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Trouble with the command points Mod

Trouble with the command points Mod

When I try to use Areon's "999999 command points mod for Battlestations Pacific" the game crashes immediately after the game starts.  Is there some fix for the mod?  Or a way I can change the command points myself?

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Re: Trouble with the command points Mod

Yes there is a way to fix it (or change it by your self) but at this moment  i'm on holidays and now i don't have access to my PC. When i back i'll try to help you.

I am playing Midway as EST_PL
I am playing Pacific as PL EST PL

EST_PL
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Re: Trouble with the command points Mod

EST_PL wrote:

Yes there is a way to fix it (or change it by your self) but at this moment  i'm on holidays and now i don't have access to my PC. When i back i'll try to help you.

Thanks!  I almost lost hope that it was possible!

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Re: Trouble with the command points Mod

I'm having exactly the same 2 questions as the above poster, can you help me 2 EST_PL?

Ecclesiastes
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Re: Trouble with the command points Mod

If you want to do it yourself, you'll have to modify the multiglobals.lua file located in both GVMainMenu.mpak and GVMultiMenu__Init.mpak:

-Extract GVMainMenu.mpak and GVMultiMenu__Init.mpak using BSP ripper (from your BSP installation folder/mpak/global)
-In these, find GVMultiMenu__Init.mpak/scripts/datables/multiglobals.lua and GVMainMenu.mpak/scripts/datables/multiglobals.lua
-Open these with wordpad or any stuff opening text files, find these lines (it should be near the end) and modify the lines with XXXXX for the values you want, those values being the new command point choices values :

    [5] = {--"MLS_RESOURCE"
        [0] = { [XXXXX] = "FE.multi_commandpointlimit_desc",  ["Default"] = true,--["MenuDIS"] = true,
            },
        [1] = { [XXXXX] = "FE.multi_commandpointlimit_desc", --["MenuDIS"] = true,
            },
        [2] = { [XXXXX] = "FE.multi_commandpointlimit_desc", --["MenuDIS"] = true,
            },
        [3] = { [XXXXX] = "FE.multi_commandpointlimit_desc", ["MenuDIS"] = true,


-Be sure that the two multiglobals.lua stay identical, remember to keep saves of your files before modifying them. Repack the new files you modified and get them in your BSP installation folder/mpak/global
-Test

If you have any problem or misunderstanding with the procedure I described, I'll help you and answer any question. If it failed and you forgot to save your original GVMainMenu.mpak and GVMultiMenu__Init.mpak, I won't help you.

Oomperial
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Re: Trouble with the command points Mod

Ok, thanks for the instructions, now I've got the following problem, if I unpack the .mpak file it shows the folders, but it seems that all the folders are empty, no files in them whatsoever except one, fe_multimode_listbox.lua is in the interface folder...

Any idea how this is possible?

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Re: Trouble with the command points Mod

Okay, let's do it again step-by-step.

- What's the size your two original .mpak we're talking about ?
- Do you see only few files in those files with BSP Ripper ? In my BS P there is 249 object in GVMainMenu.mpak and 15 in GVMultiMenu__Init.mpak.
- Are you sure to extract with the option "select all" in BSP Ripper ?

I'm pretty sure there's a bad manipulation somewhere, not because I don't trust your skills, but because if those files were really empty, the game simply couldn't work.
I hope I'll help you.

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Re: Trouble with the command points Mod

I'm also pretty sure I'm doing something wrong here..

The files contain the exact objects you list, but as soon as I unpack them, all that is created are the empty folders. So my guess is there is something wrong with the unpacker.

Then I de-and reinstalled the BSP-ripper, but now it doesnt even create the folder-structure when I unpack, if I click 'go to folder' after I unpacked and unzipped it just opens my 'my documents' folder with no trace of any unpacked stuff.

No idea what I'm doing wrong here...

And I used the 'select all' button as described. I'm just wondering if I should specify a path or whatever in the Ripper

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Re: Trouble with the command points Mod

Nevermind my above post, after 2 reinstalls on different locations it now works perfectly! Thanks for the help!

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Re: Trouble with the command points Mod

Glad it worked, have fun !

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  • Legendary Da : Hi everyone, I have one (or two) quick question about BS:M modding. I try to figure out sp mapmaking, and my first act on it was to convert a MP map to SP. However I can only play as Allies in those maps. What parameter do I have to change to play those maps as Japanese in the respective map .mpak (And where is the parameter I have to change?)?
  • N_Trainz : G'day mates, I just wanted to let those who use Windows 10 and also for those who are having troubles getting the game launching because of Games for Windows LIVE, I made a tutorial of how to get it working successfully again like on Windows 8.1. Its on my channel and here's the link to the video. «link»
  • Mokeo67 : The dictator, I downloaded the mmod2txm and I added four slots to the fletcher and a couple to the lexington.Thanks for the help though.
  • The Dictator : Makeo67 i've explained how to find the unused slots in the topic and the mmod2txm it's a program that has been shared. However there aren't so many ships with unused platforms and sme of them are in wrong positions and for move them you need to know how to change the mmod file. But if you know how to do it you can make new platfors as you want. I've shared the south dakota disposition and this one is the most intersting in my opinion
  • N_Trainz : Well it looks like we have spammers again
  • Mokeo67 : No problem Thanks for the help
  • Axis_Crusher : Not really
  • Mokeo67 : Ok thanks anyway. Do you know who does?
  • Axis_Crusher : Unfortunately I don't deal with that part of modding
  • Mokeo67 : Sorry forgot the link. «link»
  • Mokeo67 : This is the forum topic I meant. The dictator said he found the unused slots in the TXM file obtainable with the mmod2txm, what is this and is it available to use.
  • Axis_Crusher : This is your best bet: «link»
  • Mokeo67 : Also I saw on the forum that ships have unused platform slots. How do I use these?
  • Mokeo67 : I tried changing the bogue class carrier to a yorktown class in the phillipene sea mission and one of two things happened. The mission either didnt change or the game crashed.
  • Axis_Crusher : No problem
  • Mokeo67 : That is what im talking about. Ill have a look at it later thanks for the help
  • Axis_Crusher : specific mission’s 3_scene mpak file by working on the .lua file. There is where the bonus unit is actually added into the mission (by the script). I haven't tried it myself so good luck.
  • Axis_Crusher : I assume you are talking about the bonus units that you unlock for certain missions by completing previous ones (like the B - 25’s in the 2nd Battle of Guadalcanal). The bonus units are unlocked by completing certain objectives in the campaign - so that is linked to your campaign progress. Since that cannot be altered you must look at the missiontree.lua file. This is where the unit will show up unlocked on the mission screen. There are references to allunitslock. Also you will have to edit the
  • Mokeo67 : Thank you I will look in this file. I did unlock all the campaign missions, all you have to do is delete the text after 'prerequisite' and it will unlock. But I havent figured out how to unlock the bonus units.
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