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Mod Order in SOWGB
Posted: Fri Aug 23, 2013 10:54 pm
by Captain Caddy
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
Re: Mod Order in SOWGB
Posted: Sat Aug 24, 2013 1:26 am
by Jack ONeill
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"
Re: Mod Order in SOWGB
Posted: Sat Aug 24, 2013 6:08 pm
by Saddletank
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)?
Re: Mod Order in SOWGB
Posted: Sat Aug 24, 2013 9:22 pm
by Jack ONeill
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"
Re: Mod Order in SOWGB
Posted: Sat Aug 24, 2013 11:58 pm
by Saddletank
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.
Re: Mod Order in SOWGB
Posted: Sun Aug 25, 2013 2:21 am
by Jack ONeill
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)
Re: Mod Order in SOWGB
Posted: Sun Aug 25, 2013 2:38 am
by Davinci
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
fences are controlled by the
Packages files that are located in the
Maps folder.
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
Re: Mod Order in SOWGB
Posted: Sun Aug 25, 2013 2:42 am
by Saddletank
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?
Re: Mod Order in SOWGB
Posted: Sun Aug 25, 2013 2:49 am
by Davinci
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.
Tank - I was doing this before the Map-Tools were available, and the game never crashed.
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.
...........................................................................
...........................................................................
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
Re: Mod Order in SOWGB
Posted: Sun Aug 25, 2013 2:56 am
by Davinci
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?
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.
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