Author Topic: No Faction Requierment (WEAPONS) (MOD)  (Read 45089 times)

Bryan

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #60 on: Sep 09, 2010; 01:36 am »
Haven't checked personally,but the way you describe it I'd suppose they replace the same file(s),hence the problem.As long as they change the same file(s) you'll be unable to fully apply both mods at the same time,at best you'll get some changes from each depending on the order they're installed.

Can't know if those two mods can somehow be made compatible with each other though...Perhaps someone else knows for certain.
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Leitner

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #61 on: Sep 09, 2010; 09:28 am »
Yes both of the mods alter some of the same cooked files. Someone who uses reanimator commonly could add the effects of both mods together. And I believe the next generation of mod packages will allow you to pick and choose what you want from different mods.

In the meantime though you'll probably just have to use 1 or the other.
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Malachor

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #62 on: Sep 11, 2010; 01:44 pm »
Quote from: "Huskie"
Any chance this could be made compatible with seferoth's compile mod?
I'd suggest posting this request in seferoth's mod topic, since it is his mod that you want changed.

Touch

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #63 on: Sep 11, 2010; 08:57 pm »
You should make the same mod as this one but with the armor... Cause i have a marksman who might use the Templars' armor
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Jeremiah

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #64 on: Sep 12, 2010; 03:37 am »
The reason that the Armor Mod isn't done is because it deforms your characters since each Faction has a different Model for Armors.
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Kage_Kaldaka

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #65 on: Jun 03, 2012; 03:02 am »
Thank you so much! This has been one of a list of very few complaints ive had about this  game, is that it seemed unrealistic that some weapons cant be used by other classes. for ex, a marksman being unable to use a plague blaster or the gun that cabalists use to shoot exploding pegs [forgot the name]
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ch3m

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #66 on: Feb 02, 2013; 04:14 pm »
Thanks!  I really like the mod.  =]

SaltedTequila

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #67 on: Sep 08, 2023; 11:23 pm »
Found it! Can this be made to work on the steam version? (Ideally steam deck; Linux)
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Bryan

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #68 on: Sep 09, 2023; 03:01 pm »
Phew, a 10-year necrothread. Haven't had one of this magnitude in a while :P

It should be possible, yes, though likely not by converting this mod but by recreating it (since the items table this involves differs very drastically). At a glance, since I've never tried for this particular outcome, it seems you'd likely need to go through every weapon and change their Container Unittype field to "any". If that doesn't suffice, changes to Unittype may also be needed (changing eg "[faction]_gun1h" to a valid factionless alternative, like "gun1h" if it's accepted).
Though of course what'd be safer would be to examine exactly how this mod did it, and then replicate that in the Steam files. This is just how I assume it was done.
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RJ Mayhem

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #69 on: Sep 09, 2023; 06:58 pm »
Found it! Can this be made to work on the steam version? (Ideally steam deck; Linux)

Pretty sure I can make it. I've been messing with the Steam Reanimator and think I seen the option to change. The problem is I'm stuck on importing/exporting/saving the changes made to the items.txt.cooked uploaded by contra. Which means I can't import the changes and will break stuff from that mod.

https://hellgateaus.cyou/forum/hellgate-london-modification-discussion/need-help-importing-extracting-txt-cooked/msg60107/#new

Phew, a 10-year necrothread. Haven't had one of this magnitude in a while :P

It should be possible, yes, though likely not by converting this mod but by recreating it (since the items table this involves differs very drastically). At a glance, since I've never tried for this particular outcome, it seems you'd likely need to go through every weapon and change their Container Unittype field to "any". If that doesn't suffice, changes to Unittype may also be needed (changing eg "[faction]_gun1h" to a valid factionless alternative, like "gun1h" if it's accepted).
Though of course what'd be safer would be to examine exactly how this mod did it, and then replicate that in the Steam files. This is just how I assume it was done.

Yea, I'm sure it can be done just stuck as I mentioned above.

https://hellgateaus.cyou/forum/hellgate-london-modification-discussion/need-help-importing-extracting-txt-cooked/msg60107/#new
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Bryan

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #70 on: Sep 09, 2023; 07:07 pm »
Yeah, I've seen that post. I'm afraid I can't confidently comment though, as I'm not familiar with the cooking process in those terms.
But that the means to replicate this change have been found is a step forward, so hooray for that.
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RJ Mayhem

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #71 on: Sep 09, 2023; 07:38 pm »
Yeah, I've seen that post. I'm afraid I can't confidently comment though, as I'm not familiar with the cooking process in those terms.
But that the means to replicate this change have been found is a step forward, so hooray for that.

Yea, I think the people that can answer that are no longer active. Pretty sure it does but if you have 2 mods installed that edit the same file does the one replace the other or does the game accept both changes?
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Bryan

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Re: No Faction Requierment (WEAPONS) (MOD)
« Reply #72 on: Sep 10, 2023; 12:45 am »
It should be that the latest file applies, replacing prior versions. I don't believe mix&match was enabled (except for optionals within the same mod), especially not for Steam/Global.
"Dream big and crash often"
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List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true for the 2018 Steam version.