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Author Topic: Ghost Recon 2 Xbox First Mod  (Read 157 times)

frohanss

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Ghost Recon 2 Xbox First Mod
« on: December 31, 2004, 05:05:00 AM »

Ghost Recon 2 Xbox info from VikingPower.
In this rough tutorial I shall try to explain how to mod weapons in GR2 Xbox version.
Most of this stuff I’ve found by testing and testing different settings on Xbox.
Some help I’ve had from the forum gr2mods.greatboard.com, where I am a part off.
Special thanks to Barranger (admin at the forum) for his tool Ike's My Bitch, this tool he will release after New Year I think. Also a big thanks to MDemon_NL who help me test much settings over xlink.
This is just a pre tutorial, so it could look messy. It’s basic a roundup on my findings and my posts on the forum.

MODDS ON XBOX
Think this was one of my best found on Xbox.
GR2 has full mod support on Xbox too, same as on pc.
Create a folder named mods\ under your game folder on Xbox.
Exs.
      F:\Games\Ghost Recon 2\mods\vikingsmod\
                  Equip\
                  Missions\
                  Shell\
And so on.
Then create a file named modsset.txt in your game (not mod) folder. This will make GR2 loads the mods. Here is a example on how it should look like.

//MODS SETTINGS - LIST OF MODS ACTIVE ON THIS SYSTEM
"\mods\vikingsmod"

That ends that part.


CONVERTING GHOST RECON ISLAND THUNDER WEAPON TO GHOST RECON 2 XBOX

All .gun files are just basic XML files. You can edit them in notepad or other text editor.


All data I list is from a Grit file, unless I state otherwise in my note.

<GunFile>
   <VersionNumber>1.400000</VersionNumber>

   <ModelFileName>erma-sr100.qob</ModelFileName>
“Change to your favourite model, or closes looking model”

   <NameToken>WPN_SR100</NameToken>
“This must be changed to your new gun. This you need to insert in strings_x.txt in shell folder. The new NameToken must be WPN_SR_SR100.
R= Rifle, SR= Sniper Rifle, GL=Grenade luncher (underbarrel), SAW= Machine guns, AT=Rockets, (extraslot 2), P=Pistol”

   <Weight>7.2</Weight> “Delete>”

“Insert a new line,
   <InfoToken>IN_SR_SR100</InfoToken>
This is linked to weapon info text in strings_x.txt”

   <MagazineCapacity>5</MagazineCapacity> “Number of bullets in 1 magazine”

   <MagazineWeight>1</MagazineWeight> “Remove”

   <MaxRange>1000.000000</MaxRange> “This is same as grit”

   <VelocityCoefficient0>1200</VelocityCoefficient0> “Remove”
   <VelocityCoefficient1>-0.8</VelocityCoefficient1> “Remove”
   <VelocityCoefficient2>0.003</VelocityCoefficient2> “Remove”
   
<KillCoefficient0>3500.000000</KillCoefficient0> ”Insert this”
   <KillCoefficient1>0.1</KillCoefficient1> “Keep”
   <KillCoefficient2>0.004</KillCoefficient2> “Keep”

“Note on kc values. Since these is based on ammo. See my notes on ammo”

   <ProjectileCount>1</ProjectileCount> “Keep. Number of bullets to shot in one round. Use to make shotgun.”
   <ProjectileSpread>0</ProjectileSpread> “Keep. Try values like 0.35 for shotguns.”

   <ReticuleTextureName>reticle_mil-2.rsb</ReticuleTextureName> “Keep. Change to your reticle.”
   <ReticulePipLeft>263</ReticulePipLeft> “Keep”
   <ReticulePipTop>0</ReticulePipTop> “Keep”
   <ReticulePipRight>279</ReticulePipRight> “Keep”
   <ReticulePipBottom>3</ReticulePipBottom> “Keep”
   <ReticuleBaseLeft>0</ReticuleBaseLeft> “Keep”
   <ReticuleBaseTop>0</ReticuleBaseTop> “Keep”
   <ReticuleBaseRight>263</ReticuleBaseRight> “Keep”
   <ReticuleBaseBottom>263</ReticuleBaseBottom> “Keep”
   <ReticulePipBaseOffset>2</ReticulePipBaseOffset> “Keep”
   <ReticulePipMaxOffset>340</ReticulePipMaxOffset> “Keep”

“Note on reticule. You can create your own reticule, by following a reticule tutorial for Grit. Just place a .rsb file under shell\art folder.

   <Selective>
      <SelectiveOption RateOfFire = "300" RoundsPerPull = "1" StartSound = "sniper03.wav"/>
   </Selective>

“This is the sound part. You must change “sniper03.wav”, to one of the sound that is built in GR2. See my note on sound.”

   <Recoil>80</Recoil> “Keep. Note: Most values I have seen seems right”

   <RunStandAccuracy>3500</RunStandAccuracy> “Keep. Values a bit high”
   <RunCrouchAccuracy>3000</RunCrouchAccuracy> “Keep. Values a bit high”
   <RunProneAccuracy>400</RunProneAccuracy> “Keep. Values a bit high ”
   

“Keep. Values seems ok. Note start.”
<WalkStandAccuracy>350</WalkStandAccuracy>   <WalkCrouchAccuracy>300</WalkCrouchAccuracy>
   <WalkProneAccuracy>250</WalkProneAccuracy>
   <ShuffleStandAccuracy>60</ShuffleStandAccuracy>
   <ShuffleCrouchAccuracy>40</ShuffleCrouchAccuracy>
   <ShuffleProneAccuracy>20</ShuffleProneAccuracy>
   <StationaryStandAccuracy>2</StationaryStandAccuracy>
   <StationaryCrouchAccuracy>2</StationaryCrouchAccuracy>
   <StationaryProneAccuracy>.05</StationaryProneAccuracy>
   <TurnBandVelocity1>0.1</TurnBandVelocity1>
   <TurnBandMultiplier1>1</TurnBandMultiplier1>
   <TurnBandVelocity2>0.75</TurnBandVelocity2>
   <TurnBandMultiplier2>10</TurnBandMultiplier2>
   <TurnBandVelocity3>2</TurnBandVelocity3>
   <TurnBandMultiplier3>30</TurnBandMultiplier3>
   <TurnBandVelocity4>3</TurnBandVelocity4>
   <TurnBandMultiplier4>60</TurnBandMultiplier4>
   <TurnBandVelocity5>100000</TurnBandVelocity5>
   <TurnBandMultiplier5>100</TurnBandMultiplier5>
   <StabilizationTime>.6</StabilizationTime>
“Keep. Values seems ok. Note End.”

“Note start”
   <WeaponMotionType>3</WeaponMotionType> “Keep”
   Values=;
0= Pistols
1= Rifles/saw (basic bullet)
2= Sniper Rifles
3= Grenade Luncher (that loads in underbarrelweapon)
4= AT Weapons. Rocket luncers. (Fires projectiles .prj)

   “Insert ReloadMotionType,

   <ReloadMotionType>0</ReloadMotionType>
Use the same as defined for that model you use. Haven’t study the different, but it’s basic how reload will look inside game.”
”Note End:”

   <HasUnderbarrelWeapon>0</HasUnderbarrelWeapon> “Keep”
“Note. By default the value must be changed to “FALSE”. Then each must fill in what underbarrel weapon to use.”

   <Silenced>0</Silenced> “Keep. “0” should be replaced with “FALSE” and “1” Should be replaced with “TRUE””

   “Here we must insert HasGunCamera and IsDialInRange

   <HasGunCamera>FALSE</HasGunCamera>
Deffins if the gun should gave guncamera.

   <IsDialInRange>FALSE</IsDialInRange>
Defines if the range to target should be visible on screen.

False is off. True is on.”

   <ZoomSettings> “Keep”
      <Zoom>1</Zoom> “Keep”
      <Zoom>10</Zoom> “Keep”
      <Zoom>20</Zoom> “Keep”
   </ZoomSettings> “Keep”
“Set up your scope x here.”

   <MuzzleFlashScale>3</MuzzleFlashScale> “Keep. Values seems ok”
   <TracerFrequency>0</TracerFrequency> “Keep. Values seems ok”
   
   “Copy from GR2 gun file start”

   <ShortRangeMaxDistance>40</ShortRangeMaxDistance>
   <MediumRangeMaxDistance>80</MediumRangeMaxDistance>
   <LongRangeMaxDistance>120</LongRangeMaxDistance>
   <AccuracyAtShortRange>0.85</AccuracyAtShortRange>
   <AccuracyAtMediumRange>0.65</AccuracyAtMediumRange>
   <AccuracyAtLongRange>0.45</AccuracyAtLongRange>
   <TimeOnTargetBase>0.8</TimeOnTargetBase>
   <TimeOnTargetIncrement>0.2</TimeOnTargetIncrement>
   <TimeOnTargetMaxNodeName>8</TimeOnTargetMaxNodeName>
   <IsAAGun>FALSE</IsAAGun>
   <ZoomType>2</ZoomType>

”Copy from GR2 gun file End. Note: Each must “feel” what values to use based to the real life weapon they are making. Since I haven’t found out how these values is calculated.
In the above numbers, we see that our gun has a 85% chance of hitting at 40 (think it’s in meters).
Zoomtype tells GR2 what alpha layer (The dark part around the screen) to putt on.

</GunFile>



Think this should cover the part on using gun files from GR2.

Now you need Barrangers Tool to make a new ikedata.glb to putt in your globs mod folder.






AMMO AND KILLCOEFFESIENT

After looking throu all gun files with same ammo type. I have found that KillCoefficient 0,1,2 is based on the ammo type.
Here is a list of ammo types and settings:

.45
<KillCoefficient0>1400.000000</KillCoefficient0>
<KillCoefficient1>-10.000000</KillCoefficient1>
<KillCoefficient2>-0.100000</KillCoefficient2>

9x19mm
<KillCoefficient0>1000.000000</KillCoefficient0>
<KillCoefficient1>-10.000000</KillCoefficient1>
<KillCoefficient2>-0.100000</KillCoefficient2>

5.56x45mm
<KillCoefficient0>3500.000000</KillCoefficient0>
<KillCoefficient1>-8.000000</KillCoefficient1>
<KillCoefficient2>-0.009000</KillCoefficient2>

5.8x42mm
<KillCoefficient0>3600.000000</KillCoefficient0>
<KillCoefficient1>-8.000000</KillCoefficient1>
<KillCoefficient2>-0.009000</KillCoefficient2>

6.8x43mm
<KillCoefficient0>3900.000000</KillCoefficient0>
<KillCoefficient1>-5.000000</KillCoefficient1>
<KillCoefficient2>-0.005000</KillCoefficient2>

7.62x25mm
<KillCoefficient0>1200.000000</KillCoefficient0>
<KillCoefficient1>-9.000000</KillCoefficient1>
<KillCoefficient2>-0.100000</KillCoefficient2>


7.62x39mm
<KillCoefficient0>3800.000000</KillCoefficient0>
<KillCoefficient1>-30.000000</KillCoefficient1>
<KillCoefficient2>-0.010000</KillCoefficient2>

7.62x51mm
<KillCoefficient0>4000.000000</KillCoefficient0>
<KillCoefficient1>-5.000000</KillCoefficient1>
<KillCoefficient2>-0.005000</KillCoefficient2>

7.62x54mm
<KillCoefficient0>4300.000000</KillCoefficient0>
<KillCoefficient1>-5.000000</KillCoefficient1>
<KillCoefficient2>-0.005000</KillCoefficient2>

50Cal (My numbers, compared to other ammo settings)
<KillCoefficient0>6000.000000</KillCoefficient0>
<KillCoefficient1>-2.000000</KillCoefficient1>
<KillCoefficient2>-0.002000</KillCoefficient2>




If you want a 50cal gun to damage heavy armoured vehicles the value in 0 must be over 6500.
50Cal: Settings 2 (tank killer).
<KillCoefficient0>6501.000000</KillCoefficient0>
<KillCoefficient1>0.005000</KillCoefficient1>
<KillCoefficient2>0.002000</KillCoefficient2>


Damage calculation: %=100-((X/D)*100) Numbers beside X & D is just to make % value.
Where X is BallisticFactor (in file CmbtModl.xml) and D is damage from your gun.
Exs.
Let's say a 5.8x42mm bullet in the LowerLeg has % in killing player:
BallisticLowerLegFactor=2500, KillCoefficient0=3600
%=100-((2500/3600)*100)
One bullet has ~31% chances of killing player.


My post on ballistic accuracy:
Even tho i find it impossible to figure out the settings in the gun files, cause it does not make any sense compared to real life weapons. And also what i mean must be failure from Redstorm (found lots of error like this).
If looking at the accuracy at long range the G36 assault rifle has 0.2 and the m16 assault rifle has 0.05. That does not make any sense, both uses the samme ammo. But, M16 has longer barrel giving it highter muzzle velocity. Thats makes M16 more accuracy than the G36.
Heck, the G36 has same long range accuracy as the SVD sniper rifle (above 100)! So there you have it! G36 is the perfect assult rifle to select!

Any way. Here is what i have figured out. (think range is in meters)

<ShortRangeMaxDistance>30</ShortRangeMaxDistance>
<MediumRangeMaxDistance>50</MediumRangeMaxDistance>
<LongRangeMaxDistance>90</LongRangeMaxDistance>
<AccuracyAtShortRange>0.75</AccuracyAtShortRange>
<AccuracyAtMediumRange>0.55</AccuracyAtMediumRange>
<AccuracyAtLongRange>0.05</AccuracyAtLongRange>

At shortrange there is a 75% of hitting center mass.
At mediumrange there is a 55% of hitting center mass.
At longrange there is a 5% of hitting center mass.


To go a little further. This may be right on a assult rifle. But it should not be the same on a sniper rifle. Most sniper rifle is zeroed at a given range. This is the medium range. So medium range should have the highest %, not the short range. Or the shortrange distance should be so small that you shoot from the hip (no need to aim). Cause ranges below and abow zero, the sniper has to adjust aim point in the scope. Making the shot at short range less accuracy!


Since I haven’t had time to study creating different kits I can’t help to much here.

I have made the first mod pack available and you can dl it from
http://www.aktivportal.com/viking/gr2xbox_mod1.rar

You will also need the clean your chashe drive on Xbox. The X or Y drive.
Not everything is tested on this, but you can contact me on [email protected] and I shall try to help. But everyone must try for themselves first.

If you have made changes to any files on Xbox before putting this mod on, you might need to re install the game.

MOD CONTENT:
//Weapons

WPN_SR_M70 Win - M70
IN_SR_M70 Winchester M70 Super Shadow features a unique Controlled Round Push Feed bolt system.

WPN_SR_AR50 AR50 - .50BMG
IN_SR_AR50 The AR50 is a single armor pircing shot bolt action with a modified M16 type vertical pistol grip.

WPN_SR_PGM Hecate II heavy sniper
IN_SR_PGM Ultima Ratio weapons made by PGM. This is the largets weapon of this rifle family, using the 12.7x99 mm Browning M2 heavy machine gun ammo.

WPN_SR_TRG42 Sako TRG-42
IN_SR_TRG42 Sometimes you need to reach out a lot further. That’s where the TRG 42 comes in. Chambered With .338 Lapua Mag., this is the rifle to reach for when ranges stretch a quarter-mile and more.

WPN_SR_TRG42SD Sako TRG-42 SD
IN_SR_TRG42SD The Silensed version of Sako TRG-42

WPN_SR_AR15 AR-15 Sniper
IN_SR_AR15 5.56x45mm - A custom made AR-15. Rifle for sniper in combat situation. So you do not see extremely long barrel with bipods. Based on XM177E2 model gun kit from Marushin.

WPN_SR_SR100 ERMA SR100
IN_SR_SR100 .338 Lapua Mag - The ERMA SR100 is a very expensive rifle used by only some elite units. Very high accurat & quality weapon. Groups coming in the sub .25 MOA.

WPN_SR_SR90 Robar SR90SD
IN_SR_SR90 .338 Lapua Mag - Silensed. Based on M40A1, using a Remington 700 action,quality stainless steel barrel. Robar has built an excellent quality sniper rifle.

WPN_SR_SR60 Robar SR60
IN_SR_SR60 7.62x39mm - Robar SR60. Nothing fancy, just plain old accuracy

Changing as i go on.
Starting on SMG and rifles now. But after i had some sleep.

Edited 1:
WPN_R_MP5SD HK MP5 SD
IN_R_MP5SD SILENSED: The Heckler und Koch submachine gun, MP-5, is one of the most famous and wide-spread firearms of its class, developed since the Second World War.

WPN_R_VPM5 Valtro PM-5
IN_R_VPM5 The PM-5 is almost unique in that it has a detachable box magazine, while most pump action shotguns are built using underbarrel tube magazines.
Yes you read right, Shotgun

|IN_SR_MC70| |50 Cal HE - This is a custom made heavy duty Sniper Rifle. It fires High Explosive 50 cal rounds.|

|IN_R_FNFAL| |7.62x51mm - The FN FAL (Fusil Automatique Leger - Light Automatic Rifle) is one of the most famous and widespread military rifle designs of the XX century.|

|IN_R_AUGSD| |5.56x45mm - The Steyr AUG Silensed.|
|IN_R_AUG| |5.56x45mm - The Steyr AUG is a gas operated, magazine fed, selective fire rifle of bullpup layout.In general, the AUG is known for good ergonomics, decent accuracy and a good reliability.|

|IN_R_FAMASSD| |5.56x45mm - FAMAS G2 Silensed|

|IN_R_FAMAS| |5.56x45mm - FAMAS G2 (latest version, with 30 rounds STANAG magazine)|

//Missions
coop_ff_05_s05_training.mis
coop_ff_23_MP04_Trences.mis
coop_ff_29_MP10_Sandmine.mis
squad_lms_01_s01_Airport.mis
squad_lms_04_s04_training.mis
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frohanss

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Ghost Recon 2 Xbox First Mod
« Reply #1 on: December 31, 2004, 06:21:00 AM »

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dizturbd

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Ghost Recon 2 Xbox First Mod
« Reply #2 on: December 31, 2004, 11:14:00 AM »

This is WONDERFUL news.  Can't wait to get some mods on my box now.
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dizturbd

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Ghost Recon 2 Xbox First Mod
« Reply #3 on: December 31, 2004, 11:16:00 AM »

This is WONDERFUL news.  Can't wait to get some mods on my box now.
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frohanss

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Ghost Recon 2 Xbox First Mod
« Reply #4 on: January 01, 2005, 06:56:00 AM »

Nice to see someone who like mods.
As usual to many screams "cheat" when the see a mod/addon.
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frohanss

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Ghost Recon 2 Xbox First Mod
« Reply #5 on: January 02, 2005, 06:14:00 AM »

Can someone delete this post. I've had almost nothing but complains about my gr2 work.

So plz remove this.
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frohanss

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Ghost Recon 2 Xbox First Mod
« Reply #6 on: January 02, 2005, 11:41:00 AM »

QUOTE(frohanss @ Jan 2 2005, 02:38 PM)
Can someone delete this post. I've had almost nothing but complains about my gr2 work.

So plz remove this.
*



I had this posted some other places to, and there was nothing else than crap that came out. Hasn't been any here at xbox-scene. I did just remove it from all places.

I have putt a lot of work on making this, cause i basicly had to figure out every small part of gr2. Without any info from others.
I don't whant to spend time on defendig crap from most peoples. That's why i have removed my stuff, can't see why that should be so hard to understand.

Anyway, since it hasn't been anything on this forum, i'm putting the stuff back up for this forum.

Just hope that i don't need to spend to much time on answering insult. Some i expect, but it's also great to get some nice feedback to!
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frohanss

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Ghost Recon 2 Xbox First Mod
« Reply #7 on: January 02, 2005, 12:19:00 PM »

Here a lift of available sound triggers i found inside GR2. This is the code that is triggered inside the gun file.
"exs from gunfile"
<Selective>
<SelectiveOption RateOfFire = "300" RoundsPerPull = "1" StartSound = "WZ9_"/>
</Selective>
"exs end"

Just replace WZ9_ with one of the code below.

WZ9_    
TYPE95OICW_
TYPE95_
TYPE88_
TYPE87LMG_  
TYPE87A_    
TYPE84M_    
TYPE54_
SR25S_  
SR25_  
SMP5_  
SAMOPAL_    
SA80_  
SA25_  
RPK74_  
RPG7_  
RP46_  
OICWGL_
OICW_  
_MP5_  
MM1GL_  
MG36_  
MG3_    
MAKAROV_    
MAAWS_  
M9S_    
M9_
M8SMR_  
M8AR_  
M8_
M82_    
M60_    
M4SOCCUM_  
M4_
M249_  
M240_  
M24_    
M203_  
M1911S_
M1911_  
M16SPR_
M16_    
M14DMR_
M136_  
L96A_  
HK4_    
GROZA_  
GP25_  
FNFAL_  
FAMASG2_    
DRAGUNOV    
DEGTYAREV_  
BM98_  
_BLACKHAWK  
BIZON9MM_  
AN94_  
AKS74U_
AK74_  
AK47_  
AGS17_  
A91_    
50CAL_  
20MM_
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linflas

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« Reply #8 on: January 02, 2005, 11:26:00 PM »

Amazing work, I am thrilled you did this, I look forward to eventually figuring out what all of it meant, but I would love to be able to play around with the weapons a bit.  Thanks, strong work, and remember it is only the pussies that can't play who cheat, if you use a mod to an advantage over someone who does not have the mod, that is cheating.    Weak people will always cheat, don't let it get you down.
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c-2

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Ghost Recon 2 Xbox First Mod
« Reply #9 on: January 03, 2005, 06:33:00 AM »

you know i appreciate this stuff (got your pm VP)  :] posted this on http://gr2mods.greatboard.com as well...

.....
"i was testing all this on the weekend and i found that the guns seem to cause alot of issues .. i had an online game (xlink kai) with 4 people, 3 of us had mods installed, seemed to work fine until the other guy joined .. this is what would happen ..

the gun menu is always messed up , names all krazy + no description that makes sence .. guns would have messed up ammo values .. sometimes characters had no guns .. people getting kicked all over the place when trying to join the game + load missions ..

again 3 out of the 4 had the mod, we got the non-modded guy to host a game and it was gravy , no problems at all .. i haven't tried to delete all the guns yet but thats my next step, all i want is the levels anyway :] oh and i have the blood splash effect in as well ..

more testing tonight.."
.....

with a question as well .. if all i want is the new missions do i only have to keep the mission folder in the mod or are their any others , thanx :]

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frohanss

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« Reply #10 on: January 03, 2005, 12:17:00 PM »

I can't say for sure what whent wrong since there is so many unknown stuff, and many of this we will maybe figure out now that this is out.
And what's often seems to be the problem on the xbox, is the damn chashe drive. Try to clear this drive when having new troubles (normaly x or y drive).

Also i advice all host to state if the are using the host.
There shoul not from my testing be any problems if all player has the mod.

But this is only to my knowlage, only caused by the weapon addon.

I'm not sure on the blood patch since i haven't had time to test this so much. I haven't heard anything about troubles.

Mission only the host really need. The host sends it to all players who does not have them. That's why map loading time sometime takes longer time, the mission is sendt to client.

To everyone who just whants to remove the weapons from the mod. Remove the globs\ folder and the strings_x.txt in shell\ folder. In the mods folder! Not the org game folder!

Also, have anybody tryed to think this way?
I the mods has only different weapons then the org gr2 (no same name).
Then a host use this mod, then cheater who has edited the org weapons can't select a single weapon. Cause his weapon data is not the same as the mod.
And a weapon mod addon, is not the easyes you do! Editing org guns is easy.

Since i have made some different effects in the mission you need the rest of the folders.

This post has been edited by frohanss: Jan 3 2005, 08:26 PM
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frohanss

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« Reply #11 on: January 06, 2005, 01:29:00 PM »

Here is coop ff and bat of mountainfalls.
Also enviroment is clear evning with different skybox.

http://aktivportal.c...untainfalls.rar
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jlkirby77

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« Reply #12 on: January 11, 2005, 04:39:00 PM »

i love the fact that your doing all of this, if i had enough free time i would really want to get in to it. but your like super good at it thanks for all of the awesome mods youve made if it wasnt for you i dont even know if modding on ghost recon 2 would go anywher. one question though if i have your blood patch installed will it change anything. and also will it give me an option to add these mods in at the main menu cause i play online and i was wondering if this would screw it up. but thank you so much for doing what your doing
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frohanss

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« Reply #13 on: January 12, 2005, 04:27:00 AM »

Thx, jlkirby77!
The blood patch does not affect anything, and should not give you any problems.
There has been some reports about other mods has givens some strange behavior. A script to use in xbmc to toggle mods are under construction. This is cause gr2 does not have any in game menu to toggle mods.
So lot's of testing is been done right now to figure out the best way to use mods.

Today, it is the add on guns that are giving the most trouble in system link.
Some reports around mission mods has also been reported, but only one.

So if the mods gives any trouble. Delete \mods\viking\globs\ikedata.glb
then it should be ok.

But most of the times it's just reboot xbox.

There is no problems with mods if every player including the host has the mod.
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M82MC

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Ghost Recon 2 Xbox First Mod
« Reply #14 on: January 19, 2005, 06:01:00 PM »

i dont get what all is included in the mod package all i found was extra weapons and i was wondering is there supposed to be dif skins/nodels for the new weapons did u just use old guns with new stats.
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