All Units Campaign Mod in Vanilla SupCom

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All Units Campaign Mod in Vanilla SupCom

Postby Vashon » 25 Dec 2014, 20:06

More specifically, I can't get it to work. At all.

It's this one from ToxicFrog.
just google for campaign enabler and it should lead you to toxic frogs stuff

the download links dont work anymore, what I did find was this.
a gamershell link that I am not allowed to post

It shows up, It can be selected, but it doesnt work apparently. Its weird, because I managed to get the 2x Resources mod to work in Campaign.

And I attempted to implement some fixes that ToxicFrog suggested, but it didnt work. And since I cant access Documents and Settings, hell, I cant even see it without going up the tree with 7zip, cant do that. I made a customs mod folder in appdata IIRC, and it made the mod appear, but again.

It just didnt work.

I don't play Vanilla online multiplayer and so give zero f@#$# about multiplayer desync, although I have dabbled with FAF here and there, and probably need to reinstall the client.


Anyways, I'm bored, and want to pull some stupid crap in original SupCom Vanilla for entertainment, and was hoping that after Christmas, someone would read this and help.


As far as the Campaign Mod Enabler goes, to one for original Vanilla works for Vanilla and FA, and perfectly fine apparently, any issues appear to be with mods. Another note is that the batch file is apparently unneeded, just rename the file to an SCD yourself.

BY TOXICFROG

Ok, I found the problem, kind of. I had moved mods.scd to ensure that it wasn't interfering with anything.
The behaviour is weird:
- if mods.scd is absent, it shows up in the mod list, but does not take effect in the campaign
- if mods.scd is present, it doesn't show up (the selectable=false in the sample CampaignBranch overrides it) but does take effect
- if you alter mods.scd so that CampaignBranch shows up in the list, it can be deselected but will never be disabled

As a result of all this, I've finally tracked down where campaign mods are handled: in GetCampaignMods in /lua/mods.lua (and don't I feel like an idiot for not noticing this before). Basically, when playing a map that starts with scca_, it forces the CampaignBranch mod in mods.lua on and all other non-UI mods off.

I've created a workaround for this and released it here; NoRestrictions has been updated accordingly and the first post edited to reflect this. Enjoy. :D

GetCampaignMods in /lua/mods.lua



I couldn't find this trail/branch or whatever myself, and so couldnt do it manually.


TLDR ME AM DUMB. ME WANT FUN WITH OLD GAME. ME AM ASK SMART PEOPLE. ME AM POST LINKS FOR DESCRIPTION. ME AM BORED AND DUMB.
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Re: All Units Campaign Mod in Vanilla SupCom

Postby Vashon » 31 Dec 2014, 01:12

S does anyone know how to help or have a link to a better download?
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Re: All Units Campaign Mod in Vanilla SupCom

Postby The Mak » 31 Dec 2014, 08:45

Have you tried the 'No Build Restrictions in Campaign V1' mod that is in the mod vault? You could play almost all the vanilla campaign maps through the Coop Missions tab. Just enable that mod and you have no restrictions on what you can build.
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Re: All Units Campaign Mod in Vanilla SupCom

Postby Vashon » 31 Dec 2014, 23:45

I'll try that on SupCom Vanilla.
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Re: All Units Campaign Mod in Vanilla SupCom

Postby Vashon » 01 Jan 2015, 00:12

Yeah it isn't showing up and FAF keeps crashing. I'll look for it and see if it is elsewhere.

I got FA campaign to do the same manually by editing the maps myself.
EDIT Lets see what happens
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Re: All Units Campaign Mod in Vanilla SupCom

Postby Vashon » 01 Jan 2015, 01:41

Well I downloaded it, but I might just have to re install Vanilla SupCom, and using FAF makes my labtop go slow when using it online for some reason. Ill have to let the battery charge up.

And when I first got it, SupCom played awesome regardless of charging or not. weird.
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Re: All Units Campaign Mod in Vanilla SupCom

Postby Cuddles » 01 Jan 2015, 08:23

The mod The_Mak speaks of works. I have used it many times. Play in the Coop tab.
Turinturambar defended very valiantly
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Re: All Units Campaign Mod in Vanilla SupCom

Postby Vashon » 03 Jan 2015, 01:11

Oh it worked through the coop tab, plenty fine. What I was looking for was something that supposedly let you do the same thing offline.

Whatever. Did what I wanted. Which was marching a Colossus on the first mission, all the way to victory.
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Re: All Units Campaign Mod in Vanilla SupCom

Postby Hawkei » 04 Jan 2015, 12:58

Why do you even want to use this mod in the Vanilla campaign? The whole point is to play the mission from the perspective of the selected faction.
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Re: All Units Campaign Mod in Vanilla SupCom

Postby Vashon » 04 Jan 2015, 22:31

Hawkei wrote:Why do you even want to use this mod in the Vanilla campaign? The whole point is to play the mission from the perspective of the selected faction.

Because I hate having the unit restrictions, the pointless unit restrictions. I want options.
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