Campaign mod enabler

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Campaign mod enabler

Postby fires123 » 14 Jan 2016, 06:14

I'm looking for the Campaign mod enabler but for the original SupCom.(non-FA)

If anybody had a link or has it I would be thankful.
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Re: Campaign mod enabler

Postby speed2 » 14 Jan 2016, 14:24

What excatly that mod should do?
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Re: Campaign mod enabler

Postby Legion Darrath » 14 Jan 2016, 14:45

The mod enabled the use of mods in the campaign. Unfortunately I don't have copy or a link where you could get it. It's an old mod and since the GPG forums went down it might hard to find somebody that still has it.
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Re: Campaign mod enabler

Postby speed2 » 14 Jan 2016, 14:53

Then I would recommend playing our coop missions you can play them with mods.
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Re: Campaign mod enabler

Postby Overtkill » 26 Jan 2016, 16:22

Here is the file you seek. The scd file contained, goes in your FA\gamedata folder with the other scd's. Let me know if you would like a tweak to ignore the unit cap as well in the campaign. The Steam version seems to break the older mod that did this (pathing to the original file is different), so I edited the lua myself to simply ignore the cap as the AI does. So even though the value shows 500, your unit build counter can/will pass that number. Seems they gave the AI the ability to ignore the caps altogether, so I altered the conditionals to ignore them.

TF_CME_FA.rar
Campaign Mod Enabler
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Re: Campaign mod enabler

Postby fires123 » 07 Feb 2016, 07:47

do you know how to make it for vanilla SupCom?
and thanks speed and legion for the reply.
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