Mod Order in SOWGB
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Mod Order in SOWGB
Do Mods have to be activated in any sequence or will they always run when yellow box is showing?
Some of the Mods I've checked do not seem to be in game and when I next open the Menu they are unchecked again. Do some Mods clash and have to be run in a set sequence for instance or not used?
my current list is:-
Bugles & Flags
Bloodbath IV
Couriers & Maps
GCM Map Icons
GCM Terrain 4
Gunfire Sounds
Maps
Thanks Colonel
Some of the Mods I've checked do not seem to be in game and when I next open the Menu they are unchecked again. Do some Mods clash and have to be run in a set sequence for instance or not used?
my current list is:-
Bugles & Flags
Bloodbath IV
Couriers & Maps
GCM Map Icons
GCM Terrain 4
Gunfire Sounds
Maps
Thanks Colonel
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Re: Mod Order in SOWGB
Cap,
Mod order runs like this - Basic stuff first, then, as the Mods get more and more specialized, they go further DOWN the list. Example - My current list (I'm running 5, I think...)
AWI Mod (American War for Independence)
Nap Musket ranges Mod (Shorter ranges for muskets. Even shorter than Gunships ranges. LOL!)
My Smoke Mod (custom musket smoke mod - smoke stays longer)
SOWGB Fences Mod (removes walls and Fences - a more European look)
G'Berg Map Mod (Minor changes to objectives list and adds more trees and plant life)
Each Mod will overwrite the previous mod if they contain some of the same files with changes.
Important! Highlighting the Mod is not enough. You must have the yellow box show up next to it. THEN, click on the "Use these Mods" button at the bottom right of the Mods page or the Game engine will not use them.
Give it a try.
Jack B)
"Molon Labe"
Mod order runs like this - Basic stuff first, then, as the Mods get more and more specialized, they go further DOWN the list. Example - My current list (I'm running 5, I think...)
AWI Mod (American War for Independence)
Nap Musket ranges Mod (Shorter ranges for muskets. Even shorter than Gunships ranges. LOL!)
My Smoke Mod (custom musket smoke mod - smoke stays longer)
SOWGB Fences Mod (removes walls and Fences - a more European look)
G'Berg Map Mod (Minor changes to objectives list and adds more trees and plant life)
Each Mod will overwrite the previous mod if they contain some of the same files with changes.
Important! Highlighting the Mod is not enough. You must have the yellow box show up next to it. THEN, click on the "Use these Mods" button at the bottom right of the Mods page or the Game engine will not use them.
Give it a try.
Jack B)
"Molon Labe"
Last edited by Jack ONeill on Sat Aug 24, 2013 1:27 am, edited 1 time in total.
American by birth, Californian by geography, Southerner by the Grace of God.
"Molon Labe"
"Molon Labe"
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Re: Mod Order in SOWGB
Jack - I'm interested in that SOWGB Fences Mod. Does it remove the actual fence graphic? If so which ones (since there's several different 3D models and texture files for the different maps). Does it delete the fence effects (cover, fatigue, slowing movement)?
HITS & Couriers - a different and realistic way to play SoW MP.
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Re: Mod Order in SOWGB
Tank,
Yes it removes the fences and walls. It also removes the effects. You need to set the "show map objects" in the "Options" section to "Medium". This removes the rest of the visual fences and walls, while leaving all the trees and bldgs. You will see them show up on the toolbar terrain screen as your troops pass over them, but they are not affected by them. Each map has an individual .csv file for it. I have done them for all the stock SOWGB maps and some of Garnier's aftermarket maps. I'll try to post them as a folder here. If that doesn't work, I'll send them to you.
Jack B)
"Molon Labe"
Yes it removes the fences and walls. It also removes the effects. You need to set the "show map objects" in the "Options" section to "Medium". This removes the rest of the visual fences and walls, while leaving all the trees and bldgs. You will see them show up on the toolbar terrain screen as your troops pass over them, but they are not affected by them. Each map has an individual .csv file for it. I have done them for all the stock SOWGB maps and some of Garnier's aftermarket maps. I'll try to post them as a folder here. If that doesn't work, I'll send them to you.
Jack B)
"Molon Labe"
American by birth, Californian by geography, Southerner by the Grace of God.
"Molon Labe"
"Molon Labe"
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Re: Mod Order in SOWGB
Ah, okay. I want to keep walls and their in-game effects, just get rid of fences. We've removed the fence effects from the game, we just want to delete them visually. I thought your mod might be retexturing the 3D models which is the approach I'm looking at doing.
HITS & Couriers - a different and realistic way to play SoW MP.
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Re: Mod Order in SOWGB
Tank,
No Problem. If you edit the .csv files, you can get rid of the fences, their effects, and keep the walls. You don't have to reset anything in options either. It's fairly simple, just a bit tedious. If you want, I'll do a sample for you, to give you the idea and the direction to go. You can take it from there.
Jack B)
Nope - I lied. The fences are there. Don't listen to me. I have to go back and figure out how to do this. B)
No Problem. If you edit the .csv files, you can get rid of the fences, their effects, and keep the walls. You don't have to reset anything in options either. It's fairly simple, just a bit tedious. If you want, I'll do a sample for you, to give you the idea and the direction to go. You can take it from there.
Jack B)
Nope - I lied. The fences are there. Don't listen to me. I have to go back and figure out how to do this. B)
Last edited by Jack ONeill on Sun Aug 25, 2013 2:27 am, edited 1 time in total.
American by birth, Californian by geography, Southerner by the Grace of God.
"Molon Labe"
"Molon Labe"
Re: Mod Order in SOWGB
The fences are controlled by the Packages files that are located in the Maps folder.Nope - I lied. The fences are there. Don't listen to me. I have to go back and figure out how to do this. B)
The only way that I can think of would be to create a Mod and then to place the Packages in the Mod .
Then delete the fence from the Package file by using the LibEdit that was available from the previous games PR5 Program.
The game should load the other objects and bypass loading the fences. Also, doing it like that should avoid messing up any of the default files.
davinci
Last edited by Davinci on Sun Aug 25, 2013 2:39 am, edited 1 time in total.
The only true logic is that, there is no true logic!
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Re: Mod Order in SOWGB
Davinci - nice idea. I was going to use a retexture of the fence model but telling the game to just not load it is a cunning way of doing it. I just wonder if it would crash the game. I'll try it out.
EDIT: Had another thought. The default Packages files will still be loaded by the base game won't they? And the Mod Packaages file will overwright it, but since its the same file and just missing a couple of the fence objects and their textures, won't these still just load from the \Base file?
EDIT: Had another thought. The default Packages files will still be loaded by the base game won't they? And the Mod Packaages file will overwright it, but since its the same file and just missing a couple of the fence objects and their textures, won't these still just load from the \Base file?
Last edited by Saddletank on Sun Aug 25, 2013 2:47 am, edited 1 time in total.
HITS & Couriers - a different and realistic way to play SoW MP.
Re: Mod Order in SOWGB
Tank - I was doing this before the Map-Tools were available, and the game never crashed.I was going to use a re-texture of the fence model but telling the game to just not load it is a cunning way of doing it.
You only have to edit the jpg \ tga file, while leaving the other two \ three fence files as they are.
That way the game will think that it is loading the default fence file.
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Now - if You are changing the style of the fence, then you would have to keep all of the names identical to the default names. Other-wise that probably would cause the game to crash!
davinci
The only true logic is that, there is no true logic!
Re: Mod Order in SOWGB
Good Thinking - I never encountered that problem. I think guessing...here that if You don't have the default maps activated then you are probably safe from that problem.EDIT: Had another thought. The default Packages files will still be loaded by the base game won't they? And the Mod Packaages file will overwright it, but since its the same file and just missing a couple of the fence objects and their textures, won't these still just load from the \Base file?
Basically - saying this another way - place the Map in question in a Mod along with all of the other files associated with that map, and place the edited packages file in that mod, and I think that that should work.
davinci
The only true logic is that, there is no true logic!