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Sevenfm

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sevenfm

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  1. kiksuya44
    kiksuya44
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    I can't download the files (v 1.02), said it was quarantined? plz help
    1. sevenfm
      sevenfm
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      Hi, nexus software auto flags this modpack because it has nested 7z archives or custom compiled exe from sources or included dll fix for win10+ compatibility, I don't know, but I have to send email to moderators every time I upload new version for them to approve this manually, no way around this.
      I sent email to approve file, will have to wait for moderators now.
      You can also download the same file from here if you don't want to wait.
    2. kiksuya44
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      Thank you very much!
  2. Bonifacio6
    Bonifacio6
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    First of all thanks for all your work on Jagged Alliance 2!

    But I did have some questions, I know it says this modpack is "not for modding" but I really only want to import my mercs by messing around in mercprofiles files, the problem is it is not obvious from which datafiles different mods draw their data.

    For example there is no DATA-UC or DATA-AR folder to go into. I only figured out how to import my mercs by putting a full mercprofiles(from 1.13) file directly in DATA-User, but this also replaces the unique mercenaries for the mod setup and I also fear there might be problems down the line with replacing the full file instead of just editing the relevant one.

    So is there a good way to know where different mod setups draw their data from? If not could you just tell me specifically which mercprofiles file UC and AR+SDO use?

    Also wondering if any of the modpacks with the exception of aimnas have bigmaps you can activate.

    Either way enjoying your modpack a lot, so thanks again, it runs smoothly and install was easy as well. 
    1. sevenfm
      sevenfm
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      Hi, I think only Aimnas-Bigmaps has big maps in my modpack but it's not finished unfortunately. I think some other unfinished projects may also have partly big maps, possibly Legion 2 or Horn of Africa, but they are not in my modpack.
      As for changing the files, some mod parts are packed into 7z files in Mods folder, so you need to unpack them, change required file and then pack folder back to 7z in store mode (without compression).
      This modpack uses vfs system, which means the game will look for particular file in a list of places like folders or 7z files and use the file with highest priority (for ini files it will also merge ini settings so you don't have to put them all in every file).
      So what you need is to take your vfs ini file from ja2.ini, for example for Urban Chaos it will be:
      VFS_CONFIG_INI = vfs_config.UC.ini
      then you open this file in notepad as plain text and see first line
      PROFILES = SlfLibs, Vanilla, v113, AnimsLOBOT, UC, UC113, FSGraphics, User, UserProf
      So it will list places where game files are stored, right is higher priority, for example Data-User has highest priority (except Profiles folder) so you can store all common data there.
      Then you just take location name and search it through the file so you can see where it's linked, for example UC113 translates to:
      [PROFILE_UC113]
      NAME = Urban Chaos-1.13 Hybrid 
      LOCATIONS = UC113_7z
      PROFILE_ROOT =

      which later translates to 
      [LOC_UC113_7z]
      TYPE = LIBRARY
      PATH = Mods/Data-UC113.7z
      MOUNT_POINT =

      So you open this file Mods/Data-UC113.7z, unpack it, change MercProfiles.xml, pack it back to store level 7z with the same folder structure so it matches original file, and you also need a new game for changes to mercs to be active.
      You can find more information on vfs here.

      As you can see, this process is a bit complicated and requires understanding of many technical details and can result in modpack not working for example if you use compression for 7z files or mess folder structure etc, that's why it's not recommended for players to modify modpack except for tweaking few ini options, unless they are ready to start learning how to mod for which I cannot provide much help since I don't really have time or interest.

      You can probably find more information on 1.13 modding on bears pit forum or 1.13 dev discord.
    2. Bonifacio6
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      Thank you!

      You are such a legend for quick, easy to follow and helpful replies. Thanks for your time and keep up the good work! Jagged Alliance 2 has never played better than this.
    3. sevenfm
      sevenfm
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      You may also be interested in more recent 7609en modpack update which can be found here,
      as it has new lobot version with more animations and new +AI exe which has some fixes/tweaks.
      I haven't uploaded it here yet as nexus uploading is very long and tiresome process since I have to send email to moderators each time I upload a file to approve it manually.
  3. laifa9830
    laifa9830
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    one last issue: when i play SDO the hit counter on enemy is red marks and not numbers
    amy way i can change that?
    1. sevenfm
      sevenfm
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      There's option something like enemy_hit_count, you need to change it to 0 I think to see numbers, or open ja2_options.ini in notepad and search for asterisk word, you will find this option.
      It's either in data-sdo or data-user.
  4. laifa9830
    laifa9830
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    hi seven i love watching your +AI playthroughs
    i have an issue where i can't use the attached explosives feature even though i did exactly as you instructed, only the duct tape seems to attach grenades together and that's it
    also the xml editor doesn't work and say error
    i downloaded the latest 1.13 ja2+ai from nexus and pasted over the vanilla game
    1. sevenfm
      sevenfm
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      Hi, you need to use SDO mod for this feature to work fully as items require attachment tags. I will check how this feature works in SDO when I get home.
      XML editor doesn't work well in 7609 version, especially SDO mod needs some xml investigation to make it work.
      It should work for stock 1.13 and some other mods though.
    2. laifa9830
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      soo i tried the SDO mode and i got another problem.....
      some items just have red NADA text on them and i can't make attachments on weapons as they appear to have only 4 slots
      i tried right click and click on the attachement text and it does nothing
      any fix?
      LMAO nvm i edited the 1.13 item xml and copy past it to data and sdo data to make sure it'll work and after reverting changes it works as intended (:
  5. pochanargat
    pochanargat
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    Is there any way to make ARC (arulco rebel command) work with this? Thanks!
    1. sevenfm
      sevenfm
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      Hi, this modpack is based on 7609 stable release, ARC was added later in development branch, so no, anything past r7609 is not available in this modpack, with a few exceptions.
  6. Ptachu222
    Ptachu222
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    Hello! Improved AI introduces new mechanics for enemy detection + new mechanics for scopes and binoculars (which is very weak because enemies always have +2 fields more vision/detection)Do you know a way to leave Improved AI but disable the new detection system/scope system?

    Binoculars/Spaceglasses do not increase the range of vision. You can "spooting" individual fields on the map but it makes no sense with scope
    1. sevenfm
      sevenfm
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      Hi! I'm afraid it's not possible, also AI relies on normal vision range a lot and wouldn't work very well with added vision bonus like stock 1.13
      You can tweak vision bonus in source code if you know c/c++ as +AI sources are available, apart from that not much can be done.
      You can also play with some older +AI version before this change was introduced.
      Enemy has the same vision as player, there are no hidden bonuses. You need to use camo/stealth effectively to not be detected by enemy, also try to stay low to the ground as it lowers detection distance. Lasers and gun flash can also give away your position.
    2. Ptachu222
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      Thanks for the very quick response! (And for your YT videos)I know C++ and will look into it if I know how to change this function (I tried 2 times and always got the same error) Thanks again!
    3. Ptachu222
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      Last question. Do you know where exactly to find the file regarding the new detection/spot system?
    4. sevenfm
      sevenfm
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      Should be items.cpp with functions for added bonus for all types of vision.
  7. Kvaell
    Kvaell
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    Hi, thanks for your hard work! By any chance, is it possible to add Urban Chaos to your pack? I seems tricky to make it work with all your improvements (AI, 1.13, etc...)

    Have a good evening!
    1. sevenfm
      sevenfm
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      Hi, to run Urban Chaos, you need to select VFS_CONFIG_INI = vfs_config.UC.ini in Ja2.ini, it's already in modpack.
    2. Kvaell
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      Hi, thanks for the information your hard work, I just noticed that you have UC but not UC1.13, is it normal?

      By the way, I installed the game in french with 1.13 in french but a lot of things are in english, do you know which file i do have to change at least various text to french? For exemple a standalone installation of UC that has its text translated, it allows to have options + IMP character creation in french.

      Thanks for your help.
    3. Kvaell
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      By the way vfs_config.UC.ini with Ja2+ai.exe is throwing me a runtime error no matter what when i start the game, mentionning problem with Init.cpp file, loading external data failed:  LogicalBodyTypes:animationsSurfaces.xml

      Since I want to play with 1.13 and AI improvement, this is particularly annoying.

      Thanks for your help 
    4. sevenfm
      sevenfm
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      I just noticed that you have UC but not UC1.13, is it normal?
      I don't have original UC in my modpack, only version for 1.13
      ; JA2 1.13 Urban Chaos
      VFS_CONFIG_INI = vfs_config.UC.ini
      Original Urban Chaos is for vanilla game and will not work with 1.13
      Also mod list on description page says
      Urban Chaos 4.5 by Wil473
      I installed the game in french with 1.13
      I'm afraid I can't help with that, my modpack is for English 1.13 only, I don't have French version and cannot test it.
      vfs_config.UC.ini with Ja2+ai.exe is throwing me a runtime error no matter what when i start the game, mentioning problem with Init.cpp file, loading external data failed:  LogicalBodyTypes:animationsSurfaces.xml
      To fix this problem with LOBOT file, you need to remove Filters.xml from Mods\Data-UC113.7z at path TableData\LogicalBodyTypes inside archive (7z file should be stored without compression), or wait for mod file update at nexus (can take some time for admins to manually approve)

      p.s. btw I can compile Ja2+AI in French version if that may help, I wouldn't be able to provide much support for it though
    5. Kvaell
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      Thanks for the information, i'm going to try your solution.

      I'd be grateful if you could compile Ja2+AI in French, I'd go back to your original english file if I have too many troubles to make the game work with it.
    6. sevenfm
      sevenfm
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      So here's latest version of Ja2+AI in French: link
      Should work with my modpack or any 7609 based 1.13, like official French 1.13 7609 release here
      For full support of French in mods you probably need to make language files like French.Items.xml and put them in the same folder as original files, but that's more into modding territory.
    7. Kvaell
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      Thanks a lot, i really appreciate your help.

      Have a good day!
    8. Kvaell
      Kvaell
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      So I removed filter.xml and it indeed works, but not lobot is quite immersion breaking once you are used to it. Is there any way to have lobot working in your modpack?

      Regards
    9. sevenfm
      sevenfm
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      My modpack has lobot support for base 1.13, sdo and brainmod. For other mods, you will have to wait for somebody to update filters.xml or do it yourself.
  8. Kvaell
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    Would you happen to have a version with updated LOBOT animation?

    JA2 1.13 Ghillie suit

    hjc512 is mentionning that it is supposed to be in your 1.13+AI version.

    What about JA2 1.13 New Select Imp Gear?

    Thanks for your help!
    1. sevenfm
      sevenfm
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      Hi, my modpack already has latest LOBOT animations. Currently fully supported with default 1.13 and SDO mod, other mods may have inaccuracies.
      Selecting IMP gear is feature added after 7609 stable release, so it's not a part of my modpack currently.
    2. Kvaell
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      Hi, thanks for the reply. I don't seem to have all animation as I don't have long sleeve animations and some others, is there any way to make sure everything is showing basically have only the sleeveless armor animation and some backpack/ few headgears.
    3. sevenfm
      sevenfm
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      What mod you are using?
    4. Kvaell
      Kvaell
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      I'm using 1.13 AR+BRAINMOD from your pack, JA2+AI exe
    5. sevenfm
      sevenfm
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      Brainmod needs update of filters.xml for all animations to work. Currently only base 1.13 and sdo fully support lobot animations.
    6. Kvaell
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      So nothing can be done besides waiting for update? Dropping a more up to date filters.xml wouldn't help i guess?
    7. sevenfm
      sevenfm
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      Put updated Filters.xml to Data-BRAINMOD\TableData\LogicalBodyTypes folder for full support of LOBOT animations in Brainmod.
    8. Kvaell
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      Thanks man, working flawlessly.

      Have a great day!
  9. Sabinya
    Sabinya
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    for some reason my mercs spawn without weapons 
    this happened on previous mod versions as well
    1. sevenfm
      sevenfm
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      Which mod and exe you are using? 
      For Urban Chaos for example, this is intended.
    2. Sabinya
      Sabinya
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      Wildfire + Brainmod
    3. sevenfm
      sevenfm
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      So I just started VFS_CONFIG_INI = vfs_config.WF607+BRAINMOD.ini with Ja2+AI.exe, hired Leech and custom IMP, both arrived with full set of weapons and equipment.
    4. Sabinya
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      yeah same one, think i can try your INI? i used INI editor that could be it?
    5. sevenfm
      sevenfm
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      The same process with INI Editor, in pictures: link
      In fact, the only thing INI editor does is changing Ja2.ini to activate required mod, you can do it manually with the exact same effect.

      Also I don't think it matters, but it's recommended to update Ja2+AI to latest version which fixes a few bugs: link
    6. Sabinya
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      new exe fixed it pog
  10. Topas85
    Topas85
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    Are there any good combinations of the mods you can recommend? It is a little bit overwhelming.
    1. sevenfm
      sevenfm
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      AR+SDO or WF+SDO is default recommended choice, maybe with random loot if you want it.