folgore_airborne 1 Posted February 23, 2012 they do for me...I use only SLX not the whole Cowar btw Share this post Link to post Share on other sites
doveman 7 Posted March 13, 2012 It seems perhaps Mando Missile Arma is better than Aircraft HUD, which doesn't seem to be maintained anymore. If I load MMA after COWarMod will that work or should I remove ICE_AH64D_CPG_sights.pbo and ICE_AircraftHUD.pbo from the COWarMod folder? Share this post Link to post Share on other sites
orcinus 121 Posted March 19, 2012 It seems perhaps Mando Missile Arma is better than Aircraft HUD, which doesn't seem to be maintained anymore. If I load MMA after COWarMod will that work or should I remove ICE_AH64D_CPG_sights.pbo and ICE_AircraftHUD.pbo from the COWarMod folder? If you're going to use Mando, AIUI there's no gain and possibly pain (conflicts) from keeping the ICE mods - but try it anyway, & ook at the RPT to see if there are any errors as well as seeing if there are any problems in-game. BR Orcinus Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted March 20, 2012 Hi guys, Gunter here, wanted to let you guys know, Im am officially back on the internet, at home , at my own desk, back in my element, phew, after 4 months of being away! I made a post on my website (link in my sig), about whats going on, check it out when you get the chance, its under WarMod News on the menu. Any questions about CoWarMod please ask, requests for additions to the mod please let me know ASAP. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted March 24, 2012 (edited) Hey guys I wanted to inform everyone about the next version of CoWarMod. I was thinking about all my mods last night at work, I wanted to release all of them at once, those mods being: -WarMod Full version 1.5 (Arma1) -(Rebuild) -WarMod Patch version 1.5 -A2WarMod Full version 1.5 (Arma2) -A2WarMod Patch version 1.5 -COWarMod Full version 1.2 (Arma2CO) -COWarMod Patch version 1.2 -COWarMod/Ace Full version 1.0 (Arma2CO) -A2SLX 2.5(Arma2) -COSLX 2.5 (Arma2CO) -COSLXACE 1.0(Arma2CO) Its allot of work! Well I had decided since in the past 2 weeks I been mainly working on COWarMod, I had recently (last week) had a revolutionary idea for the mod. Why I didn't think of it before! But as I was building and updating readmes the idea came to me to somehow provide more in depth guides, and detail to the mods folders and readmes. The idea is really about organization, see CoWarMod is a huge mod 223 addons & Mods to be exact although i will have to do a recount before I release the next update but you get the idea, but considering the many questions posters have asked, about this or that, I realized that the information about the addons and mods that I was providing in the readmes, and my website, was not thorough enough allowing someone to easily find what their looking for. This issue has been on the back of my mind since A2WarMod- the questions I asked back then and needed an answer to but could figure it out how to do it was: How do I provide information about the addons and mods in the readmes, and my website that would allow the user of COWarMod (A2WarMod at the time I was thinking about this) to easily find what they are looking for? Well that sounds like a simple question but this recent idea I had I feel will solve or least come very close to solving this issue. I'll let you guys decide that when I release the next update. I have decided to specifically work on COWarMod right now, as I am currently in the middle of implementing this new idea of mine. All the other mods will be put on hold til CoWarMod releases. Sorry SLX fans but you will see the latest version of SLX in COWarMod. COWarMod is actually being rebuilt,reorganized, and laid out differently, with a more thorough detail of everything. Expect a patch version 1.2 with this new system implemented, and expect a new full rebuilt CoWarMod v 1.2 This update will be huge! I cannot post a change log right now as it is incomplete, i still have a ton more things to list, and account for as I do the work, so you all will just have to wait til i release. Last but not least as usual if you guys have any addons or mods you feel should be included in the new version, any requests ect,. please let me know. any questions or thoughts, Im here regularly on the forums now that I got my internet back :dance1: I always appreciate our feedback and support, as well as your patience. Edited March 24, 2012 by Gnter Severloh Share this post Link to post Share on other sites
orcinus 121 Posted March 24, 2012 (edited) Sorry SLX fans but you will see the latest version of SLX in COWarMod.COWarMod is actually being rebuilt,reorganized, and laid out differently, with a more thorough detail of everything. Happy to test the new version of SLX in advance (said Orcinus disengenuously :) Expect a patch version 1.2 with this new system implemented, and expect a new full rebuilt CoWarMod v 1.2This update will be huge! Thanks very much for taking the time to make a patch as well as a full update - I'm limited to mobile, & I know a couple of users who are on very slow connections. Last but not least as usual if you guys have any addons or mods you feel should be included in the new version, any requests ect,. please let me know. ASR_ai is very good in its latest incarnation, however another very useful tool is Jedra's AI Skills Slider (and they can be used together). It would be cool if that could be included, at least until Robalo produces the GUI version of his addon. Another addon I'm just trying out is CameronMcDonald's CMcD Cannon/Main Gun Tweaks - makes AI tank gunners use the right ammo for given targets (anyone accustomed to 'hiding' in an A1M1/M2, beware - as someone commented in the thread, a BTR90 with an ATGM becomes the "BTR of death" :eek: Changes a lot of tank/BMP/AFV behaviour for the better (well, worse if you're on the receiving end). Really sweet addon correcting a significant defect in the vanilla game. I think this is going to become as de rigeur for me as Zipper5's AT fix for grunts. http://forums.bistudio.com/showthread.php?125395-CMcD-Cannon-Main-Gun-Tweaks Again, it's really good to see you back online, mate :) BR Orcinus Edited March 24, 2012 by Orcinus Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted March 24, 2012 Hi Orcinus, Thanks for the reply and feedback, on those addons/mods you had listed, I had already decided to include those. I actually just finished yesterday going through every page on Armaholic looking for any updates to existing mods, as well as new stuff I can add that would fit the criteria of WarMod. My Criteria for WarMod and when i say WarMod I mean the whole series, are fixes, game play features and enhancements, AI, UI, effects, ect,. These features are more general to the game, they cover a vast area of the game versus just soldiers, or a new helicopter, gameplay is the whole game not one part of it. I mean your not downloading the COWarMod to get new units, or better tanks, you can get those off of Armaholic easily, like any of the mods on Armaholic, your really downloading COWarMod for the compatibility of the compilation, being able to play with a mod that "includes" most, if not all the game play enhancement addons and mods from the community all in one mod. Thats the beauty of WarMod, that was my original intent, the original idea. Being so impressed and feeling like a kid at the toy store when I saw all the mods back in summer of 2009, I had to have all them mods in one, but knowing that no one would take up the project just on a whim of a request, somehow being so inspired, and motivated, I decided to do it, but I was really doing it for myself, thats how I initially started, I just went to every page and downloaded everything,a nd seeing what I had from there, I took it further and created a mod that I and my buddy cannot play without. Even the Arma1 version of WarMod is still exciting to play, now its actually funner and better to play, that i have SLX added to it, and some config changes which make ECP, and GL3 part of the mod instead of run externally. Anyways for the new mods to be included and theres a few of them I will need to get permission, permission time is dependent on how soon the author of each mods responds. Any other mods even updates to existing addons/mods you guys think would be great to add then please let me know. Keep in mind that the addon/mod will have to be tested, then run with all of the new version of CoWarMod to see if what I tested works with everything else, most times theres no issues, sometimes theres issues but you dont see them, so I have to do some thorough testing to make sure it runs smooth. Lastly in the near future I will be updating the 1st page of this thread, same with all my other WarMod & SLX thread/s with an idea I've had for some time. The idea is to basically create a spoiler faq of all the questions and their answers to the mod, this way a newcomer or regular alike can get their questions answered if it has already been asked, of course new questions are welcome. Share this post Link to post Share on other sites
doveman 7 Posted March 28, 2012 If you're going to use Mando, AIUI there's no gain and possibly pain (conflicts) from keeping the ICE mods - but try it anyway, & ook at the RPT to see if there are any errors as well as seeing if there are any problems in-game.BR Orcinus Thanks. I suspected there probably wasn't much point in using the ICE mods as well as Mando, but it's not always easy to tell so it's good to get your advice. Share this post Link to post Share on other sites
anelaidlives 10 Posted April 5, 2012 One issue I have noticed is that the flashpoint series of maps seems to get really laggy and prone to crashing. http://www.armaholic.com/page.php?id=11138 Best I can tell, all the scripting is conflicting with each other and bogging things down. But, I really enjoy how improved the AI is. Share this post Link to post Share on other sites
orcinus 121 Posted April 6, 2012 One issue I have noticed is that the flashpoint series of maps seems to get really laggy and prone to crashing.http://www.armaholic.com/page.php?id=11138 Best I can tell, all the scripting is conflicting with each other and bogging things down. But, I really enjoy how improved the AI is. CTDs seem to be due to script conflicts with SLX. I'm working on that using FP v114 as a testbed (with an emphasis on SLX wounds) since the FP series seems to be the most prone to problems. As it's deservedly popular. it's worth doing in its own right; plus whatever is the compatible assortment of COSLX components that work with the FP series should work well with many other missions & campaigns. As & when I get time to do proper testing I'll be posting the results in the COSLX thread. Re lag: depends on your rig & system settings to some extent, there are lots of posts in the troubleshooting forum about optimisation. OTOH you can get bad lag if the game is writing lots of errors into the .rpt file. Try running with the entry: -showscripterrors in your command line, & also take a look at the .rpt file. BR Orcinus Share this post Link to post Share on other sites
doveman 7 Posted April 8, 2012 I wonder if it might be possible in the next version to make it easy to identify and disable any AI-related mods, as some missions seem not to like these sort of mods. I can go through COWarMOD at the moment and pick out and disable them (by moving them to a different folder) but if there's anything you could do to make this easier that would be great. I think what I'll do is have a COWarMod (non-AI) folder and a COWarMod (AI) folder and then I can just enable/disable the latter with Arma II Launcher as needed. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted April 8, 2012 Hi doveman Thanks for the feedback, always welcome, great suggestion, and idea, as well good timing. Currently COWarMod v 1.2 is still WIP, it will be out sometime this month (April for those on drugs, drunk, or just got laid and forgot where there at :D). Theres roughly 33 Ai addons and mods currently in the mod, and were not talking little tweaks, - (ASR AI, SLX -(where they apply),Zeus, ect.,) some options I can implement if that could help: 1st Option Setup a folder with no AI addons/mods in the @COWarMod addons folder where all the AI mods are located with included user configs if they have one, also in this folder would be a readme listing all info, files needed ect,. this means that you can take what features (Ai addons/mods) you wanted and add them to the compilation (the @COWarMod addons folder). Like for example, i currently have setup: -Optional Player Movement Files addons/mods that deal only with player character movement which are specific to movement, stance change, running/sprinting, weapon transitions, step over, grenade throwing, and fatigue ect,. Features/files from: PvPscene Tweaks,SLX,SMK Animations Pack, and Truemods -Optional TWEAKS & MODS Features/files from: PvPscene Tweaks,SLX, and Truemods With the Optional Player Movement Files all these files are not in the mod, so basically when you download the new version of CoWarMod v 1.2 you will be using default or vanilla player character movement, theres no enhancement addons/mods whatsoever in the @COWarMod addons folder in the next version. However with the Optional TWEAKS & MODS I have readmes setup as well as a folder for each Optional TWEAKS/mods inidcating whats in COWarMod and whats not,a nd whats not in CoWarMod meaning the file is not in the @COWarMod addons folder I have those files located in a folder indicating files not in CoWarMod. 2nd option For the AI is I can setup a version where I have a base number of AI addons/mods in the mod already (which currently work together), and have the rest in a folder like what I currently have for other features a folder that would say AI addon/Mods not in COWarMod. 3rd Option with this I could setup a folder like in option 2 where I have all the AI addons/mods in a folder saying Optional AI Addons/Mods and then inside the folder have a folder for each addon, and mod separated and in their own folders with readmes of what they do, all the files ect,. ====================== About all i can think of atm, but as far as scripting and setting up where you can enable addons, and mods via a list, prob best with a launcher, prob just have a directory starting with COWarMod and then it would branch down like a tree, you pick the files you want to load and it goes from there. I'm sure there is another way using the standard mod folder method, but IDK how it would be done. make the mod simple But I would like to make the mod as simple and easy for you guys as possible to be able to add all the features, and get information as fast as possible, without needing to research, if you guys have suggestions, or ideas, then now is the time to post them, as nothing is final yet, I'm currently working on a readme system that lists all the addons and mods in the mod by subject. Play right away without research The key thing here to remember is that you guys that download the mod are the ones that have to decide how you want to play the game with the mod, and most people, like myself are antsy and want to not "have to" do things in order to play, cuz well were just lazy we just want to play, I want to satisfy both worlds of people that not only just want to get into the game and play right away, but.. also have a well organized system where they can tweak and have access to files they can add and remove without issues. Struggling to find stuff sucks, trying to "find" stuff is work, and when your doing that then your not playing, so help me help you. 2 mod Versions Could I possibly make a lite version of CoWarMod with all the AI, tweaks/mods/character movement files, NOT in the mod, and then you decide whats in there, and then a version where the files are in the mod, your guy's thoughts. Currently in mind i will have a Full version 1.2 Patch version 1.2 should I have a light Full version 1.2 as suggested above, and then a regular full version. Please let me know what you guys want to do, more stuff= more time it takes. Any suggestions for addons/mods lastly any suggestions for addons, and or mods to add to the compilation, this would mean individual testing, testing with the mod overall, gathering permissions (most if not all are usually granted but in 1-3days to 1-3weeks) Share this post Link to post Share on other sites
doveman 7 Posted April 9, 2012 Hi Günter Glad you liked the suggestion, some good ideas about how to implement it there. Personally my thought is that it would be great if everyone could use COWarMod without having any problems with certain missions. I don't have a lot of experience so can't say for sure what might cause problems, I just read that AI-related mods can do, so I'm thinking something like your Option 3 would be easiest for everyone, so that you'd have: @COWarMod\addons - which would contain all the core addons except the AI-related ones (and any others that are known to cause problems, if there are any non-AI ones that do). then a \core-extra\addons folder, which would contain all the AI-related mods that would normally be in @COWarMod\addons. This way, users who want to can just move all those into @COWarMod\addons and leave it at that, whilst other users can make a @COWarMoDAI\addons folder, move them to there and then enable/disable this bundle as required with Arma II Launcher. With the mods in Optional TWEAKS & MODS, I don't think it's necessary to separate those into AI-related or not, as people will need to read the READMEs to decide which, if any, they want to enable, so they'll see which might be AI-related. Another suggestion, along the same lines, is to consider putting any mods that make the game harder in a separate folder, as with the AI-related mods. This way, beginners (like myself) who aren't ready to up the difficulty yet can still use the rest of COWarMod, and everyone else can just move the addons to the main folder. I'm not sure that there's many mods that would fit in this category, but I'm thinking of mostly PVP mods like HiddenUnitTags, RemoveRadar, DisableBallisticsComputer . If there's only a few though, it might be easier just to have a document identifying them for those who'd like to disable them. Some others I've disabled are TrueUser_IGUI_Text_ExtraSmall (playing on the TV even VeryLarge is not easy to read!) and x_TrueUser_IGUI_Text_HideAmmoCount (I like to be able to see the ammo/mag count). Share this post Link to post Share on other sites
b00tsy 28 Posted April 9, 2012 I thought I solved it, but I am still getting on start up that 1 file can't be found "ARD.hpp" I can see the file is there in the userconfig folder, but I get an hard crash on start up. I use a separate modfolder, but I am sure I have done something wrong. Can anyone have a look and tell me what I need to change? I am not so experienced in using mods, played vanilla for 2 years. Share this post Link to post Share on other sites
doveman 7 Posted April 9, 2012 I think firstly you need @COWarMod in the arma2OA root, not in a Warmod subfolder and secondly I think you need to copy the files from @COWarMod\userconfig to arma2oa\userconfig manually (same with the Keys and Dta folders). That's what I was advised and what I've done anyway. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted April 9, 2012 Only have a few min but I can answer a question, Bootsy take the following files OUT of the warmod folder: @COWarMod keys data userconfig put these folders here--> Steam\steamapps\common\Arma2 Operation Arrowhead understand? Do not create a subfolder called warmod in your main directory which for you is -->Arma2 Operation Arrowhead you dont need it, @COWarMod will not work with in a subfolder, or in another folder, it has to be in the main directory. Do you see the other mods you have in your directory, like @fallujah do the same for @COWarMod. @doveman i will get back to you on your previous post about COWarMod folder setup, I just dont have time to answer atm, as i have some errands to do and other things, will be back in the afternoon. Share this post Link to post Share on other sites
b00tsy 28 Posted April 9, 2012 Thanks doveman that fixed it. I did not have userconfig map in the rootfolder so I dragged the mod one too to the root and it works now :) ---------- Post added at 01:19 PM ---------- Previous post was at 01:15 PM ---------- Yup got it Gunther! I have all the folders in the root now and it works now. Glad I can test it out now! :) Share this post Link to post Share on other sites
doveman 7 Posted April 9, 2012 Thanks doveman that fixed it. I did not have userconfig map in the rootfolder so I dragged the mod one too to the root and it works now :) Cool. Glad I could help :) Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted April 11, 2012 Sorry for the late reply, been busy with work and other things, as well as a little extra project i cooked up for release this month ;) @doveman, and any other COWarMod fans, a question for you: currently I have as I said this folder setup: Optional Player Movement Files-(Folder) addons/mods that deal only with player character movement which are specific to movement, stance change, running/sprinting, weapon transitions, step over, grenade throwing, and fatigue ect,. Inside this folder are 4 folders for: -PvPscene Tweaks -(folder) -SLX -(folder) -SMK Animations Pack-(folder) -Truemods-(folder) Readme with all files for each folder listed, and with descriptions of what each file does, each file if it conflicts, or is redundant is also noted, so you dont end up having to similar files doing almost the same thing. Optional TWEAKS & MODS -(folder) Thsi folder contains files (addons) that change many various little gameplay, hud, and other elements in the game. Inside this folder are 3 folders for: -PvPscene Tweaks-(folder) -SLX-(folder) -Truemods-(folder) Readme with all files for each folder listed, and with descriptions of what each file does, each file if it conflicts, or is redundant is also noted, so you dont end up having to similar files doing almost the same thing. why these 3 mods specifically, because they have many files that do different things, versus just one major mod. Couple of Ideas What I could do as we were discussing earlier is along side those folders the: -Optional Player Movement Files -Optional TWEAKS & MODS I could have: Optional AI Enhancement Mods-(folder) and like the previous two Optional files, I could have by Subject of mod not tweak I mean major mods like: ASR AI-(folder) Infantry Stealth recognition-(folder) SLX, -(folder) Zeus-(folder) Readme- (a main readme that would list all the files for each mod, and give descriptions of what the mod does, any conflicts, ect,.) (sorry no GL4 as I couldn't get permission for it) then have another folder with: Optional AI Enhancement Tweaks all the tweaks that change AI behavior in small ways, like for example the file: SLX_AI_Dodge: Makes AIs do evasive moves towards cover. then have another folder for AI but it would be: Optional AI Shouts & Voices addons/mods This would be all the major mods and tweak mods that basically make the AI say and say different stuff, as well as fix if any ect,. ============================== I could go on. Basically to sum it all up, If you want your game hard it will be as you said doveman it will be the AI mainly that is going to effect that area. So really what are your guys thoughts? -would you like that setup where I have basically 2 versions of COWarMod a light version with ALL the stuff out in folders like above, and then a regular version with basically a core version? -Light version with Optional folders -Regular Full version which will have similar setup but w/ files already in the @CoWarMod addons folder. and a folder for the features which will provide a little more detail on the addons and mods specifically unlike the way it is now in version 1.1 of COWarMod. New readme System implemented for COWarMod v 1.2 The both versions of the mod would have a folder called "Features by Subject" the way this works is, inside this folder you would have a readme with a subject. Each subject, lists all the addons/mods, gives descriptions, and files included in COWarMod that do certain things in the game (gameplay). The following are the subjects: Features by Subject -Ai Enhancement-Ai Shouts & Voices -Armored & Vehicles -AT Antitank -Ballistics, Tracers & Zeroing -Binocs, Nvgs & Zoom -Choppers & Planes -Editor & Menus -Explosions, Fire & Smoke -Infantry & Mounted Weapons -Interaction -Medical -Sky, Land & Textures -UI, Hud & Gear So all the subjects above are based on what the addons and mods do ingame. So say a player doesn't like or wants to know something about a feature ingame that they either want to add or take out, but are not sure. They just go to the subject of what it is they are looking for that occurs ingame and it will be listed in the readme according to the subject. Whereas before I had one readme to list all the features, and you basically had to read the whole dam thing just to figure out what file does what, and if you had an issue something you couldn't stand a feature ingame and wanted to take it out this would be one of an ideal ways to find stuff quicker. What are your thoughts, guys, I want to make this as simple, and helpful as possible so you guys can have a great time with the mod, be it a full or lite version. Share this post Link to post Share on other sites
doveman 7 Posted April 11, 2012 That sounds good Günter. It separates the AI mods and even better divides them into Mods, Tweaks and Speech. The only thing I would suggest is that the folders are named to distinguish between mods that aren't part of the core of COWarMOD (which I presume is the case for the files in "Optional Player Movement Files" and "Optional TWEAKS & MODS", i.e. if you were to do a Full Regular version, these mods would still be in those folders and not the main addons\ folder) and those which are part of the core (i.e. which would be in the addons\ folder in any Full Regular version) but which you have put in subfolders like "Optional AI Enhancement Mods" to make things easier for people like me who want to run without the AI mods. I'm sure you can think of a suitable name for those folders, something like "Recommended AI Enhancement Mods". I personally don't think there's a need for a Lite and Full version, as both will contain the same files and I imagine you could provide a simple .bat file that would move the mods from the "Recommended AI.." folders to the main folder in one-click for users who want to use them all, but let's see what other people think. I love the sound of your new readme system as well. As you say, it will make it so much easier for users to see which mods do what. When I was going through the current COWarMod, I had to try and identify from the filename whether it was a PVP-mod or TRUE-mod or SLX-mod, in which case I needed to refer to the "xx Mods in COWarMod" document in the relevant folder under Optional TWEAKS & MODS, or none of the above in which case I had to refer to the documents in the COWarMod README's folder, to see what that mod did to help me decide whether I wanted to disable it or not. In addition to your new system, it might be helpful to have a single document listing all the mods in COWarMod (or perhaps one document for all the mods in the main addons\ folder, and another document for each subfolder like "Optional Player Movement Files") which gives a brief description of what each mod does, like a combination of 71 PvPscene Tweaks in COWarMod.rtf, All SLX Features Readme.rtf (minus the details of the mods NOT in COWarMod), 10 TrueMods in COWarMod.rtf and COWarMod Features.rtf, so that users can just open one document and search for any of the mod filenames, but thinking about it your new system will probably cover that already. Share this post Link to post Share on other sites
orcinus 121 Posted April 12, 2012 Especially for new players, I suggest keeping it as simple as possible. Have a 'minimal' core COWarmod download as suggested. Then have additional packs with separate downloads: AI enhancements (asr_ai, zeus, etc.). I would not split this into two folders - they are not very big & there aren't that many of them. MP enhancements (e.g., handsignals & any others not really useful in SP) SP enhancements (if any :)) that are not useful in or incompatible with MP Sound mods (DSAI, etc.) Interface & UI tweaks/mods Gameplay tweaks & mods One advantage is that with the sort of readmes you are proposing (good idea!), someone who wanted just one or two components from one of the optional folders could download them separately - useful for those on slow or limited-bandwidth connections. Also makes updating / patching simpler both for you & for users. BTW - a little OT, but not irrelevant - I'm testing a (somewhat crudely) hacked version of COSLX with a minimal file set that resolves the weapon-dropping problem. It has not (as yet) seemed to generate more than the usual report errors, and doesn't have standing wounded/standing dead. Hope for time to do more testing over the weekend. BR Orcinus Share this post Link to post Share on other sites
doveman 7 Posted April 13, 2012 I'm afraid I disagree that having lots of separate downloads keeps things simple. Perhaps a single download ZIP could have several addon folders in the root like: @COWarMod @COWarModAI @COWarModMP @COWarModSP etc then this can be unzipped into the ARMA II folder and users can enable whichever they want with their launcher of choice. I'm not saying the mods should necessarily be separated into the above categories, but whatever categories/folders Günter decides to use could be implemented this way. As the userconfig, keys and DTA folders need to be in the ARMA II root as well, perhaps they should also be in the root of the COWarMod ZIP, so that users don't have to move these folders manually. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted April 14, 2012 Thanks for the feedback guys. For the launcher thing, I think thats more of a personal game thing, as me I use a standard shortcut, always have always will. I really am building this mod with general mod standards in mind, not for a launcher, not for 6 updater. ect,. I can however organize the folders and readmes as i have within the mod folder itself. This below is the current setup i had in mind, still WIP of course, but apon extracting the zip you get the cowarmod containing folder, then inside it goes from there: CoWarMod (folder)INSTALL THESE FILES (folder) - @COWarMod - userconfig - Keys - Dta Optional Player Movement Files (folder) -PvPscene Tweaks -SLX -SMK Animations Pack -Truemods - PLEASE READ! Optional Player Movement Files Optional TWEAKS & MODS (folder) -PvPscene Tweaks -SLX -TrueMods -PLEASE READ! Optional TWEAKS & MODS Optional AI Enhancement Mods-(folder) -ASR AI -Infantry Stealth recognition -SLX, -Zeus -PLEASE READ! Optional AI Enhancement Mods Optional AI Enhancement Tweaks all the tweaks that change AI behavior in small ways, like for example the file: SLX_AI_Dodge: Makes AIs do evasive moves towards cover. then readme for all files. Optional AI Shouts & Voices addons/mods -1 folder with all the files then readme Features by Subject (folder) with readmes of each subject inside -Ai Enhancement -Ai Shouts & Voices -Armored & Vehicles -AT Antitank -Ballistics, Tracers & Zeroing -Binocs, Nvgs & Zoom -Choppers & Planes -Editor & Menus -Explosions, Fire & Smoke -Infantry & Mounted Weapons -Interaction -Medical -Sky, Land & Textures -UI, Hud & Gear ================== -README's -(folder) -INSTALLATION Readme -PLEASE READ! WarMod Disclaimer -PLEASE README FIRST! (COWarMod Directory)-( this would be the first thing you read, apon opening the first folder to go and install the mod, this is more of a directory) =================== Perhaps a single download ZIP could have several addon folders in the root like:@COWarMod @COWarModAI @COWarModMP @COWarModSP etc Most if not all the addons and mods in CoWarMod work both sp and Mp so having 2 separate folders for sp and mp wont make any difference. it is a decent Idea for those that use launchers, but its more complex then just having a folder that is just @CoWarMod, what would you have in mind for the readmes, as well as the required files like the userconfig, data, keys ect,. as you said have them in the root folder. I could go with this idea, but what i had in mind for your idea doveman if I were to implement it, is have a download specifically setup for standard mod install, for those folks that dont use a launcher setup, then a folder setup for those who do use a launcher. Any other ideas, or thoughts on this please feel free to post your reply, nothing is final yet, still plenty of work to do on the mod so its not like nothing cant be adjusted, changed, added, or made new at where Im at. The general premise idea of all this is to make things simple, and findable for everyone be it new folks and vets alike. Share this post Link to post Share on other sites