Jack Wachter Posted January 3, 2018 Share Posted January 3, 2018 (edited) Download Version 2.0: https://drive.google.com/open?id=1Uc73kUeiWPLQ2y_VwCYlEIp1IwKfRdIa Download Size: 873 MB Full Mod Size: 3.74 GB Read Me Spoiler Heroes Unleashed Addon: Cloak-and-Dagger Version: 2.0 Author - Jack Wachter (jackwachter09@gmail.com) See "Credits.txt" for credits related to mod content __Installation Install the "Cloak-and-Dagger v2" folder into the "Mods" folder. __Activation Order Desert Siege Island Thunder Heroes Unleashed Cloak-and-Dagger v2.0 __Introduction Cloak-and-Dagger is an expansion to Heroes Unleashed (HU) v1.0.1. This mod is designed to enhance gameplay even further than it already has been. The main features include a greatly increased weapon selection (for SP), new skins, and a few balancing features that significantly change gameplay (primarily noticeable in CQB). Missions from other mods have been incorporated here to give you more options for SP and MP. Keep in mind that this is going for realism. If arcadey gameplay is your thing, this mod may not be for you. __Support (for bugs, what you think, what you want added/changed, etc.) Email: jackwachter09@gmail.com GhostRecon.net Profile: http://www.ghostrecon.net/forums/index.php?/profile/29296-jack-wachter/ Official Thread: http://www.ghostrecon.net/forums/index.php?/topic/61813-hu-addon-cloak-and-dagger/ Steam: http://steamcommunity.com/profiles/76561198084719110/ Discord: https://discord.gg/WfaggSC ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Contents 1. Explanation of Certain Features 2. How to Use Certain Mod Features 3. Mod Contents and Adjustments 4. Change Log 5. Mod Permissions ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 1. Explanation of Certain Features __MP Kits I've left the kit restrictions from Heroes Unleashed (ammo and all) as-is. There are new kit restrictions labeled with the prefix of either "CaD" (Cloak-and-Dagger) or "KISS" (Keep It Simple, Stupid). The "CaD" kit restrictions include a large class-based COOP setup, the HU kit restrictions with more ammo, HU-styled kit restrictions for all of the new skins, and some PvP-based ones. The "KISS" kit restrictions are great for PvP and if you want more of an old school feel since they have weapons with iron sights (except sniper rifles and some rockets), no suppressors, bolt-action snipers only, and other minor adjustments. Probably went a bit overboard, but they are fun kit restrictions to use. Tactics become more important, engagement ranges are typically shorter, and firefights more intense. Good luck trying to shoot your way out of a mistake, it's a lot harder with the KISS kit restrictions. __MP COOP Kit Class System The COOP kit restrictions are designed for COOP (obviously) with different skins meant for different campaigns. Weapon selection is practically identical except for some weapon skin changes for the Frostbite kit restriction. There are a total of 16 classes, each with their own specialty. There is some overlap between classes. Keep in mind that what is written below is the general rules I used and that exceptions could and probably do exist. Rifleman: basic class, uses mid-sized to full-sized rifles Rifleman CQB: compact to mid-sized rifles Demolitions: same as Rifleman, but has rockets, grenade launchers, and demolition charges available as secondaries Demolitions CQB: same as Rifleman CQB with same secondary selection as Demolitions M4 Rifleman: uses the M4A1 SOPMOD of all varieties and camouflage paint M4 Demolitions: same as M4 Rifleman with the standard Demolitions secondary selection Pointman: SMGs, shotguns, and compact rifles Pointman Demo: same as Pointman with the standard Demolitions secondary selection Breacher: equipped with Rifleman weapons with breaching charges as secondary Breacher CQB: equipped with more compact weapons and breaching charges as secondary Light Support: uses LMGs as primary weapons Heavy Support: uses GPMGs and higher-caliber LMGs as primary HE and AT Support: high explosive and anti-tank, uses grenade launchers and rockets as primary weapons Marksman: focuses on relatively smaller weapons and semi-automatic weapons Sniper: focuses on relatively larger weapons and bolt-action weapons Heavy Sniper: anti-material rifles as primary __Increased stabilization time for most weapons (mostly just the HU weapons, others left alone) The increased stabilization time is designed to help simulate combat stress by making weapons a little but harder to use. Goal is to emphasize smart, tactical gameplay rather than point-and-click. Moving tactically rather than running around everywhere will allow you to engage any threats accurately faster, so deciding to run quickly could backfire in the sense that you aren't able to recover by simply shooting first. __Increased semi-automatic rate of fire In base HU, semi-auto was slow and really annoying. In CQB, you were almost forced to go full-auto or burst mode to make sure you took down enemies quick enough. With the increased rate of fire, semi-auto is now viable in CQB and for suppressing targets with rapid fire (though less accurate). __Heavier body armor Base HU had the heaviest armor provide minimal protection against rifle rounds. Now, the heaviest body armor provides greater protection against rifles (though most still get through) and increase your survivability. Don't expect to be a bullet sponge, however. Armor is designed to let you stay in the fight long enough to get to cover and take out the enemy. Beware of enemies with the highest level of body armor since they may be able to take more shots than you're used to. __Increased ammo Base HU had ammo way too low. Since some missions end up requiring a lot of ammo and there is no way to adjust ammo in the kit selection screen, the simplest solution is to increase the ammo in all player kits, staying within realistic confines. While ammo is increased, it's not high enough for you to be careless. Extra ammo kits may be worth looking into. __SP Class Setup Rifleman: largest selection of weapons split into 3 specialties to ease loading times. Does NOT have access to grenade launchers and rockets. Regular: equipped with weapons ranging from small carbines to non-DMR battle rifles Assault: equipped with carbines, SMGs, and shotguns (some weapon overlap with regular rifleman) Marksman: equipped with marksman rifles and some semi-automatic sniper rifles Demolitions: similar primary selection to rifleman, but have secondaries not available to the Rifleman class (grenade launchers, demo charges, and rocket launchers) Support: machine gunner class, secondary selection does have grenade launchers and rockets Sniper: long-range rifles, secondary selection does have grenade launchers Weapons not available as primaries: rocket launchers, grenade launchers, and pistols (still available as secondary weapons) Specialists work off of a more limited "classic" weapon selection and no specialties in the rifleman class Winter specialists use the same kits as the other specialists, but with winter weapons added What this class selection does is give a purpose to each class. Rifleman are your most versatile, able to engage anywhere from close-range to mid-range, but also able to engage at long-range with certain kits. Due to the secondary restriction (which has been expanded from previous versions), the Demolition class covers not only your rocket and demo charge needs, but can augment the firepower of your squad with a grenade launcher while still covering the basic rifleman role. Due to the specialization of the Support and Sniper classes, I didn't apply any extra secondary restrictions to them. Each class has it's purpose, use them well in order to accomplish your mission. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 2. How to Use Certain Mod Features __How to use the compass The pointer for the compass in GR reverses East and West (this is because the pointer always points to North). Since the compass texture itself doesn't rotate, E and W have been reversed so that the pointer always correctly indicates the direction you are facing (corresponds to command map correctly). __Play other missions and campaigns not included (can't guarantee there won't be conflicts that cause issues) Change the activation order to the following: Desert Siege Island Thunder (insert mission packs and campaigns here) Heroes Unleashed Cloak-and-Dagger v2.0 __Increased Ammo for MP The original HU kit restrictions have been left untouched. Make sure you are using one of the new kit restrictions included in Cloak-and-Dagger. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 3. Mod Contents and Adjustments __General gameplay and balancing Heavier body armor Semi-automatic rate of fire increased for most weapons (now viable in close quarters and for suppressing fire) Kits from different units in HU compiled, increasing weapon selection significantly Ammo increased on most weapons in SP (reloadable rocket launchers get more ammo, but non-reloadable don't get more ammo, multiplayer ammo the same) MP kit ammo increase Some new weapon sounds Compass from Not A Game used because E and W are reversed like the in-game pointer (aids in calling out targets in COOP, don't have to open command map to call direction) Realistic Wound Textures used Action Icons used Flashbang settings adjusted so they do no damage (settings same as Burner's flashbangs) New explosion textures from Blood Oil Custom menu background images used Grenade launcher rate of fire increased to prevent unnecessary delay of firing Increased weapon stabilization time __Playable characters Regular SP characters are the Ghosts from my skin mod, HU - Tertia Optio with some custom skins mixed in Specialists are all winter Ghosts from my skin mod, Frostbite - Tertia Optio All playable SP characters have 250 in all stats, including specialists __Mission additions and modifications Some map tagging issues fixed (thanks wombat) Added missions get "0-" prefix added to make them appear first GRS Map Pack 3 added for extra kill house with different weather and missions (briefing for kill house clearing missions modified) Wet Sun mission added Tactical Net missions added (removed unlock requirement for missions) Serpentine Dream Theory missions added 9MS mod with missions added (see extra resources for full briefings of missions) Frostbite added Blood Oil added __New kit restrictions for MP (in order of appearance, doesn't include those already in HU) CaD COOP Tertia Optio CaD COOP Tertia Optio Winter CaD COOP Ghost Recon Legacy CaD COOP Ghost Recon Multicam CaD COOP Frostbite CaD COOP Frostbite SEALs CaD COOP Serp. Dream Theory CaD COOP Blood Oil CaD COOP Mega Pack CaD PvP Violent Resolution CaD PvP Arctic Fury CaD PvP Irregulars: TertiaOpt. CaD PvP Irregulars: CIA SAD CaD PvP Irregulars: Ghosts CaD PvP Irregulars: Ghosts MC CaD PvP Irregulars: Shadow CaD PvP Irregulars: Alfa CaD PvP Irregulars: Vega CaD PvP Irregulars: USMC CaD PvP Irregulars: Delta CaD PvP Irregulars: KSK CaD PvP Irregulars: SAS CaD PvP Irregulars: SEALs CaD PvP Irregulars: PMC CaD PvP Irregulars: Task Force CaD PvP w/VIPs CaD US Army Ghost Recon CaD RUS Spetsgruppa Alfa CaD RUS Spetsgruppa Vympel CaD US Marine Corps CaD US Army Delta Force CaD DE Kommando Spezialkraefte CaD UK Special Air Service CaD US Navy SEALs CaD US Units Team VS CaD Non-US Units Team VS CaD Joint Task Force CaD Private Military Company CaD Shadow Recon CaD CIA Ground Branch CaD Winter Warfare KISS US Army Ghost Recon KISS RUS Spetsgruppa Alfa KISS RUS Spetsgruppa Vympel KISS US Marine Corps KISS US Army Delta Force KISS DE KommandoSpezialkraefte KISS UK Special Air Service KISS US Navy SEALs KISS US Units Team VS KISS Non-US Units Team VS KISS Private Military Company KISS Shadow Recon KISS CIA Ground Branch KISS Winter Warfare KISS Joint Task Force CaD Sniper Battle CaD Sniper Battle No VIS ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 4. Change Log __Version 1.0 Original release __Version 1.1 Original Heroes Unleashed textures restored to Wilderness map (Tactical Net had some weird looking ones that overrode the HU ones) Bug fix related to new skins in MP fixed (MP actor files are picky) MP Ghost skins changed to legacy Ghost skins Previous MP Ghost skins changed to CIA SOG Some new kit restrictions for CIA SOG and some modified to incorporate CIA SOG skins __Version 1.2 Max level body armor effectiveness reduced, still capable of taking multiple 5.56x45mm and 7.62x39mm shots to the chest Minor actor fix with some 9MS missions using specialists Kill house mission enemies body armor upgraded to max level to help you train for tougher enemies in CQB HU weapons only: Legacy zoom added to weapons (weapons without scopes now more viable) HU weapons only: Semi-auto rate of fire adjusted to the full-auto/burst rate of fire of weapons (600 rpm for most weapons without full-auto/burst mode available) HU weapons only: Stabilization time of weapons increased (CQB not hindered much, longer range engagements should now last longer and require more tactical fire and maneuver, bolt action sniper rifles have even higher stabilization times) Original Heroes Unleashed textures restored to Stronghold map Actor names of non-players all changed to <ActorName>" "<ActorName/> so they don't appear when killed Ammo in kits adjusted and more consistent SP rifleman kit folder trimmed to reduce size (still very large selection) Class restructuring for SP Binocular functionality when not using weapons restored Frostbite mod added in full (previously had just the Winter Ghosts) Specialists rifleman and demolition roles separated (2 rifleman, 2 demo, 1 support, 1 sniper for each 6-man team) Some weapon sounds changed (most notably AK rifles, now sound more threatening) CIA SOG MP characters changed to Private Military Company Various M24s added: M24 ghillie and regular, M24 ballistic (ghillie and winter), M24 ballistic visible projectile (ghillie and winter) Winter M4A1 SOPMOD Crane Stocks added, doesn't overwrite the regular black M4A1 SOPMOD (thanks Apex for not using the same names for the models and textures so that this was possible) MP kit overhaul Enemy weapon kit adjustments __Version 1.2.1 MP kit restriction fix __Version 1.3.0 Blood Oil incorporated MP kit restriction shotgun fix SP main player skins replaced with CIA skins from Blood Oil Blood Oil CIA skins added to MP Zoom icon restored on command map Some menu music changes Flashbang textures removed, using explosion textures from Blood Oil (explosion isn't just black smoke, has noticeable flame that makes it feel plausible for both grenades and flashbangs) Panoramic Night Vision removed (no skins have the GPNVG-18, plus NV is overpowered as is, trying to be more realistic and balanced this way) Supersonic bullet crack sounds added Zoom values corrected (I was wrong about which optics were on certain weapons, fixed those, thanks Apex for the information on optics) SP kit modifications, partly done to reduce loading times in SP Finished MP ammo adjustments for kits with pistols, rockets, and grenade launchers as primaries Further weapon stabilization adjustments New menu background images New debris textures for claymores and rockets No rocket trail for AT Flashbang explosion switched to claymore visual which now has sparks Lighter smoke used for flashbangs to simulate "whiteout" effect, also affects rockets and claymores Most MP player characters have armor reduced so they aren't walls (body armor isn't meant to take a bunch of shots anyway) Max body armor reduced again (doesn't stop common rifles, but provides some protection, body armor isn't meant to make you a tank) Claymores converted to breaching charges Some sound changes New COOP kit restrictions with extensive class system (16 different classes) Some of the skins from DOG-ZEBRA used for "CaD COOP Ghost Recon Legacy" kit restriction Multicam skins from Migryder's Festival Mod added, used for "CaD COOP Ghost Recon Multicam" kit restriction __Version 1.3.1 9MS actors put back in (should now be fully playable) P90SD sound fix Blood Oil Pointman and Pointman Demo switched to boonie hat skins to fix bug CaD COOP AI backup kit modifications (flashbangs and frags added for extra versatility, primaries varied) Multicam Ghost snipers added to CaD Sniper Battle kit restrictions CaD COOP Frostbite skin adjustment, Norwegian skins mixed in Jack Wachter added as playable character in CaD COOP Blood Oil CaD COOP Serpentine Dream Theory added, contains MrMoon's Shadow Recon (from Serpentine Dream Theory) and CAPD2 Adjustment Mod Ghost skins (the guys I called PMC in Cloak) Mk16 SCAR L sound switch CaD COOP Mega Pack kit restriction added (CaD Joint Task Force skins + all CaD COOP skins) CaD PvP w/VIPs kit restriction added (based on CaD COOP with AI backup using loud weapons and a special VIP character with unsuppressed pistol only) M24 sound switch M24 ballistic RoF fix HK53A3 sound change Non-winter SP specialists changed from Shadow Recon skins to Multicam skins Read Me actually fully proofread to make sure all info is current for once __Version 1.4 SP kit trimming and adjustments Winter SEALs added from DTD Cold Call Out Winter Warfare kit restrictions adjusted CaD COOP Frostbite SEALs kit restriction added Blood Oil Remington 700 model used to replace M24 SWS model Weapons sound overhaul using thale100's Real Weapon Sounds Map texture fix CaD PvP Irregulars kit restrictions added (allows you to play as various enemy factions) COOP kit restriction AI backup adjustments (now has the basic rifleman/demolitions/support setup) Mission environment adjustments (trying to match them with HU as much as possible) __Version 2.0 Command maps showing up as textures on maps bug fixed Heroes Unleashed and Frostbite Tertia Optio skins added SP character overhaul using custom skins Menu music changed M4A1 SOPMOD M203 model fix Enemy kit adjustments to account for non-HU missions and game modes Bullet wiz sound update MP5K sound fix New kit restrictions and adjustments Water sounds removed (will no longer sound like the snow from Frostbite) Some grenade launcher and rocket sound updates Blood Oil maps switched from desert to jungle to better reflect the actual environments Main menu backgrounds updated MEND MP actors found in "CaD PvP Irregulars" kit restrictions actor names changed ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 5. Mod Permissions Feel free to make expansions or tweak this for your own personal use. Be sure to give credit where it's due (most of the content isn't mine, I mainly just compiled and tweaked it). If you're specifically interested in my skins, please try and contact me before you use them since I don't own the models used for them. Credits Spoiler Credits Document Author - Jack Wachter (jackwachter09@gmail.com) __Author Contributions HU Weapon Adjustments (zoom fix, semi-automatic firerate fix) Kit Expansion and archiving Compiling and testing Actor file adjustments Some of the skins ---------------------------------------------------------------------------------------------------------------- Custom work used for Cloak-and-Dagger Pre-version 2 main menu background images - wombat50 Debris texture for AT, claymores, and flashbangs - wombat50 No rocket trail - wombat50 Lighter smoke texture for AT, claymores, and flashbangs - wombat50 Main menu background drawing - Operator Grim ---------------------------------------------------------------------------------------------------------------- Other Mods whose content I used __Permissions from http://www.ghostrecon.net/forums/index.php?/topic/59567-sharing-is-caring-mod-permissions/ Heroes Unleashed (including extra addon mods from it) - ApexMods Panoramic Night Vision - Doc Calliban Serpentine Dream Theory - MrMoon GRS Map Pack 3 - Hana_JP Burner's Flashbangs - Burner Wet Sun - Giampi Frostbite - Frostbite Team Tactical Net - Tinker 9MS - Tinker Grass Camo Attachments - Hana_JP M24 Ballistic Rifle - Doc Calliban M4 SOPMOD Mod - Prozac Blood Oil - Tinker and the GR.net Community DOG-ZEBRA - Dog-Zebra Migryder's Festival Mod - wombat50 et al Real Weapon Sounds - thales100 __Obtained personal permissions HU_Multicam_Tags - wombat50 Not A Game - Doc Calliban DTD Cold Call Out - DTD Mod Team DTD No Easy Day - DTD Mod Team __Permissions requested, no reply as of release CAPD2_Adjustment Mod - MrMoon __No author or contact information listed Realistic Wounds ---------------------------------------------------------------------------------------------------------------- Content from others that I used (not GR specific content) __Permissions to use work freely granted Supersonic Bullet Crack sounds - https://www.youtube.com/user/WOTGSmash https://youtu.be/edtNpwVP6p8?t=35s __Obtained personal permissions Supersonic Bullet Crack Sound Effect - https://www.youtube.com/channel/UC6YvWPatW78TjUxjEuOpung https://youtu.be/XIDOZKfiiU0 ---------------------------------------------------------------------------------------------------------------- Music __Main Theme US Navy SEALS SQT Video (https://youtu.be/3oO-0CM7Y2U, .wav file was in IOV SOCOM mod for Door Kickers) __Action Splinter Cell: Menu Theme ARMA 3: This Is War (Malden DLC Remix) __Load Splinter Cell: Presidential Palace Libary ARMA 3: This Is War (Apex Alternative) __After Action __Credits Splinter Cell Chaos Theory: Ruthless (Reprise) __Trailer/Intro Music Audiomachine - Nomad (Brutal Mix) (https://youtu.be/K8AdrYxFbro) Edited September 2, 2018 by Jack Wachter 1 Quote Link to comment Share on other sites More sharing options...
Rocky Posted January 4, 2018 Share Posted January 4, 2018 Nice job! I'll add this to the download section shortly... Quote Link to comment Share on other sites More sharing options...
Rocky Posted January 4, 2018 Share Posted January 4, 2018 DOWNLOAD ENTRY This file is also now available on the 64Gb Mod USB. Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 5, 2018 Author Share Posted January 5, 2018 (edited) Thanks Rocky! It works well for the most part in SP, but MP has brought to my attentions a lot of bugs. Several maps CTD (for unknown reasons, I have the Ike.log and IkeCrash.log of one of these instances in the original post) and others are just buggy. Currently working on a version without all of the extra missions and stuff since I probably have weird conflicts that would take too long to figure out. It's still very playable in MP, just several issues that I consider significant enough to take out the extra missions. Once I have a base version to work with, maybe I'll play around with adding maps and missions from smaller, simpler mods. Unless a fix is figured out to stop the CTD. Looks like all of the Desert Siege and Island Thunder maps are all bugged in MP (try to load map, CTD). The first Serpentine Dream Theory mission also does this. Edited January 5, 2018 by Jack Wachter Quote Link to comment Share on other sites More sharing options...
Rocky Posted January 5, 2018 Share Posted January 5, 2018 Yeh combining mods does tend to introduce conflicts. Apex spent countless hours, weeks and months working on compatibility for Heroes Unleashed. Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 5, 2018 Author Share Posted January 5, 2018 (edited) The common thing I've seen in all of the crashes has been "Read from location 00000000 caused an access violation." from the IkeCrash.log. The Ike.log hasn't been as helpful, pretty much just "no camera offset helper point." which from my understanding doesn't cause crashes. Any idea on where I should start to try and fix, or if it's even worth it (the version without the added maps and missions is actually almost done already, not hard to rebuild)? As for a "fixed" version, I think that's actually mostly done (may even send it out tonight if testing on my end goes well). This version only uses the tag fixing from wombat's Multicam mod for HU. Assuming this works, I will release it (so that people can play it sooner) and use it as a base for expanding upon if I choose to. As for other missions and maps not in HU, these instructions from the ReadMe should work. On 1/3/2018 at 10:28, Jack Wachter said: __Play other missions and campaigns not included (can't guarantee there won't be conflicts that cause issues) Change the activation order to the following: Desert Siege Island Thunder (insert mission packs and campaigns here) Heroes Unleashed Cloak-and-Dagger UPDATE: the basic version still has issues. Trying to find the source of the issues. UPDATE 2: By removing one folder at a time, restoring it, and then removing a different folder, etc. it appears the issue has something to do with the "Actor" folder. Time to experiment further to figure out what the cause is. UPDATE 3: appears the issue is skin specific. This only occurs on certain maps. The old skins from HU work fine, but none of the new skins work right. Now to figure out how to fix this. If someone wants to delve into the MP actor files with the new skins (ghosts, SDT, and winter skins) to figure out what's happening, please do. UPDATE 4: so, all the new skins didn't have faces for all environments selected. Looks like the issue is related to making sure that there is a specific setting for all environment. Did a test by modifying the winter skins to what I suspect the fix was, and it WORKED. Time to go play with the others. Also, MP Ghosts are going to be the legacy uniform Ghosts. As for what I'm doing with the skins from MrMoon for CAPD2... CIA SOG anyone? Edited January 5, 2018 by Jack Wachter Quote Link to comment Share on other sites More sharing options...
wombat50 Posted January 5, 2018 Share Posted January 5, 2018 (edited) Glad you found the cause. Another popular mod had the same issue. Could only play the woodland maps and desert and jungle maps would CTD. Play with friends weekly and have played allot of the new HU. Sometimes a map typically with a GTF will crash when the mission is launched but on a retry it works fine. Have never seen any of the HU maps consistently crash in MP. We have used the 30 or so re-tagged maps extensively in our weekly coop and have had little issue other then one or two vegetation types can not be shot threw on a particular map but very few issues in general. Any vegetation textures that are included in the Multicam Mod are there because they are corrected versions done with the RSB Editor. The .map files were redone with a hex editor to correct errors made in regards to vegetation tagging when the map was made in 3D Studio Max. I don't know of anyone that got any help from the IkeCrash.log. It is certainly beyond me. The ike.log is hit or miss but always worth a look. It will throw red herrings like it can't find opposing_force_220.atr for example, when there are only a few in most mods. The Ike.log will usually mention it can't find a certain light halo effect as well as a fire effect. This is normal and not a cause for concern. After a crash it will rewrite itself automatically when the game is launched again. In my experience, any syntax errors made in .xml, .atr, .gun files etc will not let the game initialize to the main menu. Edited January 5, 2018 by wombat50 Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 5, 2018 Author Share Posted January 5, 2018 Luckily I could figure out the issue quickly. With that said, Cloak-and-Dagger v1.1 is now released. Original post updated with info. Change log in the updated Read Me and access to version 1.0 has been removed. Delete version 1.0 before installing the new version. Wombat, any plans for making multicam textures for all the regular Ghost models instead of switching the sniper and support models? I love the look, but I'm not a fan of the change in models. I'm thinking the multicam skins on all of the original models (except for ghillie suit, but would be totally fine with new ghillie suit textures) would be nice to have for multiplayer (would still keep the legacy camo that is now available). Rocky, the download link has changed, so the download entry page will need to be updated. The Read Me was also updated as well. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted January 5, 2018 Share Posted January 5, 2018 Jack I have no plans for making multicam textures for the original models. It is a good idea but I'm too lazy. Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 5, 2018 Author Share Posted January 5, 2018 Ok, was just curious. I may try to incorporate your versions in at some point as extra skins. Got any new tagging fixes or no? Got a nice group of 5 including me playing with the mod, lots of fun. Did the Wet Sun mission as a 5 man team. Two 2-man buddy teams with MG and demo then me as a marksman commanding. Even though we had respawns on, only had 1 death right at the end so he ended up not respawning. Also did some of the 9MS CQB training missions, lots of fun especially when you get a good, synchronized breach going. No bugs I've seen so far. Sure there are some, but should be minor things at this point. Will most likely continue to tweak and improve, but I'm not in a rush (may go and redo the kits and ammo, pretty sure there are some I missed). If you have any content you want me to incorporate, let me know and I'll see what I can do. I'm also open to the idea of making this a team mod thing if anyone is interested in that. Quote Link to comment Share on other sites More sharing options...
WNxVitoto Posted January 5, 2018 Share Posted January 5, 2018 Donwloading ... Quote Link to comment Share on other sites More sharing options...
WNxVitoto Posted January 5, 2018 Share Posted January 5, 2018 7 minutes ago, WNxVitoto said: Donwloading ... Unzip is bad, files unzip in problem. Quote Link to comment Share on other sites More sharing options...
Rocky Posted January 5, 2018 Share Posted January 5, 2018 Checking.... Quote Link to comment Share on other sites More sharing options...
Rocky Posted January 5, 2018 Share Posted January 5, 2018 Hi, File unzips with 7-zip, no errors. Please try your download again. Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 6, 2018 Author Share Posted January 6, 2018 1 Quote Link to comment Share on other sites More sharing options...
Rocky Posted January 6, 2018 Share Posted January 6, 2018 I really enjoyed the vid and commentary, thanks for sharing! Quote Link to comment Share on other sites More sharing options...
wombat50 Posted January 6, 2018 Share Posted January 6, 2018 On 1/5/2018 at 15:03, Jack Wachter said: Got any new tagging fixes or no? Added seven maps by 10mm Auto to the mod we run in conjunction with HU. Checked the vegetation tagging and made some corrections in the .map files. HU does not have any 10mm maps I know of. 10 mm was a better map maker then mission maker and a couple of his maps are very good. Improved a couple of missions but the remainder of maps are best played with a .gtf. It has a few custom sounds included that would require updating or adding and effects.xml with the sound volume editor in Igor to your mod. Would send it to you if interested although I didn't seek permissions to alter the maps as it is a private mod. Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 6, 2018 Author Share Posted January 6, 2018 Rocky, glad you liked the video. Wombat, sounds interesting, but I would like to avoid permission issues so don't worry about it. Anyone know of any good "plain clothes operator" skins without permission issues? I guess the Blood Oil skins would probably be ok since the mod is listed in "Sharing is Caring" but open to other ideas as well. And what other content should I look at adding/adjusting? 1 Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 11, 2018 Author Share Posted January 11, 2018 Working on version 1.2 (not sure at what point I go straight to version 2.0). Experimenting with a significant weapon adjustments. The adjustments as of now are as follows: Semi-auto firerate set to match full-auto/burst firerate (for weapons with no full/burst modes, I usually went with 600rpm) Not technically a weapons adjustment, but related: heavy body armor effectiveness reduced (can still stop multiple 5.56x45mm and 7.62x39mm rounds to the chest, but should be easier to break through especially with more powerful weapons and make enemies with it slightly less annoying). Oh, those nice Rainbow guys in the killhouses? They had Armor Level 2. Now they have 3. Why? To make it more annoying for you. And to prepare you for armored opponents in CQB. Get good at shifting your aim to the head if your first few shots aren't getting through. Stabilization time of ALL Heroes Unleashed weapons DOUBLED. Trying to make things less point-and-click, need to do more testing on this (nothing like spending quite literally 2+ hours editing all the text files for this and the rate of fire). Looks like MG suppression will have wider spread and longer range engagements will require more tactical fire and maneuver. Accuracy hasn't been changed, but getting more accurate shots will require more time, less movement, and/or a stable firing position (so basically prone). And pretty sure rockets are going to be a to use, may end up putting them back to original stabilization time. Legacy zoom added. Since weapons without scopes were basically nerfed, this should make these weapons more viable in longer-range engagements (scopes still better) AND CQB (some zoom is nice sometimes, plus weapons with CQB optics will have NO scope view getting in the way). So now if you know a mission and/or your role will be CQB, you can still use your weapons effectively at longer range while having advantages over scope weapons in the parts focusing on CQB Inspiration for some of these ideas is from Droopy's Realism Mod. Also looking at trying to redo the sounds, and then removing actor names from the added actors for MP (so their names don't show up upon death). 1 Quote Link to comment Share on other sites More sharing options...
WNxVitoto Posted January 11, 2018 Share Posted January 11, 2018 Congrats, cool mod. Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 11, 2018 Author Share Posted January 11, 2018 Thanks Vitoto, glad you like it. The next release should be even better. Made a video showing off the weapon adjustments. Already seems close to what I want, but more thorough testing is needed. Quote Link to comment Share on other sites More sharing options...
wombat50 Posted January 11, 2018 Share Posted January 11, 2018 (edited) The semi-auto fire rate being too slow always bothered me. 3 hours ago, Jack Wachter said: removing actor names from the added actors for MP (so their names don't show up upon death). HU had a issue which Apex fixed. In a previous version he remove the NPC's actor names by editing this .atr line as : <ActorName>""</ActorName> When a player hovered his cursor over the NPC icon on the command map it would crash the game. The fix was adding a space btween the quote marks: <ActorName>" "</ActorName> Edited January 11, 2018 by wombat50 Quote Link to comment Share on other sites More sharing options...
ApexMods Posted January 11, 2018 Share Posted January 11, 2018 Congrats on the release, Jack Wachter! Nice to see a new third-party add-on for HU! Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 11, 2018 Author Share Posted January 11, 2018 (edited) 10 hours ago, wombat50 said: HU had a issue which Apex fixed. In a previous version he remove the NPC's actor names by editing this .atr line as : <ActorName>""</ActorName> When a player hovered his cursor over the NPC icon on the command map it would crash the game. The fix was adding a space btween the quote marks: <ActorName>" "</ActorName> Thanks for letting me know about this before I started going through all the text files. Will save me a lot of headache. 5 hours ago, ApexMods said: Congrats on the release, Jack Wachter! Nice to see a new third-party add-on for HU! Thanks Apex, this mod wouldn't be possible without your hard work. Just curious, what are you looking at for the next version of HU, primarily dealing with the weapons and ammo? And for the Island Thunder mission where you rescue Ordonez, what did you do to it? Tried it coop with people and it's ridiculously hard. Get spotted at all and you're basically screwed because Ordonez gets killed very quickly, no time to rush over and save him. With all the patrols, it's hard to get close enough (even with a sniper) to save him. EDIT: Apex, if you want to adjust your base HU (or make an add-on mod in the XTRAS) featuring my adjustments or something similar, feel free to do so. I can help with that if you want. My main complaints are lack of ammo (I like being able to change to a fresh magazine, and reloadable rockets should come with more ammo) and slow semi-auto (CQB with it is very annoying, don't like being almost forced to go full-auto). And a few weapons with incorrect zoom (HK416, HK417, and MP5SD with the magnifier, not sure if there are more). Also, do you know the value to for the body armor to represent NIJ Level III instead of NIJ Level IV, or if it's possible to add an armor level 4 that I could make player exclusive? Edited January 11, 2018 by Jack Wachter Quote Link to comment Share on other sites More sharing options...
Jack Wachter Posted January 13, 2018 Author Share Posted January 13, 2018 (edited) Made a small add-on featuring the new weapons settings I'm testing for v1.2. Let me know what you think so that I can fine tune them for the next release of Cloak-and-Dagger. Activate it with higher priority than Cloak-and-Dagger v1.1 https://drive.google.com/open?id=1ZVEchRi_305E4IzJL4cNvyH3w8e9eJBD Edited January 13, 2018 by Jack Wachter 2 Quote Link to comment Share on other sites More sharing options...
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