Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Normandy (101st Airborne) mod scenarios (requires 1.09)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Lock ‘n Load: Heroes of Stalingrad >> Mods and Scenarios >> Normandy (101st Airborne) mod scenarios (requires 1.09) Page: [1]
Login
Message << Older Topic   Newer Topic >>
Normandy (101st Airborne) mod scenarios (requires 1.09) - 5/1/2014 1:17:54 PM   
usgrandprix

 

Posts: 97
Joined: 3/21/2014
From: Indianapolis
Status: offline
Only one scenario so far but it's a big one and I plan to make more:

Bloody Gulch
Play as German.
June 13th, 1944.
The 6th Fallschirmjäger Regiment has been reinforced with assault guns from the 17th SS Panzergrenadier Division to retake Carentan. Southwest of Carentan they made contact with the 101st Airborne.
You must break the American line while maintaining a force that will be able to fight effectively in Carentan.
Armor from the Normandy beaches could arrive at any time.
You may redeploy from the default starting positions. Do not forget the SS Dedication ability.

Two new maps, new FJ units, and new 101st units.

------
Instructions:

These are scenarios (ie .map files) that are based on custom (mod) content.

Must have version 1.09.

1. Unzip and place all of the files into "Matrix Games\Lock n Load Heroes of Stalingrad\usgp Normandy 101st." You will have to create the "usgp Normandy 101st" folder. I had to do three zips becasue of file size restrictions. You need to get the zip from this post and the next two posts for three total. Just place all the files from the three zips into "Matrix Games\Lock n Load Heroes of Stalingrad\usgp Normandy 101st." No subfolders.

2. With a text editor open modules.dat from “C:\Matrix Games\Lock n Load Heroes of Stalingrad.” Add "usgp Normandy 101st" to the bottom of the list on its own line. Make sure there is a blank paragraph after it.

It might look like this [stuff in brackets a note and not actual text]:

# modules.dat
#
# special country mode: DE = germany, cut out some stuff
mode:US
#
# Directories to load .csv files and scenarios from:
#
Custom
Stalingrad
usgp Normandy 101st
[extra blank line here]

Though you can have multiple lines of custom folder names (each on its own line), you should probably modify modules.dat so the only custom folder in it is the mod’s folder name before each time you play a scenario from a different mod. It reads from the last one.

Troubleshooting: I'm getting funky units, nations, etc.. One of two things is wrong:

1. You have old 1.08 .csvs in "Matrix Games\Lock n Load Heroes of Stalingrad\Custom." Back up everything there and remove it.

2. You have multiple custom mod folders and they are clashing. Make sure modules.dat has the correct folder name for the mod you want to play. Remove all others custom folder names you added to modules.dat. Before you play a scenario for a mod, make sure modules.dat has only that mod's folder name in it. Then change it again before you play a scenario based on a different mod.
------

File 1 of 3:

Attachment (1)

< Message edited by usgrandprix -- 5/1/2014 2:20:24 PM >
Post #: 1
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/1/2014 1:18:29 PM   
usgrandprix

 

Posts: 97
Joined: 3/21/2014
From: Indianapolis
Status: offline
File 2 of 3:

Attachment (1)

< Message edited by usgrandprix -- 5/1/2014 2:19:47 PM >

(in reply to usgrandprix)
Post #: 2
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/1/2014 1:18:58 PM   
usgrandprix

 

Posts: 97
Joined: 3/21/2014
From: Indianapolis
Status: offline
File 3 of 3:

Attachment (1)

< Message edited by usgrandprix -- 5/1/2014 2:19:56 PM >

(in reply to usgrandprix)
Post #: 3
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/1/2014 1:49:19 PM   
dox44

 

Posts: 668
Joined: 5/7/2000
From: the woodlands, texas
Status: offline
thanks!

just starting...

(in reply to usgrandprix)
Post #: 4
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/1/2014 2:22:31 PM   
usgrandprix

 

Posts: 97
Joined: 3/21/2014
From: Indianapolis
Status: offline
Great. Please let me know what you think if you get a chance.

(in reply to dox44)
Post #: 5
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/1/2014 3:15:47 PM   
zakblood


Posts: 22687
Joined: 10/4/2012
Status: offline
well if you do arnhem i'll buy the game :)

as thats my favorite battle to play

(in reply to usgrandprix)
Post #: 6
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/1/2014 10:12:04 PM   
jonj01

 

Posts: 233
Joined: 2/21/2014
Status: offline
arnhem is not a scenario..wow...you know how much work goes into a single scenario..zakblood..why don't you just ask for an arm or a leg...geeez

(in reply to zakblood)
Post #: 7
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/1/2014 11:50:14 PM   
dox44

 

Posts: 668
Joined: 5/7/2000
From: the woodlands, texas
Status: offline
I will. I had to go out of town. Will not be back until Sunday evening. So it will be a while but the first turn was great :)

(in reply to zakblood)
Post #: 8
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/3/2014 6:02:26 PM   
baloo7777


Posts: 1190
Joined: 5/18/2009
From: eastern CT
Status: offline
I tried to get this scenario to work using v1.10 and the Generic Mod Enabler, but without success. I have been able to get many scenarios to work with GME (Heros of the Gap,HotB, 82nd Point Du Hoc). Anyone able to make this scenario work with GME, or does everyone modify modules.dat?

_____________________________

JRR

(in reply to dox44)
Post #: 9
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/5/2014 1:48:05 PM   
usgrandprix

 

Posts: 97
Joined: 3/21/2014
From: Indianapolis
Status: offline
If GME requires subfolders then that's probably it. The sprites file, .mpp files, and .map file assume everything is in "usgp Normandy 101st." If you place .bmps elsewhere it will not work unless you go into those and adjust the locations. Mainly becasue it has two custom maps.

(in reply to baloo7777)
Post #: 10
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/5/2014 10:02:09 PM   
baloo7777


Posts: 1190
Joined: 5/18/2009
From: eastern CT
Status: offline
Thanks usgrandprix. I have had similar trouble getting Hill 621 and The Dead of Winter scenarios to work with GME. Probably the same issue as yours. I may try the modules.dat edit. Not sure yet. At least was able to play a lot of the mods using the GME. Seems a more user friendly method.

_____________________________

JRR

(in reply to usgrandprix)
Post #: 11
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 5/11/2016 6:28:04 PM   
zakblood


Posts: 22687
Joined: 10/4/2012
Status: offline

quote:

ORIGINAL: jonj01

arnhem is not a scenario..wow...you know how much work goes into a single scenario..zakblood..why don't you just ask for an arm or a leg...geeez


can i have an arm and a leg please, and some cake would be nice

(in reply to jonj01)
Post #: 12
RE: Normandy 101st Airborne) mod scenarios (requires 1.09) - 11/20/2016 12:21:11 PM   
vonjanok

 

Posts: 6
Joined: 2/13/2014
Status: offline
magnifique travail ! félicitations ! I like it !

(in reply to zakblood)
Post #: 13
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Lock ‘n Load: Heroes of Stalingrad >> Mods and Scenarios >> Normandy (101st Airborne) mod scenarios (requires 1.09) Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.389