doveman 7 Posted April 14, 2012 That's fair enough. I just assumed that most people used a launcher, but if not you obviously shouldn't make COWarMod with a launcher in mind :) I like your idea of making a separate version of COWarMod for launchers though and if you do decide to do that, perhaps this would work for the folder structure. userconfigkeys DTA (these three folders contain the files for ALL the mods) @COWarMod @COWarModAI and each @ folder could have a readme subfolder containing the readmes for the mods in that folder. As for your non-launcher version folder structure, I would suggest changing the layout a bit so that it can just be extracted into the Arma II folder and apart from userconfig, Keys and DTA, everything is under @COWarMod, to keep things tidy. userconfig Keys Dta @COWarMod - addons - 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) =================== I still think it would be helpful to name the folders to distinguish between mods that you would in the past have put in the main addons folder (so maybe "Recommended AI Enhancement Mods"), and mods you would have left optional (like those in the current CoWarMod\Optional Tweaks and Mods folder, which only contains mods NOT in CoWarMod) ---------- Post added at 03:19 ---------- Previous post was at 03:08 ---------- I've found that when playing the CWC Classics missions, it keeps randomly shouting "grenata" even though no grenades are being thrown by anyone. If I disable COWarMod, it doesn't seem to happen. I'd already disabled the following mods manually, so it won't be any of these causing this. radio_discipline.pboradio_discipline_extr.pbo smk_anims.pbo smk_anims.pbo.SMK.bisign smk_anims.pbo.v2ECL.bisign smk_anims_manager.pbo smk_anims_manager.pbo.SMK.bisign st_collision.pbo st_collision.pbo.shacktac.bisign st_evasive.pbo st_evasive.pbo.shacktac.bisign trueuser_igui_text_extrasmall.pbo trueuser_igui_text_extrasmall.pbo.trueuser_igui_text_extrasmall.bisign x_trueuser_igui_actionmenu_noicons.pbo x_trueuser_igui_actionmenu_noicons.pbo.x_trueuser_igui_actionmenu_noicons.bisign x_trueuser_igui_text_hideammocount.pbo x_trueuser_igui_text_hideammocount.pbo.x_trueuser_igui_text_hideammocount.bisign DisabledBallisticsComputer_Gameplay_C_PvPscene.pbo DisabledBallisticsComputer_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign DisabledOnDamageSoundForHelicopters_Sound_C_Gameplay_PvPscene.pbo DisabledOnDamageSoundForHelicopters_Sound_C_Gameplay_PvPscene.pbo.PvPsceneCO.bisign DisabledOnDamageSoundForPlanes_Sound_C_Gameplay_PvPscene.pbo DisabledOnDamageSoundForPlanes_Sound_C_Gameplay_PvPscene.pbo.PvPsceneCO.bisign DisabledOnDamageSoundForTanks_Sound_C_Gameplay_PvPscene.pbo DisabledOnDamageSoundForTanks_Sound_C_Gameplay_PvPscene.pbo.PvPsceneCO.bisign DisabledPeripheralVisionCueTexture_Visuals_C_PvPscene.pbo DisabledPeripheralVisionCueTexture_Visuals_C_PvPscene.pbo.PvPsceneCO.bisign DisabledPeripheralVisionEnemy_Visuals_C_PvPscene.pbo DisabledPeripheralVisionEnemy_Visuals_C_PvPscene.pbo.PvPsceneCO.bisign DisabledPeripheralVisionFriendly_Visuals_C_PvPscene.pbo DisabledPeripheralVisionFriendly_Visuals_C_PvPscene.pbo.PvPsceneCO.bisign DisabledPeripheralVisionNeutral_Visuals_C_PvPscene.pbo DisabledPeripheralVisionNeutral_Visuals_C_PvPscene.pbo.PvPsceneCO.bisign DisabledWeaponLockVehicles_Gameplay_C_PvPscene.pbo DisabledWeaponLockVehicles_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign DisabledWeaponSway_Gameplay_C_PvPscene.pbo DisabledWeaponSway_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign HiddenUnitTags_Gameplay_C_PvPscene.pbo HiddenUnitTags_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign MadeHelicopterPilotOperateRockets_Gameplay_C_PvPscene.pbo MadeHelicopterPilotOperateRockets_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign MadeSu34PilotToControlTheWeapons_Gameplay_C_PvPscene.pbo MadeSu34PilotToControlTheWeapons_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign RemovedRadarOfGroundUnits_Gameplay_C_PvPscene.pbo RemovedRadarOfGroundUnits_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign RemovedVehicleCursors_Gameplay_C_PvPscene.pbo RemovedVehicleCursors_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign SingleWeaponModeFirstForAK_Gameplay_C_PvPscene.pbo SingleWeaponModeFirstForAK_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign TweakedExternalSoundVolumeInVehicles_insideSoundCoef_Sound_C_PvPscene.pbo TweakedExternalSoundVolumeInVehicles_insideSoundCoef_Sound_C_PvPscene.pbo.PvPsceneCO.bisign TweakedExternalSoundVolumeInVehicles_obstructSounds_Sound_C_PvPscene.pbo TweakedExternalSoundVolumeInVehicles_obstructSounds_Sound_C_PvPscene.pbo.PvPsceneCO.bisign TweakedExternalSoundVolumeInVehicles_occludeSounds_Sound_C_PvPscene.pbo TweakedExternalSoundVolumeInVehicles_occludeSounds_Sound_C_PvPscene.pbo.PvPsceneCO.bisign AIPistolUseFix_Gameplay_C_PvPscene.pbo AIPistolUseFix_Gameplay_C_PvPscene.pbo.PvPsceneCO.bisign asr_ai_main.pbo asr_ai_main.pbo.asr.bisign asr_ai_sys_airearming.pbo asr_ai_sys_airearming.pbo.asr.bisign ImprovedHelicopterAttackBehavior_AI_C_PvPscene.pbo ImprovedHelicopterAttackBehavior_AI_C_PvPscene.pbo.PvPsceneCO.bisign slx_ai_diff_armor_balance.pbo slx_ai_diff_armor_balance.pbo.SLX_MOD_A2.bisign slx_ai_noautoengage.pbo slx_ai_noautoengage.pbo.SLX_MOD_A2.bisign slx_ai_spawnskill.pbo slx_ai_spawnskill.pbo.SLX_MOD_A2.bisign slx_ai_steering.pbo slx_ai_steering.pbo.SLX_MOD_A2.bisign slx_anim_ai_lowriflemove.pbo slx_anim_ai_lowriflemove.pbo.SLX_MOD_A2.bisign slx_helicopter_ai_fix.pbo slx_helicopter_ai_fix.pbo.SLX_MOD_A2.bisign zeu_cfg_core_ai_skills.pbo zeu_cfg_core_ai_skills.pbo.ZEU.bisign zeu_OA_c_ai_recognition.pbo zeu_OA_c_ai_recognition.pbo.ZEU.bisign zeu_OA_c_ai_rof.pbo zeu_OA_c_ai_rof.pbo.ZEU.bisign zeu_sys_AI.pbo zeu_sys_AI.pbo.ZEU_test.bisign These are the other mods I have enabled, in case one of them could be clashing with something in COWarMod: <Addon Name="@cba" Path="d:\games\arma 2 operation arrowhead\@cba" Checked="true" /> <Addon Name="@jayarma2lib_new" Path="d:\games\arma 2 operation arrowhead\@jayarma2lib_new" Checked="true" /> <Addon Name="@acre" Path="d:\games\arma 2 operation arrowhead\@acre" Checked="true" /> <Addon Name="@blastcore_soundfx_beta" Path="d:\games\arma 2 operation arrowhead\@blastcore_soundfx_beta" Checked="true" /> <Addon Name="@jsrs1.4" Path="d:\games\arma 2 operation arrowhead\@jsrs1.4" Checked="true" /> <Addon Name="@cmsound" Path="d:\games\arma 2 operation arrowhead\@cmsound" Checked="true" /> <Addon Name="@cmsound_chernarusenvironment" Path="d:\games\arma 2 operation arrowhead\@cmsound_chernarusenvironment" Checked="true" /> <Addon Name="@cmsound_takistanenvironment" Path="d:\games\arma 2 operation arrowhead\@cmsound_takistanenvironment" Checked="true" /> <Addon Name="@cmsound_dualaenvironment" Path="d:\games\arma 2 operation arrowhead\@cmsound_dualaenvironment" Checked="true" /> <Addon Name="@rksl" Path="d:\games\arma 2 operation arrowhead\@rksl" Checked="true" /> <Addon Name="@sthud" Path="d:\games\arma 2 operation arrowhead\@sthud" Checked="true" /> <Addon Name="@stmovement" Path="d:\games\arma 2 operation arrowhead\@stmovement" Checked="true" /> <Addon Name="@blastcore_visuals_r1.2" Path="d:\games\arma 2 operation arrowhead\@blastcore_visuals_r1.2" Checked="true" /> <Addon Name="@blastcore_tracers" Path="d:\games\arma 2 operation arrowhead\@blastcore_tracers" Checked="true" /> <Addon Name="@jtd" Path="d:\games\arma 2 operation arrowhead\@jtd" Checked="true" /> <Addon Name="@neo" Path="d:\games\arma 2 operation arrowhead\@neo" Checked="true" /> <Addon Name="@okt_noblurbeta" Path="d:\games\arma 2 operation arrowhead\@okt_noblurbeta" Checked="true" /> <Addon Name="@mapplus" Path="d:\games\arma 2 operation arrowhead\@mapplus" Checked="true" /> <Addon Name="@mil64_compass" Path="d:\games\arma 2 operation arrowhead\@mil64_compass" Checked="true" /> <Addon Name="@dc" Path="d:\games\arma 2 operation arrowhead\@dc" Checked="true" /> <Addon Name="@map" Path="d:\games\arma 2 operation arrowhead\@map" Checked="true" /> <Addon Name="@bb_units" Path="d:\games\arma 2 operation arrowhead\@bb_units" Checked="true" /> <Addon Name="@bb_oa_mercs_v1" Path="d:\games\arma 2 operation arrowhead\@bb_oa_mercs_v1" Checked="true" /> <Addon Name="@bos_cwis" Path="d:\games\arma 2 operation arrowhead\@bos_cwis" Checked="true" /> <Addon Name="@mctierone" Path="d:\games\arma 2 operation arrowhead\@mctierone" Checked="true" /> <Addon Name="@bravo_november" Path="d:\games\arma 2 operation arrowhead\@bravo_november" Checked="true" /> <Addon Name="@gnt-frigates" Path="d:\games\arma 2 operation arrowhead\@gnt-frigates" Checked="true" /> <Addon Name="@mgb killhouses" Path="d:\games\arma 2 operation arrowhead\@mgb killhouses" Checked="true" /> <Addon Name="@patrolops" Path="d:\games\arma 2 operation arrowhead\@patrolops" Checked="true" /> <Addon Name="@aircrafthud" Path="d:\games\arma 2 operation arrowhead\@aircrafthud" Checked="true" /> <Addon Name="@gnat's b52" Path="d:\games\arma 2 operation arrowhead\@gnat's b52" Checked="true" /> <Addon Name="@undead" Path="d:\games\arma 2 operation arrowhead\@undead" Checked="true" /> <Addon Name="@unsung" Path="d:\games\arma 2 operation arrowhead\@unsung" Checked="true" /> <Addon Name="@ghosts" Path="d:\games\arma 2 operation arrowhead\@ghosts" Checked="true" /> <Addon Name="@celle" Path="d:\games\arma 2 operation arrowhead\@celle" Checked="true" /> <Addon Name="@cicada1.2" Path="d:\games\arma 2 operation arrowhead\@cicada1.2" Checked="true" /> <Addon Name="@duala" Path="d:\games\arma 2 operation arrowhead\@duala" Checked="true" /> <Addon Name="@fallujah1_2" Path="d:\games\arma 2 operation arrowhead\@fallujah1_2" Checked="true" /> <Addon Name="@lingor" Path="d:\games\arma 2 operation arrowhead\@lingor" Checked="true" /> <Addon Name="@nc" Path="d:\games\arma 2 operation arrowhead\@nc" Checked="true" /> <Addon Name="@ovaron1.3" Path="d:\games\arma 2 operation arrowhead\@ovaron1.3" Checked="true" /> <Addon Name="@baghdad" Path="d:\games\arma 2 operation arrowhead\@baghdad" Checked="true" /> <Addon Name="@panthera" Path="d:\games\arma 2 operation arrowhead\@panthera" Checked="true" /> <Addon Name="@quesh_kibrul-v2" Path="d:\games\arma 2 operation arrowhead\@quesh_kibrul-v2" Checked="true" /> Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted April 14, 2012 (edited) Sorry for the late reply, been busy with a game issue in and out of my sever, as well as work, sleep, and some other misc bs. As for your non-launcher version folder structure, I would suggest changing the layout a bit so that it can just be extracted into the Arma II folder and apart from userconfig, Keys and DTA, everything is under @COWarMod, to keep things tidy. userconfigKeys Dta @COWarMod - addons I dont see anything tidy about that, I setup the folders with INSTALL THESE FILES with: userconfig Keys Dta @COWarMod - addons inside for a reason as I had alot of questions, website, pm, e-mail on how to install the mod, if you have these files which are required to play with the mod: userconfig Keys Dta @COWarMod - addons mixed with all of this: CoWarMod (folder)INSTALL THESE FILES (folder) - @COWarMod - userconfig - Keys - Dta Optional Player Movement Files (folder) Optional TWEAKS & MODS (folder) Optional AI Enhancement Mods-(folder) 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 Features by Subject (folder) with readmes of each subject inside ================== -README's -(folder) -INSTALLATION Readme -PLEASE READ! WarMod Disclaimer -PLEASE README FIRST! (COWarMod Directory)-( this would b then new guys downloading the mod for the first time, not familiar with the mod hierarchy would be lost, as well as regulars, and vets, would have to search for the files amongst the many files. I still think it would be helpful to name the folders to distinguish between mods that you would in the past have put in the main addons folder (so maybe "Recommended AI Enhancement Mods"), and mods you would have left optional (like those in the current CoWarMod\Optional Tweaks and Mods folder, which only contains mods NOT in CoWarMod) I could have it setup in a readme, as having copies of files, and or redundant files amongst the download would not be very size efficient for the download, mod is already huge as it is, just to get it on Armaholic I have to split the mod in 2, maybe 3 parts this time, then Foxhound basically combines the mod as he did last version and compresses it even more. I've found that when playing the CWC Classics missions, it keeps randomly shouting "grenata" even though no grenades are being thrown by anyone. If I disable COWarMod, it doesn't seem to happen.I'd already disabled the following mods manually, so it won't be any of these causing this. its Sar_Krik review the readme, all the files in current (v 1.2) for AI shouts is in the mod except sar krik which I narrowed down to spam yell. Now if that doesn't work for you then it could be any combination or file in particular for the mods in the readme below, it has to do with AI shouts, nothing else. as per my new readme for COWarMod version 1.2: AI Shouts & Voices Mods in COWarMod The following listing of mods are all the Ai Shouts & Voices mods in COWarMod ==================== Radio Discipline ==================== Description: I was tired of all the "moving", "covering", "Go I cover" messages all over the radio. Thats why I got rid of the messages and changed "target THAT" to "target" and "engage THAT" to "attack" (engage solo was not avaibable) ("contact" got out as well, like "clear") 2 versions: Normal= like told above extrem= no "Target" Messages Included .pbo files: radio_discipline.pbo radio_discipline_extr.pbo ======================= Streamlined Radio ======================= Description: Gets rid of some radio annoyances and shortens it. Adds other radio features. Features: - Removes "that", "to the", "to our", "from us" and some "at" lines. - Detection reports are now organized by side, unit type, location, and distance. Rather than just random. - "Man" identification changed to "soldier". Man is still used if unit is unknown or is a civilian - Added missing "Unknown" voices. - Added 2 engage lines "fire at", "Attack" - Added ellipses in detection reports for easier readability - Unit numbers have been replaced with alphabets. (1 = Alpha, 2 = Bravo, 3 = Charlie...) (SLX) Included files: radio_streamlined.pbo radio_streamlined_text.pbo radio_streamlined_identify.pbo radio_streamlined_a2_only.pbo radio_streamlined_identify_a2_only.pbo ====================================== Dynamic Sound AI (RUG DSAI) ====================================== Description: It gives your and the enemies AI a voice beyond the stale radio messages Features: * Ready made scripts for Dynamic Sound AI that is easily modifiable by the end-user. * Your AI will shout curses at the enemy, tell you when they're reloading, throwing a grenade, engaging, when they're hurt, fleeing or when they've scored a big kill! And much more. * Works in both SP, client-side MP and server-side MP * Features English, Arab, Russian and Spanish voices by default * Can assign voices to all sides (BLUFOR, OPFOR, Independent, Civilian, SideEnemy) * Easily activated/deactived by mission makers, addon makers or server admins as required, using global variables and config entries (see below for more information) * Auto-initialization using CBA (fully CBA compatible) Included .pbo files: RUG_DSAIRUS.pbo RUG_DSAISPA.pbo RUG_DSAIArab.pbo RUG_DSAIGen.pbo RUG_DSAIENG.pbo RUG_DSAI.pbo ===================== Dynamic Shouts -(Removed due to Character & AI would spam yell: grenade) ===================== Description: Enables the characters to produce different sounds in battle. Soldiers will shout they are wounded, killed, kill the enemy or simply saw a grenade at his feet. This adds a bit of realness to your combat missions. Now you can hear what's going on with your mates, or adversary at some point. The main feature - the character is superimposed on his own voice, now one and the same person will not cry in different voices. Features: - Adds 3 new modules, you can find them in Game Logic => Modules. - Shouts with the wounded character - Shouts when the character fires a grenade launcher or throws grenades - Shouts when a character dies - 9 voices for BLUFOR and OPFOR, and 3 voices for Resistance. The main feature - the character is superimposed on his own voice, now one and the same person will not cry in different voices. Included .pbo files: sar_krik.pbo sar_krik_start.pbo =========================== SLX_Alpha_Numbers =========================== Description: File is from the SLX mod Makes team numbers in english be called by the phonetic alphabet. (1 is alpha, 2 is bravo, 3 is charlie, 4 is delta, etc)Included .pbo files: SLX_Alpha_Numbers.pbo ============== SLX_Shout ============== Description: File is from the SLX mod Makes people say stuff. Included .pbo files: SLX_Shout.pbo Dependencies: SLX_NetCode. ================== SLX_Dialogue ================== Description: File is from the SLX mod Fixes missing words and adds larger voice pitch variations. Included .pbo files: SLX_Dialogue.pbo ================== Any other suggestions, thoughts, feedback, problems, ect,. are more then welcome. Edited April 14, 2012 by Gnter Severloh Share this post Link to post Share on other sites
doveman 7 Posted April 15, 2012 I dont see anything tidy about that, I setup the folders with INSTALL THESE FILES with:userconfig Keys Dta @COWarMod - addons inside for a reason as I had alot of questions, website, pm, e-mail on how to install the mod, if you have these files which are required to play with the mod: userconfig Keys Dta @COWarMod - addons mixed with all of this: then new guys downloading the mod for the first time, not familiar with the mod hierarchy would be lost, as well as regulars, and vets, would have to search for the files amongst the many files. All I was suggesting is that you put all the Optional and Readme folders in the @COWarMod folder, as then the archive can be extracted directly into the Arma II folder. If you leave multiple Optional and Readme folders in the root, then users can't just extract it to the Arma II folder unless they want extra folders strewn all over the place and either have to extract the archive to one place then copy the folders they want to the Arma II folder, or select just the userconfig, Keys, Dta and @CoWarMod folders in Winzip, WinRar, etc and extract only those to the Arma II folder. It seems that being able to say "Extract the archive to your Arma II folder" is as simple as the instructions can get, but only really works if you put the extra folders under @COWarMod. I could have it setup in a readme, as having copies of files, and or redundant files amongst the download would not be very size efficient for the download, mod is already huge as it is, just to get it on Armaholic I have to split the mod in 2, maybe 3 parts this time, then Foxhound basically combines the mod as he did last version and compresses it even more. I don't think I explained myself very well. Because the current COWarMod only has one extra folder "Optional TWEAKS & MODS" and that only contains mods marked NOT in COWarMod, I assumed that the extra Optional folders might contain mods that you'd actually recommend or would have included in the addons folder before, so I was suggesting that you rename those folders "Recommended" rather than optional. However, if all the Optional folders contain mods that you DON'T recommend to be used as part of COWarMod, then there's no need to rename them. its Sar_Krik review the readme, all the files in current (v 1.2) for AI shouts is in the mod except sar krik which I narrowed down to spam yell.Now if that doesn't work for you then it could be any combination or file in particular for the mods in the readme below, it has to do with AI shouts, nothing else. Thanks, I'll try disabling that :) Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted April 15, 2012 (edited) All I was suggesting is that you put all the Optional and Readme folders in the @COWarMod folder, as then the archive can be extracted directly into the Arma II folder. Sounds like a good idea for both standard mod setup, and launcher, this way all files are contained within the @CoWarMod without extra folders in the Arma2 main directory, I believe alot of mods do this already. I think this is something that I had overlooked as currently and before i had a folder with @COWarMod and all the other files readmes ect in it, and as your saying just condense all the files w/ readmes into just that @COWarMod folder. My concern here is still the required files for the mod itself, be those: -dta -userconfig -keys I could have those in a storage folder (store) like the ACE mod does, but then i will need to indicate in the main installation readme the locations and where to place all the files. Originally I was to think that a folder labeled INSTALL THESE FILES would basically have all the files, nothing for anyone to figure out, you just take all those files and put them into your directory and then setup your shortcut and go from there. i suppose i could do as you had pointed out, which would seem to be more ideal as you said the files can get strewn all over the main directory, and for new players who are not familiar with the mods setup as well as the directory, this would be one less hassle for them as theres already alot to the game as it is. Appreciate the insights and feedback doveman, you have been a great help, as you can read for your self Im always open to suggestions and or ideas to improve better what Im doing, and Im not so proud to ignore those folks would provide feedback. I don't think I explained myself very well. Because the current COWarMod only has one extra folder "Optional TWEAKS & MODS" and that only contains mods marked NOT in COWarMod, I assumed that the extra Optional folders might contain mods that you'd actually recommend or would have included in the addons folder before, so I was suggesting that you rename those folders "Recommended" rather than optional. However, if all the Optional folders contain mods that you DON'T recommend to be used as part of COWarMod, then there's no need to rename them. Optional is just that optional it means that they are "extra" or other addons and mods you can add to your game if you wish, their not in the main addons folder because those in the man addons folder are my ow preference as well as a general preference based on what other mods do that are already in the main @COWarMod /addons folder. Currently in the new version I have readmes in the Optional folders below: -Optional Player Movement Files -Optional TWEAKS & MODS -Optional AI Enhancement Mods -Optional AI Enhancement Tweaks -Optional AI Shouts & Voices addons/mods that will explain what each folder contains, files, descriptions, recommendations, and any conflicts, and or redundant files that should not or rather prob shouldn't be used as well.. they would be using the smae as another file. The readme in each of those folder will act as a directory, the folders them selves will not be setup like a mod, as they are just folders containing the files, so based on the readme for which ever folder you are looking at the readme will give you a good general idea of what you need to find based on what you want, ect,. its Sar_Krik review the readme, all the files in current (v 1.2) for AI shouts is in the mod except sar krik which I narrowed down to spam yell.Now if that doesn't work for you then it could be any combination or file in particular for the mods in the readme below, it has to do with AI shouts, nothing else. Thanks, I'll try disabling that :) See if that works, it does for me, but this removal is not final, still need more testing, but overall its the Ai speech and talking mods listed in the readme that effect what the AI as well as your own character say, I do agree though it is annoying as f&ck ingame when a guy constantly, and right after another. another bug is where they yell reloading. you can see me yelling at the computer, "Shut the F*ck up!":mad: Edited April 15, 2012 by Gnter Severloh Share this post Link to post Share on other sites
doveman 7 Posted April 15, 2012 Sounds like a good idea for both standard mod setup, and launcher, this way all files are contained within the @CoWarMod without extra folders in the Arma2 main directory, I believe alot of mods do this already. They do, although for some reason they tend to put the dta, userconfig and keys folders inside the @ folder, which means I have to move them manually to the ARMA II root manually after extracting the archive. My concern here is still the required files for the mod itself, be those:-dta -userconfig -keys I could have those in a storage folder (store) like the ACE mod does, but then i will need to indicate in the main installation readme the locations and where to place all the files. Originally I was to think that a folder labeled INSTALL THESE FILES would basically have all the files, nothing for anyone to figure out, you just take all those files and put them into your directory and then setup your shortcut and go from there. It seems to me that it's easier to keep those three folders in the root of the archive, alongside @COWarMod, as then they get put in the right place when the user extracts the archive to their ARMA II folder. Otherwise they'll have to move them manually, which experienced users will know but I've seen posts from users (for various mods) who didn't realise they needed to do this and wondered why the mod wasn't working. The only possible issue I can think of is if the user already uses one of the mods contained in COWarMod, they may already have customised a userconfig file for that mod and COWarMod could overwrite it. However, that would happen if you put the userconfig folder somewhere else, as users will still need to move it to the right place, at which point it will overwrite any existing files anyway, so all you can do is warn users that when extracting COWarMod they should be careful about overwriting any files in the userconfig folder. Appreciate the insights and feedback doveman, you have been a great help, as you can read for your self Im always open to suggestions and or ideas to improve better what Im doing, and Im not so proud to ignore those folks would provide feedback. Glad to be able to offer any feedback that might make COWarMod even more awesome and appreciate you being receptive to it. Optional is just that optional it means that they are "extra" or other addons and mods you can add to your game if you wish, their not in the main addons folder because those in the man addons folder are my ow preference as well as a general preference based on what other mods do that are already in the main @COWarMod /addons folder. In that case just ignore my suggestion about renaming folders, I was speaking from a position of ignorance. The readme locations sound great. another bug is where they yell reloading.you can see me yelling at the computer, "Shut the F*ck up!":mad: I haven't noticed the "reloading" spamming yet, although on one of the CWC missions after I blew up the convoy I had to put up with a sound like the warning beep when a heavy vehicle is reversing for the rest of the mission, which drove me nuts (and after putting up with it for an hour to complete the mission, I got killed right near the end!) Another CWC mission, my squad leader just kept telling us to go 50 yards west to that tree, then 100 yards east to that bush, etc and never led us into the actual village we were meant to be assaulting, so I left him (and the rest of the squad) dancing around the trees and went and did the missions by myself (to be fair, I think the tanks had killed most of the enemy by then!) Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted April 15, 2012 It seems to me that it's easier to keep those three folders in the root of the archive, alongside @COWarMod, as then they get put in the right place when the user extracts the archive to their ARMA II folder. ya I think i will do that, instead of the store folder, along with the installation readme, so that when extracted you get and see the following files right away: -@COWarMod-userconfig -keys -dta -INSTALLATION Readme then in the @COWarMod folder i will have: Optional Player Movement Files Optional TWEAKS & MODS Optional AI Enhancement Mods Optional AI Enhancement Tweaks Optional AI Shouts & Voices addons/mods Features by Subject (folder) ================== -README's -(folder) -PLEASE READ! WarMod Disclaimer -PLEASE README FIRST! (COWarMod Directory) Another concern is the readmes, I have atm a folder setup for all the readmes except, installation, disclaimer,a nd the directory one, the one of concern is the features by subject, I want to make that one more visible, or direct, or available right away versus, having to dig through the readme folder and then open another folder to view the readmes listed by subject, any thoughts on this? I haven't noticed the "reloading" spamming yet I had it on my gameserver once in a mission, it was annoying as all hell, my own character was screaming it constantly, like one after another, my buddy and I were like WTF, and shut the f*ck up! so this is another thing im looking into, but only in the sp game did I ever get the grenade thing and I narrowed it down to sar Krik, when i removed that I had no more issues with that, but again still needs more testing to make sure its for good, and not just some one time change that worked that time I tested it. my squad leader just kept telling us to go 50 yards west to that tree, then 100 yards east to that bush, etc and never led us into the actual village we were meant to be assaulting I'm thinking that def has to do with Ai path finding, so it could be either one of the major mods, make sure you test the same mission on vanilla with the latest 1.60 patch, and then do it again with current v 1.1 of CoWarMod and let me know what you figure out, on another note it could be mission related scripting issue, but i doubt it. Always test with and without the mod, that way you have something to compare too, and fall back on. As if its not the vanilla game itself then we can narrow it down to a mod within the mod. Share this post Link to post Share on other sites
doveman 7 Posted April 15, 2012 ya I think i will do that, instead of the store folder, along with the installation readme, so that when extracted you get and see the following files right away: -@COWarMod -userconfig -keys -dta -INSTALLATION Readme Yeah, good idea to have a Readme in the root as well, as then people will see that when they open the archive in Winzip, etc and have something to look at if they have any questions. Of course it will get extracted to the ARMA II root, so it'd be helpful to name it something like COWarMod-Install, so that users can see what it's for and find it later (I find a lot of mods just name their readmes, readme.txt or install.txt, which isn't really a problem for mods that go in their own @ folder, but with Missions it's a pain as it means I have to rename each one as I like to keep the readmes in the Missions folder for easy reference). Optional Player Movement Files Optional TWEAKS & MODS Optional AI Enhancement Mods Optional AI Enhancement Tweaks Optional AI Shouts & Voices addons/mods Features by Subject (folder) ================== -README's -(folder) -PLEASE READ! WarMod Disclaimer -PLEASE README FIRST! (COWarMod Directory) Another concern is the readmes, I have atm a folder setup for all the readmes except, installation, disclaimer,a nd the directory one, the one of concern is the features by subject, I want to make that one more visible, or direct, or available right away versus, having to dig through the readme folder and then open another folder to view the readmes listed by subject, any thoughts on this? Looking at the structure you posted previously (below), it looks like you plan to have just a single readme in the Optional folders (will this describe all the mods in that folder or just be a general descriptive text about the folder?), and the "Features by Subject" folder will have readme's per subject (so one for Ai Enhancement, another for Ai Shouts & Voices, etc). I certainly don't see a problem with putting these in a folder (maybe named something like "Readmes by Subject/Category") that's in @COWarMod, and then another folder (maybe named "Other readmes") alongside it. The only downside I see to having multiple mods described in one readme (i.e "Ai Enhancement") is that if the user is looking for information on a particular mod and isn't sure which category it comes under, they'd have to do a contents search of all the files in the "Readmes by Category" folder. That's not to say I don't think this is a great idea for the readmes, because I do, but perhaps it might be useful to also have the individual text files that are currently in COWarMod Readmes\MOD Readmes in "Other readmes" as well, so that users looking for information on a particular mod can use those. Obviously this involves some duplication, as they will be described in one of the "Readmes by Category", but it's only a few MB and I imagine being text files they compress quite well. - 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) I'm thinking that def has to do with Ai path finding, so it could be either one of the major mods, make sure you test the same mission on vanilla with the latest 1.60 patch, and then do it again with current v 1.1 of CoWarMod and let me know what you figure out, on another note it could be mission related scripting issue, but i doubt it. That makes sense. I'll try it on Vanilla and see what happens. That's the only thing that makes me nervous with mods, not knowing if they're causing problems for certain missions or not. Sometimes it might be obvious, like this, but other times it might be more subtle but still enough to mess up the mission. I had a wierd one with the OA mission "Operation Sandstorm" the other day, where most of the enemy disappeared and my soldiers captured the oil field before I'd barely moved, which seemed to be caused by CAA1, RYD_Fireatwill or RYD_HAC, as it seems back to normal after disabling those (although I don't think I've tried it on Vanilla, so what I think is normal might not be. Maybe that's why I'm finding this mission so hard!) Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted April 22, 2012 Ok guys just reporting some WIP for the mod, so far I have the folders setup as we were discussing above, and am currently in the middle of putting together the readmes for the Feature's by subject, still more to go. Im planning on release on May 1st no later, as I still need to test a few things, as well alot of readme related stuff too. I have a few new addon/mods in mind to add but currently just testing them, and deciding if their worth including, if I do include them then I will be getting permissions. Also theres a small handful of updates for existing mods in the next version. All for now. Share this post Link to post Share on other sites
doveman 7 Posted April 22, 2012 Cool, glad to hear it's going OK. Looking forward to it, but no worries if it takes longer than expected :) Share this post Link to post Share on other sites
orcinus 121 Posted April 22, 2012 I have a few new addon/mods in mind to add but currently just testing them, and deciding if their worth including, if I do include them then I will be getting permissions.. Robalo's throwable satchel would be a nice addition if you're still thinking of other possibilities - especially 'topical' for mods like i44 (bunker clearing, for example). Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted April 29, 2012 @Orcinus I had looked at the mod before but couldn't get it to work when I tested it then at the time I was building COWarMod but will look into it again, I had downloaded it but still need to test it as well as a few others Im testing. COWarMod News I wanted to let you guys know that where Im at with COWarMod May 1st as i stated in a previous post here, is not going to be possible, only because I still have a ton more work, testing, and alot of readme stuff to get done. so dont worry it will be out soon, just need a bit more time, Im planning for early May so thats my goal. In other news I wanted to let you guys know that In the coming month of May, and possibly June maybe just May after i release the latest (v 1.2) of COWarMod that i will be working on getting a working version of: -COWarModACE Compatible version -COWarModI44 Compatible version I44 Mod Currently I have been testing the I44 version i through together couple weeks ago, and as I been playing with I44 and building and editing existing missions for the mod I been seeing the results of the mod, so right now theres alot of tweaking going on. Most of COWarMod does not work with I44 but there are a good bunch of addons and mods that do. Some of the mods that dont work I had to remove because they are not applicable to the genre if you will of the I44 mod, only because you will never see a helicopter, nor modern day tank, or armored with sofisticated features, as well as night vision, or other modern day stuff, so again its not applicable and would break the realism, or the context of what the I44 mod is abut, namely WW2. Other mods and such simply dont work because I44 files overwrite them so its not possible to use them at all, they simply dont work. So just to let you guys know, do not use COWarMod with I44, if you wish I can provide a list of the working mods that do work with I44 that i had found so far, like I have on my COWarModACE thread which i provided a list, but this would only beta , or rather WIP. A2WarMod & COWarMod I had recently looked at the mp server list for I44 servers, and had seen one with A2WarMod running along with I44, so I had to do my due diligence and inform the host which was on the server btw about how these mods worked. For your guy's information, and Im sure most of you already know, but for the sake of informing you, plus any newcomers to the mod: A2WarMod is for Arma2 only! COWarMod is for Arma2CO only! Let me explain: A2WarMod is a WarMod version that I built for Arma2, only using addons and mods from Arma2. COWarMod is a version i built for Arma2CO (Arma2 + OA) (installed together = Combined Ops, hence Arma2CO), anyways COWarMod has only 38 addons and mods from Arma2 (from A2WarMod), that work in OA, that are in COWarMod, so COWarMod has both all the addons and Mods that work in A2WarMod that work in OA only, and then the rest of the addons and mods from OA added to it. This means that out of 126+ addons & mods only 38 work in OA! Plus the tweaks and other many other mods so COWarMod is a Mod of 223 Addons, Mods, & Tweaks built for OA (Arma2CO , Combined Ops only). Server usage To inform you guys, and majority know this, if you host your own server (client) then COWarMod will work obviously. If you have a dedicated server, gameserver , as i do, and wish to play missions on your server while playing with running rather COWarMod, COWarMod does not need to be on the server to see the effects and features of the mod. I do this all the time with my own server, I build missions or run missions from other makers and when my buddy and I join the server we run COWarMod from client and see the effects without problems in the mission on the server. About all i needed to say. Any questions, thoughts, let me know. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 4, 2012 Gentleman and Fans of COWarMod. As you know COWarMod is still WIP, I wanted to make a post here and give you some update information on the new setup of the mod and the intentions behind this new version. Mod Rebuilt COWarMod as some of you may already know will be a totally rebuilt mod, from the ground up, this will make the previous version 1.1 obsolete. So what this means for those with the 1.1 version of CoWarMod is, well basically if you want the new version with the new updates, fixes, organized addon and mod information, readmes and the many other things being done then the 1.1 version will have to be deleted from your system, or whatever you want to do with it. No Patch v 1.2 The new version will not have a patch as i have originally intended and stated, on here and my website, reason being is there is so much stuff changed that it will take me even longer to complete the 1.2 version. The files would not be compatible with each other and there would be to many redundant files in other words you would have copies of files, so it simply wont work. Mod Layout & Directory The layout of the mod is following along the lines as was discussed in previous posts as seen above in this thread, but there is more added,a dn other various changes not noted. there will be a small folder directory readme apon opening of the zip file that will guide you to where each folder is in the mod, as without this directory you would have to look through the mod and find all the files. For those new to mods in the game teh features in CoWarMod probably would be completely missed. Other aspects of the directory is of course the directory, this is just for folders, not meant to be detailed but basically a small map if you will to guide a user to where all the folders and files are. Main Directory (still being worked on) The main directory which will be located in the Documentation folder will be a readme with locations of all folders and files, this directory is meant to be specific in detail, give you not only direction, location, description but detailed info in a simple way so you can properly find what your looking for as well as inform the would be player of all the features in the mod. Customization COWarMod will be more customizable then ever, in general apon download general addons and mods will be located in the @COWarMod folder, so you can basically play with that or, further your game with additional optional addon, mods,tweaks, and many other things to add to your game, just by a simple drag and drop of a file. Customization folder is setup that will contain many folders by subject which will give you an idea of what features you can add. By default COWarMod will be using the vanilla AI, and character movement. For those that like vanilla then there will be nothing for you to change. For those that like to enhance/customize their game, then you will find by subject of addon and mod files that may suite your tastes. The following subjects (so far) will be available to you containing all the addons and mods for Arma2CO from the community in their own folders. AI Enhancement Mods AI Shouts & Voices mods Player Character Movement mods Tweaks & Mods this is the short list so far. There will be a readme like directory for each folder, giving, locations, description,detail, and recommendations based on tests for each addon and mod listed. Deep Customization COWarMod in general will be about customization, CoWarMod is not like a general mod where for example your downloading an individual mod that changes the sounds ingame, or just smoke effects, or just explosions, or adds a new weapon. The customization aspect of the mod means that not one persons/player's game will be the same as anothers. Overall the deeper aspect of customization of the mod will lie in a readme that will list, and give location to each file in the mod, each pbo in CoWarMod is gathered and put together with other addons and mods that have similar if not the same qualities. Each addon and mod will be separated by subject based on what they do and or change in the game as kinda of said above, a readme will list all subjects, and then a readme for each subject will list all files with descriptions of each file, this is really where the customization aspect comes in. This is also for organization. On top of this will contain a readme that will list all files and description by subject in one listing so that all files are available at once too. As you can see the mod will be more versatile and flexible to the user, allowing them to change every aspect of their game, with alot more ease and simplicity not see before in the WarMod series, this is another reason why the mod had to be rebuilt, patch an already partially organized mod is a challenge, starting with a clean slate as you guys will see will be the right thing to do. Time before release Right now, i cannot say how soon the mod will release, Im basically just taking my time and doing this right, and trying to be as thorough as I can but an approximate release I can say will be sometime this month of May. Thanks for your support, and patience. Share this post Link to post Share on other sites
doveman 7 Posted May 4, 2012 Thanks for keeping us updated Günter. It's sounding great and I'm looking forward to it whenever you're ready to release it. Share this post Link to post Share on other sites
orcinus 121 Posted May 4, 2012 Thanks, Günter. Waiting patiently :) Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 6, 2012 Your welcome. Question for you, Does and would it work better for you if all the AI addons and mods were in a folder by themselves with a readme giving a files list and description, as well as compatibility, recommendation, ect,. this means that when you download the new version there wont be any AI addons/mods in the @COWarMod folder, same for the character movement, you will have the stock/vanilla game movement. Does this work for you guys? or if i had a a version that had Ai mods in it with movement mods and a version without, but seperate downloads. this should stir up some ideas, your thoughts. Share this post Link to post Share on other sites
doveman 7 Posted May 6, 2012 I think you already know my thoughts about this, so I'll let others give their opinions for you to consider. :) Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 7, 2012 (edited) vid removed by author. disregard this post. Edited May 12, 2012 by Gnter Severloh Share this post Link to post Share on other sites
USMC Soldier 10 Posted May 10, 2012 I was trying this out and noticed that sometimes, I've had enemies literally dead while standing up. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 10, 2012 Hi, Thanks for the feedback. This is an already known bug which I believe we have narrowed down to SLX issue, but not 100% sure yet if it is, I also believe it lies with having multiple AI mods running together at the same time. When and if you come across a standing dead soldier, walk up to them and try to drag them, and they should fall to the ground. COWarMod version 1.2 will be out sometime this month, the 1.2 version is a total rebuild with a few additions, several fixes, updates to existing mods, and a total revamp, reorganization of all folders, and readmes, this will allow new and veteran and alike players to find what their looking for and customize their game much easier. Currently Im idling on the readmes, and trying to find time and energy to work on the mod as I have 2 jobs. Anyways any questions, feedback, and or ideas then post em and I'll see it when i get on again. Share this post Link to post Share on other sites
orcinus 121 Posted May 10, 2012 The "standing dead" issue seems to be rather dependent on what scripts are running in the mission; though other mods may influence it as well, heavily scripted missions seem the most affected. One can also get "standing wounded" even if they have enough damage to be immobilised, plus some other, rarer effects. It appears to be due to conflicts between some components of SLX and mission scripts. I have WiP (been on hold for a while, RL issues mainly) identifying a minimum set of files that allows SLX wounds to function without major anomalies using thomsonb's "Flashpoint" series as testbeds (v1.14 & later). There is some information already posted in the COSLX thread. Share this post Link to post Share on other sites
domokun 515 Posted May 10, 2012 I concur Orcinus' investigations. I have crafted a tiny version of SLX that I call "SLX lite". It is currently under test with Gunter. Once I have his green light I'll share it with you. Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 13, 2012 SLX is in COWarMod I think all discussions pertaining to SLX should be on its own thread. The mod itself is being worked on not by me atm, Im more focused on COWarMod in general, nothing but readmes for me right now, but as I have been working all night on the mod and not getting much done btw I did have some ideas based off of what Domokun had mentioned about having SLX versions, also mentioned on the SLX thread previously. COWarMod Versions I was pondering the idea about having a few versions maybe just 2 of COWarMod. Full version This is a standard version like v 1.1 except it will be a major update, fix, addition, and reorganization/rebuild of the mod as in the works currently. Customizable Version a version that is specifically nothing but a total customizable mod where all AI addons and mods, and other mods are completely separated from the COWarMod addons folder, thus a player using this version would basically get a general setup of addon, mods, and tweaks in the mod, that covers a vast area of the game, but by default most of the game they play will be vanilla Arma2CO in terms of the following: -AI Enhancement -AI Shouts & Voices mods -Player Movement Files -Tweaks & Mods -(includes PvPscene Tweaks, SLX, TrueMods) maybe more. Right now Im really looking for ideas and feedback for the new version, as the 1.1 version is considered obsolete I wont support it anymore, as when 1.2 is released all 1.1 versions either on Armaholic or anywhere else will be asked to remove and delete. any questions or thoughts then please let me know. Share this post Link to post Share on other sites
a_blunt_rifle 10 Posted May 15, 2012 (edited) hey gun. downloading it now. mainly for the SLX features, but thought i would try this and maybe be suprised at what i find. just wondered though, did you keep the SLX_Find_cover addon in this? i think its great how the ai take cover underfire instead of having to tell them to. and by that time it can be too late. And also, can you still drag corpses into choppers. i like to evac the dead soldiers :) Edited May 15, 2012 by A_Blunt_Rifle Share this post Link to post Share on other sites
Gunter Severloh 4067 Posted May 16, 2012 I never removed it, COWarMod is still currently 1.1 The weekdays are tough for me now to work on the mod as I go from my night job to a day job, and then have maybe an hour possibly 2 hrs before my night job. I do have Sat and Sun off. I'm trying get myself more motivated to get the 1.2 version out and Im aiming for before end of May here, I'm still working on readmes, and there are ALOT of them. I may just do the customization version of the mod just give you guys something then release the other versions afterwards, or what version of 1.2 would you guys want first? The customization version, or the full version like I described in my previous post above? let me know so i can get on it. Share this post Link to post Share on other sites
folgore_airborne 1 Posted May 16, 2012 customizable version seems ok, do I'd vote for it! Share this post Link to post Share on other sites