The "Gabe-Mod" (v8.4.4)

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msinnot1
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by msinnot1 »

Hello GabeKnight,

I recently picked up the full Order of Battle series and wanted to give this mod a try in my next campaign play through but cannot find the download link in the first post. Am I blind or is the download either not currently available or posted somewhere else? Would really like to give the new items added a try.

Thanks
GabeKnight
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by GabeKnight »

msinnot1 wrote: Sun Sep 09, 2018 2:52 pm Hello GabeKnight,

I recently picked up the full Order of Battle series and wanted to give this mod a try in my next campaign play through but cannot find the download link in the first post. Am I blind or is the download either not currently available or posted somewhere else? Would really like to give the new items added a try.

Thanks
Sorry, still under construction. I'm kinda obsessed with BattleTech right now... :oops: :wink:
Horst
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by Horst »

Good work with the plenty at-modes! :)
Maybe one year, I'm going to add these models when I finally use the mod launcher. :oops:
GabeKnight
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by GabeKnight »

Horst wrote: Tue Sep 18, 2018 11:37 am Good work with the plenty at-modes! :)
Maybe one year, I'm going to add these models when I finally use the mod launcher. :oops:
Thanks and welcome back! :D
Yeah, I've never understood your urge to mod the game's vanilla installation instead. And just because of one more lousy click on the mod-launcher... :wink: :lol:
Horst
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by Horst »

A single rail-gun wasn't really motivation enough to use the mod folder/launcher, but the many new additions here and from Admiral now could actually change my mind. :D
Not sure if all my changes are actually working within the mod folder, as I also did changes to the original campaigns.
Horst
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by Horst »

As I’ve expected, my original campaign changes/fixes aren’t used in the mod folder.
Gabe, haven’t you also fixed some original scenarios in the past? I’m using the same folder structure like the original, starting with Campaigns.
Publishing copies of the paid original campaigns won’t earn you a fanfare from official side for sure. I haven’t added any mod-specific units there except in one trigger, so you could theoretically play them in vanilla-mode too.
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by GabeKnight »

Horst wrote: Wed Sep 19, 2018 10:30 am As I’ve expected, my original campaign changes/fixes aren’t used in the mod folder.
Gabe, haven’t you also fixed some original scenarios in the past? I’m using the same folder structure like the original, starting with Campaigns.
Publishing copies of the paid original campaigns won’t earn you a fanfare from official side for sure. I haven’t added any mod-specific units there except in one trigger, so you could theoretically play them in vanilla-mode too.
Horst, I'm not perfectly sure if I got 100% what you're saying here, sorry, but if you think, that putting modified scens from stock campaigns into your mod's "campaign" folder will override the scens from the vanilla release (like the settings/effects/units files do), I don't think it will work like that. You have to copy the whole campaign folder structure into ..\Documents\My Games\Order of Battle - WW2\Campaigns or ..\Mods\"Horst-Mod"\Campaigns and start them as "custom campaigns" from the OoB menu. Then it works.

Don't forget: if you want only mod-specific scens/campaigns to be displayed inside your mod, use the "unique_scenarios = true" setting in the mod.txt file. But you'll ALWAYS have access to the stock campaigns you bought.

And myself, I actually didn't bother in this case, and did the fixes inside the vanilla game installation folders :oops: . Some had no backups and were lost forever after game updates, some I still have (like the ones from Panzerkrieg) and many I actually did not fix due to my natural lazyness... :mrgreen:
Horst
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by Horst »

Okay, as I thought about adding only complete scenarios and campaigns. I've already noticed how my test-maps vanished that I had created without launcher long time ago, even with the unique_scenarios set to false. Constantly moving scenarios and campaigns around is too annoying for me.
Too bad, no method seems perfect, so I will still stick to my good old overwrite one for the next time being. Even without new models, I'm happy enough with my 180 additional unit variants so far.
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by GabeKnight »

Horst wrote: Wed Sep 19, 2018 6:10 pm Constantly moving scenarios and campaigns around is too annoying for me.
True, it can be annoying. For that reason, I've put direct links to the game install folder and the mod folder on my desktop... :roll:
I guess nothing's really perfect. If one wants to find something wrong with anything, one can... :D
Horst wrote: Wed Sep 19, 2018 6:10 pm Too bad, no method seems perfect, so I will still stick to my good old overwrite one for the next time being. Even without new models, I'm happy enough with my 180 additional unit variants so far.
Me, on the other hand, I want to have both. A vanilla release to be able to play as everybody else and to compare and my mod with whatever changes and additions I deem fun to increase the replayability factor.
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by GabeKnight »

Reposting from another thread for reference:

Console command: "#trigger <No>"

The <No> here is the individual trigger ID, so only works for the specific trigger that does enable the objective in this scn.

But you can essentially fire every trigger in the game like that, just need to know the ID. That has been introduced a while ago, wasn't in 1st versions of the game.

IDs can be tricky to find out, but there are ways:

1. Load the scenario's txt file into a txt editor, and you'll find entries for events with popups, looking like...
event_trigger_26_74_title = SILENT HUNTER!
event_trigger_26_74_text = U-471 has entered this area to attack enemy shipping!
In this case 26 is the trigger ID.

2. Finding it out for silent triggers is not that obvious, but still possible when loading the scn into the game's scn editor. Then go to the trigger you want, and add a popup. Which should then give you the ID/number (in the line where you can enter the popup title).

Then just exit the editor without saving and use the ID like described above.
[bebro]
Halvralf
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by Halvralf »

Hi Gabe!
I haven't played for a while (summer,wife,kids etc) but I'm back and trying to play all campaigns. I downloaded your mod before summer and I do understand you don't have time/energy to update every aspect of it .

All I want to know is that the mod is possible to play even if it's not updated?
My impression is that it will work with latest patch?

Cheers and regards
/Halvralf
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Horst
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by Horst »

Gabe, yeah, the trigger-cheat is new and useful for testing scripts (who does that beside bru? :wink:), but I also noticed that the igotnukes-cheat gives a major victory since Sandstorm. I remember it was only completing the primary objectives in the past.
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by GabeKnight »

Horst wrote: Sat Sep 29, 2018 7:27 am I also noticed that the igotnukes-cheat gives a major victory since Sandstorm. I remember it was only completing the primary objectives in the past.
Really? Haven't used that cheat in ages, so I didn't notice. Cool, "igotnukes" giving a "Major Victory" was something the community (myself included) wanted for some time now... :D

I still don't understand why such changes (for the better this time!) aren't announced better or, in this case, mentioned by the devs at all. :roll:

Halvralf wrote: Fri Sep 28, 2018 5:50 pm Hi Gabe!
I haven't played for a while (summer,wife,kids etc) but I'm back and trying to play all campaigns. I downloaded your mod before summer and I do understand you don't have time/energy to update every aspect of it .

All I want to know is that the mod is possible to play even if it's not updated?
My impression is that it will work with latest patch?

Cheers and regards
/Halvralf
Nice to see you're back on track, Halvralf. :)

Basically you can use the mod with the new version, but you won't have access to any new units introduced with the Sandstrom DLC! You should be okay with the older DLCs, though.

Still, I wouldn't recommend using it with campaigns: If anything goes wrong along the way, you won't be able to use a savegame from the mod with the vanilla version of the game, and you may lose all progress that way! That could be quite frustrating!
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by Halvralf »

GabeKnight wrote: Sun Sep 30, 2018 6:57 pm
Horst wrote: Sat Sep 29, 2018 7:27 am I also noticed that the igotnukes-cheat gives a major victory since Sandstorm. I remember it was only completing the primary objectives in the past.
Really? Haven't used that cheat in ages, so I didn't notice. Cool, "igotnukes" giving a "Major Victory" was something the community (myself included) wanted for some time now... :D

I still don't understand why such changes (for the better this time!) aren't announced better or, in this case, mentioned by the devs at all. :roll:

Halvralf wrote: Fri Sep 28, 2018 5:50 pm Hi Gabe!
I haven't played for a while (summer,wife,kids etc) but I'm back and trying to play all campaigns. I downloaded your mod before summer and I do understand you don't have time/energy to update every aspect of it .

All I want to know is that the mod is possible to play even if it's not updated?
My impression is that it will work with latest patch?

Cheers and regards
/Halvralf
Nice to see you're back on track, Halvralf. :)

Basically you can use the mod with the new version, but you won't have access to any new units introduced with the Sandstrom DLC! You should be okay with the older DLCs, though.

Still, I wouldn't recommend using it with campaigns: If anything goes wrong along the way, you won't be able to use a savegame from the mod with the vanilla version of the game, and you may lose all progress that way! That could be quite frustrating!
Thanks for reply Gabe, I was set to play Panzerkrieg as your version allows upgrading Stug IIIE to Stug IIIF andf also fixed the bug with the Hungarian AA/AT gun that couldn't be used as AT. I'll give it a try and report back if things get messed up.
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alex1917
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by alex1917 »

GabeKnight, sorry, but when is the mod release? very interesting to play with him
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by GabeKnight »

Thanks to the work and effort of Admiral Horthy and by courtesy of Admiral's Alternate Arsenal (3A) my mod received its final piece:

The Armoured Train AT version:

Screenshot 714.jpg
Screenshot 714.jpg (439.2 KiB) Viewed 3923 times

Thank you very much for your help, Admiral! 8) :D
Horst
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by Horst »

Train looks good. Too bad the game makes such a fuss about switching modes and attacking in the same turn, like it would take a whole day to do that. At least you can still move since the last update.
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Re: The "Gabe-Mod" ;) (v6.1.9)

Post by Admiral_Horthy »

Now you can see the difference or the stock model and the modded one. There is a problem - either export OR shader? - that causes a different smoothing/lighting between them. It's not the texture.
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The "Gabe-Mod" (under construction)

Post by GabeKnight »

alex1917 wrote: Fri Oct 05, 2018 3:24 am GabeKnight, sorry, but when is the mod release? very interesting to play with him
Yeah, me, too. :wink:

I'm currently playtesting another user's mod with some very interesting and somewhat drastic changes to the game's stats and rules. I like it and it's full of new ideas. So it may be a while. But don't worry, the new official DLC should arrive soon.
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Re: The "Gabe-Mod" (under construction)

Post by GabeKnight »

Put aside, but not forgotten... :D

So many ideas in my notebook, just have to start the work finally.

There was this post in the current PzC2 Dev Diary:
AlbertoC wrote: Tue Jan 22, 2019 1:51 pm Naval landings

[...] Same is true for disembark: it only requires unspent attack action, which means that naval transport can move and disembark on the same turn. This makes naval landings much more flexible.
I kind of agree with that one, and was wondering if it could be achieved by giving the naval transports two action points. Has anybody tested this already, maybe? Or is there some obvious downside to it I'm not seeing at the moment?
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