ubi.com    Forums  Hop To Forum Categories  Ghost Recon  Hop To Forums  Ghost Recon Advanced Warfighter PC    Realism mod for GRAW2 ready here
Page 1 2 

Moderators: MiNeRvA.
Go
New
Find
Notify
Tools
Reply
  
  Login/Join 
Picture of OFPN_Shadow
Posted
I've made a mod for GRAW2 similar to the one I made for GRAW1. Basicly its less clutter onscreen and some minor and not so minor tweaks.
I recommend turning off target markers in the options screen. That deactivates the enemy markers (red diamonds), this mod takes care of the friendly markers.
Any and all constructive feedback is welcome Smile

  • Adds G36K as a primary weapon in the selection menu.
  • Adds G36C as a secondary weapon in the selection menu.
  • Adds RPG-7 as a backpack weapon in the selection menu.
  • Adds an additional 9 more 40mm grenades to the M32.
  • Increases Beretta RX4 kill-power (same amount as SCAR L).
  • Increases HK Mark23 kill-power by roughly 25%.
  • Increases Beretta M9 kill-power by roughly 25%.
  • Increases FN M249 ammo-belt from 180 to 200.
  • Reduces M32 weight by 1 slot.
  • Removes all weapon crosshairs.
  • Removes all friendly crosscom markers.
  • Removes marker for objective-position (all map-markers remains unaffected).
  • Replaces some weapon names with the correct names (MK45 is HK45 etc).

    Update 1.1b :

    - Added "RX4 sight" to M416, SCAR L, SCAR H, G36K and G36C.
    - Decreased recoil slightly for M249 when in ironsights.
    - Removed Mule and Drone markers.

    Known issues in 1.1b:
    When selecting one type of sights after another, the first one isnt removed from the weapon.
    RPG-7 weight is always zero.
    G36C is missing the avatar in the selection screen.







    Download

    This message has been edited. Last edited by: OFPN_Shadow,
  •  
    Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
    Picture of ColinCJ
    Posted Hide Post
    You gota to be kidding me already good god.

    Ill have a look cheers.
    Can you make the screens less wide please ta.
     
    Posts: 2307 | Location: Plymouth/Devon | Registered: Thu January 13 2005Reply With QuoteEdit or Delete MessageReport This Post
    Picture of Want2Snipe
    Posted Hide Post
    This is very cool but annoying at the same time because, everytime one of this Mods comes up, we now have to ask if this is only for the MP Demo, MP Full, SP demo or SP Full Truce

    Those screenies sure look like they belong to the full game as that was not in any of the Demos I'm playing

    P.S.: Can you make the enemy AI smarter but balance the accuracy in which they kill you? Wink2


    ---------------- 0 ----------------- 0-------------
    What does it take to get a simeple answer from UBI about the PC? If you guys think the Vegas 2 forums are crowded with hate & Negative posts from the PS3 and the few 360 folks, wait until the PC game is launched... Wink2
     
    Posts: 2522 | Registered: Fri March 30 2007Reply With QuoteEdit or Delete MessageReport This Post
    Picture of OFPN_Shadow
    Posted Hide Post
    quote:
    Originally posted by ColinCJ:
    You gota to be kidding me already good god.

    Ill have a look cheers.
    Can you make the screens less wide please ta.

    Hehe I started working on that mod before I played the SP-demo mission. Then I continued working on it (mostly weapons) when I got the retail Big Grin

    I resized them from 1680x1050 (800 wide doesnt look very wide on a widescreen). Any preferred max resolution?

    quote:
    This is very cool but annoying at the same time because, everytime one of this Mods comes up, we now have to ask if this is only for the MP Demo, MP Full, SP demo or SP Full


    ...and I quote the readme.txt (should have named it dontreadme.txt I see) Wink

    quote:
    This mod is intended for Single-Player and Campaign-COOP games (not tested on GRAW2 demo).

    Truce
     
    Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
    Picture of ColinCJ
    Posted Hide Post
    Just a bit less wide since the forum change not sure what width is set now, ill get back to ya.

    Re the sp AI mex rebels etc, I think the most widely thought, is to improve them as much as possible in the sp. It would go down very well if it could be done.

    Is this up on grnet aswell if not it needs to be ?/
     
    Posts: 2307 | Location: Plymouth/Devon | Registered: Thu January 13 2005Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    quote:
    OFPN_Shadow


    OFPN_Shadow, thanks a lot.
    besides the no blue friendly diamonds i like what u did. great job and super quick too. Smile

    thanks for posting it here.

    if u make (or hear of) any new mods - please share with these forums!

    also - i noticed a change in the way the AI behave in OGR missions and SP missions. if there is a modder out there that can -
    A) varify this.
    B) make the SP AI act like it does in OGR
    i will be sexually grateful.
     
    Posts: 502 | Registered: Mon February 17 2003Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    MK45 is NOT the MK23! They are different guns.

    http://en.wikipedia.org/wiki/Mk23
    the mk23

    http://en.wikipedia.org/wiki/Heckler_&_Koch_HK45
    the HK45, called MK45 in the game, like how the HK416 is called M416)
     
    Posts: 123 | Registered: Sun January 07 2007Reply With QuoteEdit or Delete MessageReport This Post
    Picture of gersson
    Posted Hide Post
    wow! thanks so much!

    hey, what do I have to do if I DO want to use friendly markers? Also, I want to retain crosshairs (easier to give orders) Thanks!


    x3350 @ 3.4 Ghz;1.2v w/TRUE+120x38mm 3k RPM Ultra Kaze
    DFI X48-T2R
    8GB GSkill 1:1
    8800GT w/S1+120x38mm 3k RPM Ultra Kaze
    NEC LCD2690WUXi + NEC 20WMGx2
    RAID0 (3 Raptors)
    7200.11 500GB Storage
    Mac OS X Leopard
    Vista Ultimate x64 SP1
    Ubuntu 8.04 x64
    *Technet Subscriber*
     
    Posts: 76 | Registered: Wed June 21 2006Reply With QuoteEdit or Delete MessageReport This Post
    Picture of OFPN_Shadow
    Posted Hide Post
    quote:
    Originally posted by gersson:
    what do I have to do if I DO want to use friendly markers? Also, I want to retain crosshairs (easier to give orders) Thanks!

    Delete the crosshair_*****.xmls and markers.xml in \local\english\gui\.
    By default the mod removes are blue markers except for the Drone and Mule.

    I can look into the AI-bit, but its not really my teritory so no promises. I'll have to try the OGR maps first to know what you guys are talking about.

    I'll have to check out the HK handgun ingame a litte more throrough and I always did think the slide was a bit too short for an MK23. I've only seen the handgun from the rear in the game, and all HK handguns look identical from that area except the Tactical's adjustable sights and the MK23's taller sights.
    I guess I shouldnt say that I own a MK23 then Oops
     
    Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
    Picture of gersson
    Posted Hide Post
    still using this -- thanks! Any additions planned?


    x3350 @ 3.4 Ghz;1.2v w/TRUE+120x38mm 3k RPM Ultra Kaze
    DFI X48-T2R
    8GB GSkill 1:1
    8800GT w/S1+120x38mm 3k RPM Ultra Kaze
    NEC LCD2690WUXi + NEC 20WMGx2
    RAID0 (3 Raptors)
    7200.11 500GB Storage
    Mac OS X Leopard
    Vista Ultimate x64 SP1
    Ubuntu 8.04 x64
    *Technet Subscriber*
     
    Posts: 76 | Registered: Wed June 21 2006Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    I found something to be useful(?)

    1. (For another thread, but somewhat relevant?) God mode is available under *\Ghost Recon Advanced Warfighter 2\Data\units\macro_husk.xml

    There are 2 entries for god mode, but just doing the first works. However the God mode's infinite ammo function does not apply to grenades and RPG-7 that OFPN_Shadow modded out.

    2. M98 Weaponlight can be added to all ARs and SMGs as a mod option in *\Ghost Recon Advanced Warfighter 2\Local\English\lib\managers\xml\weapon_data.xml if realism mod is applied;
    if not, locate the xml under *\Ghost Recon Advanced Warfighter 2\Data\lib\managers\xml\weapon_data.xml (Crashes if added to pistols; did not try with anything else). The results are:

    M416/Rx4: flashlight installed backwards (toward the operator), cannot see the light beam (maybe it is present but projected behind the operator...)

    Crye(MC-R)/G36 series/M8 series/SCAR series: seemed to work as expected; no visual anomalies.

    MP5 series: works but the flashlight is floating under the receiver.

    Although it shows up as a mod, it has no name in the weapon customization screen. Someone with more experience perhaps can put in the name in the loadout screen, and maybe even give it a toggle switch with the "switch fire mode" feature.

    3. You can set the "slot_weight=" for guns (weapon_data.xml) and mods (mod_data.xml) to 1 to carry more stuff.

    4. Tried to add GL to G36K. While eglm fits visually, selecting it as a weapon causes the player to unable to fire, switch, and change weapons (have to abort the mission). On the contrary, the x17 is operable but it is also installed backwards, and the fire trajectory is skewed to the left of the crosshair significantly. Maybe someone can fix this issue since the original weapon_data.xml shows eglm as a mod (and a SCAR L grip too!).

    5. I was able to cheat myself 99 smokes and frags by setting the "stats capacity=", "clips=", and "max_clips=" to 99 each, and then change the *\Ghost Recon Advanced Warfighter 2\Local\English\sb_templates\sb_inventory_data.xml so there are <var name="ammo_max_m61" type="number" default="0"/> and <var name="ammo_max_anm8" type="number" default="0"/>. However I still can't give myself infinite nor 99 RPGs.

    6. Since Rx4 combatsight is tested to work on G36, I think it is likely that it can go on M416/SCAR series; the aimpoint should also be compatible with these weapons as they all have the Picatinny rail on top. Likewise, the M416/Rx4 handgrip and their qd suppressors should more or less be compatible within these 4 weapons. However these assumptions have not been tested.

    This message has been edited. Last edited by: Meso-Kun,
     
    Posts: 4 | Registered: Tue July 17 2007Reply With QuoteEdit or Delete MessageReport This Post
    Picture of OFPN_Shadow
    Posted Hide Post
    @gersson, yep more features and changes plus some fixes will arrive shortly (2-3 days).

    @Meso-Kun, thanks for the god-mode trick. Now I can also finish that last level and be over with it.

    Re. the taclight, I experimented with it and saw the same you saw so I removed it as an option for the two G36 rifles for consistency and the fact we cant toggle it on and off.

    Re. the item weights, I only made the M32 weigh one slot less so you can still carry a smg and a .45.

    I've been looking into adding the M240b. I just have to find the model first, but I doubt it will look any good due to the fact there is no first-person model as far as I can tell (its only present on a mount on a pickup truck ingame).

    There is also an issue with the RPG-7 I added. For starters it only takes one slot (should take 4 and have 2 ammo). The biggest issue is that even though it takes one slot, just fill out your inventory before adding it and you can still add it even though your inventory is maxed out.
     
    Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    Actually your RPG takes up 0 weight slots since there is no parameter defining the slot_weight variable. That is why you can add it even if you are overweight, fat, or obese.

    However if one defines all the weapons to use 0 weight slots, then no mods can be installed for some reason.
     
    Posts: 4 | Registered: Tue July 17 2007Reply With QuoteEdit or Delete MessageReport This Post
    Picture of OFPN_Shadow
    Posted Hide Post
    quote:
    Originally posted by Meso-Kun:
    6. Since Rx4 combatsight is tested to work on G36, I think it is likely that it can go on M416/SCAR series; the aimpoint should also be compatible with these weapons as they all have the Picatinny rail on top. Likewise, the M416/Rx4 handgrip and their qd suppressors should more or less be compatible within these 4 weapons. However these assumptions have not been tested.

    So far I have tested this:
    RX4sight tested on M416, works fine.
    Eotech sight does not work at all on anything but the MR-C. Wasnt someone able to get that working on a different weapon in GRAW1?
    No sights at all works on the M249 and HK21e.
    Hopefully I will get the Eotech to work on the M416 and the aimpoint (scar_combatsight) on the M249.
    I am at the moment unable to get the game to deselect one sight when another is being added. Trying to figure out how by looking into how GRIN does it for the GL vs frontgrip.

    Btw I noticed the lack of slot_weight for the RPG. Its set to 3 and has the same slot-id as the Zeus now.
     
    Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    I did some more digging and found that the mod names are under the \strings\mods.xml

    Thus, I put in the mod names as I thought apporpriate:

    <string id="mod_m96_flashlight" value="SureFire M96"/>
    <string id="mod_crye_combatsight" value="EOTech HWS"/>
    <string id="mod_crye_grenade_launcher" value="EGLM"/>
    <string id="mod_eglm" value="XM320"/>
    <string id="mod_scar_grenade_launcher" value="EGLM"/>
    <string id="mod_aimpoint" value="Aimpoint CompM4"/>
    <string id="mod_m8_combatsight" value="XM8 Reflexsight"/>
    <string id="mod_scarh_grenade_launcher" value="EGLM"/>
    <string id="mod_rx4_combat_sight" value="Rx4 Reflexsight"/>
    <string id="mod_xl7" value="XL7"/>

    People following this thread should know by now where to put this in. Sadly I cannot find the name of the Rx4 sight; I am sure it is not called Rx4 Reflexsight. I did that to differentiate from the Aimpoint. I could not find information on the XL7 GL either except it is named by the devs just like that.

    Also, both Aimpoint and Rx4 sight can go on any ARs and SMGs except XM8, MR-C, sniper rifles, and MGs. People love choices, right?

    Another interesting aspect I found while toying with the Rx4 sight is that it seems to be closer to the player camera, thus filling up the entire FOV and give a slight higher magnification (maybe) when installed on the SCAR series.

    I just manually deselect the other sight when I have the one I want installed.

    Also, I wonder why the game has the GUI photo for the G36K but not G36C? Perhaps it is stored somewhere else? The lack of the photo (I believe it is recognized as a selectable GUI object) makes it a hassle to change the secondary wpns.
     
    Posts: 4 | Registered: Tue July 17 2007Reply With QuoteEdit or Delete MessageReport This Post
    Picture of OFPN_Shadow
    Posted Hide Post
    I've already changed most of the names of the accessories for the next release.
    But I dont know the name of the RX4 sights either so I call just that.
    Also added that scope and the aimpoint to all the rifles except the XM8. I havent made any changes at all to the XM8.
    I really want the Eotech to work on the M416 and the Storm though, but no luck so far.
    I'm looking for a way to use the G36K image on the G36C.
     
    Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    Will the next release have the ACOG sight for the HK416 ? That's what I'm looking forward the most :O
     
    Posts: 7 | Registered: Wed July 18 2007Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    Any news on this mod ?
     
    Posts: 7 | Registered: Wed July 18 2007Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    i know the sight on the rx4 i will look it up.

    in the demo it was an aimpoint with a 3x magnafier right?

    acog would be neat also.
     
    Posts: 3 | Registered: Thu August 31 2006Reply With QuoteEdit or Delete MessageReport This Post
    Picture of OFPN_Shadow
    Posted Hide Post
    There wont be an ACOG sight in the game untill someone makes one and we need the tools first for that to happen.

    I've put GRAW2 modding on the backburner for now while I'm awaiting the tools. I've updated the mod with the recent changes. See the first post for details and dl-link.
     
    Posts: 729 | Registered: Wed May 28 2003Reply With QuoteEdit or Delete MessageReport This Post
     Previous Topic | Next Topic powered by eve community Page 1 2  
     

    ubi.com    Forums  Hop To Forum Categories  Ghost Recon  Hop To Forums  Ghost Recon Advanced Warfighter PC    Realism mod for GRAW2 ready here