MOD: Sev. (updated) 1.2

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theGryphon
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MOD: Sev. (updated) 1.2

Unread postby theGryphon » 31 May 2006, 00:57

After looking into the pak files for some time I achieved to make a small mod to change the number of creatures descriptions. Just put this file into the data folder and restart the game. From now on you'll see: (edited)

Few
1-4

Several
5-9

Pack
10-19

Lots
20-49

Horde
50-99

Throng
100-249

Swarm
250-499

Zounds
500-999

Legion
>1000

Hehe :D How do you like it DL?

Edit: Could someone host the file in a more user friendly place? Thanks. Then, mods, please update the above link :)

Edit: Link updated to CH server.

Edit: Non-fitting creatures number text issue is solved.

Edit: Updated for patch 1.2.
Last edited by theGryphon on 24 Jul 2006, 19:36, edited 4 times in total.
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Because God has made it all work in such a beautiful way...

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asandir
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Unread postby asandir » 31 May 2006, 01:18

ahhhh, the removal of Sev.

nice work gryphon

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Kalah
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Unread postby Kalah » 31 May 2006, 01:30

I intended to put this up at the CH mod page, but I am unable to download. I just get lots of ads and popups instead. Could you email it to me?
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Rapier
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Unread postby Rapier » 31 May 2006, 02:46

I hope you didn't put the numbers in as well as the words... after all that's supposed to be a benefit you gain from scouting :P (I also don't like numbers that much and like the words more =))

Other than that good job :)
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theGryphon
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Unread postby theGryphon » 31 May 2006, 02:52

Well, the numbers are there, but it has nothing to do with scouting. These numbers give the range, which is common info. With Scouting, you get to know exact numbers not range. ;)
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Orfinn
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Unread postby Orfinn » 31 May 2006, 08:41

Nice ;)

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Dublex
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Unread postby Dublex » 31 May 2006, 10:22

Hmm,

wonder why they didn't add batallion and corps? :D

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DaemianLucifer
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Unread postby DaemianLucifer » 31 May 2006, 10:50

Hurrah!No more dumb sev.!! :applause: :applause: :applause:

theGryphon,you are my god! :hail:

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soupnazii
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Unread postby soupnazii » 31 May 2006, 22:41

good job Gryphon! no more Sev.!!! :D :D

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theGryphon
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Unread postby theGryphon » 07 Jun 2006, 06:37

Hi again. With the previous version of sev.pak some creature number descriptions (several, zounds, etc) did not fit into the creature face box. This is now solved! :D Enjoy!
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theGryphon
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Unread postby theGryphon » 24 Jul 2006, 22:54

Sorry for double post. I updated the mod for patch 1.2. Cheers!
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Because God has made it all work in such a beautiful way...

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Marine OKeefe
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Unread postby Marine OKeefe » 25 Jul 2006, 11:35

I will host it on my private server alog with any other Mods you guys make.

Linky: http://www.4shared.com/dir/623308/cc90b ... gic_V.html
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Sir_Toejam
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Unread postby Sir_Toejam » 25 Jul 2006, 23:20

always nice to have more mirrors, but just so you know, we host mod files here too:

https://www.celestialheavens.com/527

;)

If some has specific suggestions for making the mod area "more user friendly", I'm all ears. I just got the job of managing that section of the site.

cheers

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LindaG
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Re: MOD: Sev. (updated) 1.2

Unread postby LindaG » 28 Jul 2006, 20:19

theGryphon wrote:After looking into the pak files for some time I achieved to make a small mod to change the number of creatures descriptions. Just put this file into the data folder and restart the game. From now on you'll see: (edited).....
Just how does this file work? I downloaded it. It came as a .zip file. I presume I am supposed to unzip it? But when I unzip it, there is no .pak file, just a bunch of text files and a .xdb file.

Am I doing something wrong or am I just too dense to understand?

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theGryphon
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Unread postby theGryphon » 28 Jul 2006, 21:39

Don't be hard on yourself LindaG :) The file you downloaded is already a .pak file. I understand that your zip software handles .pak files and you could see a zip file icon. No problem. Just put the file in your "data" folder and you're ready to go. This is the way (almost) all mods work. Let us know if you have any problems with locating your data folder. Cheers!
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Because God has made it all work in such a beautiful way...

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Arstahd
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Re: MOD: Sev. (updated) 1.2

Unread postby Arstahd » 28 Jul 2006, 21:49

LindaG wrote:
theGryphon wrote:After looking into the pak files for some time I achieved to make a small mod to change the number of creatures descriptions. Just put this file into the data folder and restart the game. From now on you'll see: (edited).....
Just how does this file work? I downloaded it. It came as a .zip file. I presume I am supposed to unzip it? But when I unzip it, there is no .pak file, just a bunch of text files and a .xdb file.

Am I doing something wrong or am I just too dense to understand?
Blame Bill Gates. Some people have trouble with IE detecting the PAK files as ZIPs and automatically "fixing" the file extention when downloading. Try renaming the .ZIP to .PAK and all should be well.

Forward going I think that it would be wise for all PAK files to be zipped for distribution. It seems silly to zip a zip file, but it will prevent people from having to rename files.

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LindaG
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Unread postby LindaG » 28 Jul 2006, 21:55

theGryphon wrote:Don't be hard on yourself LindaG :) The file you downloaded is already a .pak file. I understand that your zip software handles .pak files and you could see a zip file icon. No problem. Just put the file in your "data" folder and you're ready to go. This is the way (almost) all mods work. Let us know if you have any problems with locating your data folder. Cheers!
Thank you very much! ^_^

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LindaG
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Re: MOD: Sev. (updated) 1.2

Unread postby LindaG » 28 Jul 2006, 22:31

Arstahd wrote:Blame Bill Gates. Some people have trouble with IE detecting the PAK files as ZIPs and automatically "fixing" the file extention when downloading. Try renaming the .ZIP to .PAK and all should be well.

Forward going I think that it would be wise for all PAK files to be zipped for distribution. It seems silly to zip a zip file, but it will prevent people from having to rename files.
Hm. I renamed the files, and I loaded the Elrath Mod manager. It sees them, but it gives me no descriptions. Though maybe there is not one for the Sev, Gargoyle or the hazardous combat mod?

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RedViking
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Mod Description

Unread postby RedViking » 01 Aug 2006, 23:36

The mod should have an acompanying information file in order to see a description in the mod information pane to the right.
If you want to make your own descriptions for the mods you have to follow the instructions in the Readme.txt file that comes with the ModManager.

And if I may quote from this file :

"Question:
How do i add a description to my mod or a mod i've downloaded?
Answer:
There are two ways to do this, the first method is to create a readme.txt
file and place it inside the root of the .pak (zip) file, and write whatever
you like, and the program will read from this readme.txt file and display it
in the "Mod Information" window.
The second method is to create a .txt file with the same name of the mod
that you want to add a description to.
The readme.txt inside the pak file will take priority over the mod-name.txt"

End of Quote :D
Live Long And Prosper ! \V/

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LindaG
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Re: Mod Description

Unread postby LindaG » 02 Aug 2006, 00:47

RedViking wrote:The mod should have an acompanying information file in order to see a description in the mod information pane to the right.
If you want to make your own descriptions for the mods you have to follow the instructions in the Readme.txt file that comes with the ModManager.

And if I may quote from this file :

"Question:
How do i add a description to my mod or a mod i've downloaded?
Answer:
There are two ways to do this, the first method is to create a readme.txt
file and place it inside the root of the .pak (zip) file, and write whatever
you like, and the program will read from this readme.txt file and display it
in the "Mod Information" window.
The second method is to create a .txt file with the same name of the mod
that you want to add a description to.
The readme.txt inside the pak file will take priority over the mod-name.txt"

End of Quote :D
Seems easy enough. I'd probably blow up my computer or somthing, though. lol, because I am not technically competent to mess with things like that. But thank you for taking time to reply.
They work, so I guess that's the most important thing. :)


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