10/2010 Re: editing IMP's in 1.13 [Re: Dieter]

Kelron
private
Registered: 04/10/2010
Posts: 6
It was getting on for 3am when I wrote that, I've had another look at XML editing now and finding it simple enough. Still would be nice to customise gear for each IMP directly, but I can make do.
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