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[Mod Pack] IL-2 Enhanced Version 2.2 (Updated 8/30/24)


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354thFG_Drewm3i-VR
Posted
6 minutes ago, Oyster_KAI said:

Probably not, the damage decals I modified did not include P-47s, Fw-190s, Hurricane.

Thanks for the response. I really like your decals!

 

6 hours ago, Mtnbiker1998 said:

comparing them directly it definitely looks to be some kind of alpha issue. I think the blue that I was seeing is the reflection of the sky, and for some reason it defaults to black otherwise. One of the mods may have edited the decals causing the black/ultra reflective blue effect. Using the same P-47 skin as a reference, here is some vanilla screenshots. Notice the grey which is gone in the modded version, this looks way better. Also visible is what I think is the vanilla texture for the burn/flash damage around the holes in the middle of the P-47s wing, wondering if one of meplane's replacement textures is causing that issue (this is why I stick to vanilla effects in my game, even though meplanes effects can look quite good in some circumstances, they can cause issues in other places where the same texture is reused)

 

I don't have screnshots but I've also seen some similar weird white artifacts in the wooden damage decals (visible on the Hurricanes fuselage, and P-51 Rudder. Reverting these back to vanilla is probably the best bet

20211202185053_1.jpg

20211202185044_1.jpg

Hard to see for me. I think the replacement effects are a big improvement overall. I really like the improved explosions and particle effects.

354thFG_Drewm3i-VR
Posted
1 minute ago, meplanes1969 said:

I will have a look later today at the damage decals in my effects I put them in a long time ago before the devs improved the damage effects,it will be as simple as just taking them out,to be honest I forgot I put them in.

I have not seen these strange effects before in my game but I will have a closer look later.

I have a new project I am doing that will keep me very busy when I get the time.

a clue it’s not map retexture or effects,I want to put it up when it’s in a finished state instead of my usual regular updates.

yes I will update all my effect packs later today with these textures removed

Can you give a list of the offending files so I can remove them here as well?

354thFG_Drewm3i-VR
Posted

I was playing some missions tonight and I'm absolutely blown away by how beautiful the game looks in vr (reverb g2) with this pack. The global lighting, textures, and plane skin reflections are astounding. So are your fire effects @meplanes1969! For some reason though, the short grass and field crops mod has disappeared so ill have to add it back in the next update. All in all, I'm very proud of where this project is headed. Thanks to everyone who has helped!

Angry_Russian
Posted

Hi @-332FG-drewm3i-VR , can you please remove the clouds from the pack? New official ones were released today, so the pack would not work because of it. I think I can just remove sky folder from it, but not sure whether it affects anything else, so can you please comment?

Posted

Are the trees working properly for the Stalingrad Winter map?  They look rather low quality and if I get close to the ground they start disappearing.

Posted (edited)

Good evening, will there be any update for the new patch?Now this excellent mod has stopped working .....Thank you

Edited by 310Messer69
354thFG_Drewm3i-VR
Posted (edited)
30 minutes ago, 310Messer69 said:

Good evening, will there be any update for the new patch?Now this excellent mod has stopped working .....Thank you

Yes, but it will take some time.

Edited by -332FG-drewm3i-VR
Angry_Russian
Posted (edited)
1 hour ago, 310Messer69 said:

Good evening, will there be any update for the new patch?Now this excellent mod has stopped working .....Thank you

It works if you remove data\graphics\sky subfolder from the mod before applying it through JSGME. You can then apply a separate mod for the sun if you need it.

 

Also I've got problems with VREM but already reported it to C6_lefuneste as I'm not sure if it's my local issue or not. But VREM doesn't brake anything in this pack, I just can't use it for now.

Edited by Angry_Russian
  • 354thFG_Drewm3i-VR changed the title to [Mod Pack] IL-2 Enhanced Version 1.0 (Updated 12/13/21)
354thFG_Drewm3i-VR
Posted
On 12/9/2021 at 11:39 AM, 310Messer69 said:

Good evening, will there be any update for the new patch?Now this excellent mod has stopped working .....Thank you

 

On 12/9/2021 at 1:07 PM, Angry_Russian said:

It works if you remove data\graphics\sky subfolder from the mod before applying it through JSGME. You can then apply a separate mod for the sun if you need it.

 

Also I've got problems with VREM but already reported it to C6_lefuneste as I'm not sure if it's my local issue or not. But VREM doesn't brake anything in this pack, I just can't use it for now.

Original post updated with version 1.0.

  • Like 1
Posted

Thanks Drewm3i

 

I cant see an actual download link though mate?

 

regards

 

slipper

Angry_Russian
Posted
2 minutes ago, slipper said:

Thanks Drewm3i

 

I cant see an actual download link though mate?

 

regards

 

slipper

Same ? Looking forward to it!

354thFG_Drewm3i-VR
Posted
22 minutes ago, slipper said:

Thanks Drewm3i

 

I cant see an actual download link though mate?

 

regards

 

slipper

 

18 minutes ago, Angry_Russian said:

Same ? Looking forward to it!

Currently uploading to media fire. Check back later.

Posted

Thanks

 

Vielen Dank:salute:

354thFG_Drewm3i-VR
Posted
2 hours ago, meplanes1969 said:

Yes thanks for putting the radio chatter in,I will do some more refinements to this mod along to line but am quite happy with the mod so far 

I like it a lot too my friend! Thanks for making the mod.

  • Haha 1
Posted
Hello, please tell me your modified mod (taking into account the release of version 4.701) can be downloaded from the link at the very beginning of your post ?!
Google translation
354thFG_Drewm3i-VR
Posted
3 hours ago, h777ax24 said:
Hello, please tell me your modified mod (taking into account the release of version 4.701) can be downloaded from the link at the very beginning of your post ?!
Google translation

Yes.

  • Thanks 1
Posted

can this mod be used for IL2 FC as well? Thank you

354thFG_Drewm3i-VR
Posted
9 hours ago, NavyGuy said:

can this mod be used for IL2 FC as well? Thank you

It can, yes and there are a few mods for flying circus. Try it and let me know if there are any issues.

  • 2 weeks later...
Posted

Hi

I am getting another luascript error when taking of in mission 10 of Kerch-Eltingen campaign

Had the same in PWCG in Moscow map, when flying close to the frontline, but it popped up for maybe ten times and then disapeared.

Here it is constant and  I gave up after 50-60 times hitting enter

tried Luascript fix by NewWinter but it did not help

 

Picture1.png

  • Upvote 1
354thFG_Drewm3i-VR
Posted
6 hours ago, Koziolek said:

Hi

I am getting another luascript error when taking of in mission 10 of Kerch-Eltingen campaign

Had the same in PWCG in Moscow map, when flying close to the frontline, but it popped up for maybe ten times and then disapeared.

Here it is constant and  I gave up after 50-60 times hitting enter

tried Luascript fix by NewWinter but it did not help

 

Picture1.png

@NewWinter

Posted

i'll check it

Posted

Does this work with the current version?

 

thanks in advance

jm

Posted (edited)

a case of LUA error have been found, i'm muting the faulty call.

It may not be the last of them, i need feedback, just the error message can help track back to the faulty call but some LUA errors happens only to a specific theater because a specific vehicle (plane, dca, tank, ect) shoots an ammunition and it something either ground, water, units, buildings or air (DCA) which called the respective hit effects.

 

Note this not my mod, i'm dwaddling through the file and compare the faulty files to the working files and comment the faulty effects calls (it should be only faulty effects calls)

 

My hypothesis on this is that, the original modder of the tracers effect made the mod before the vanilla (unmodded) update that reworks of the visual effect of the game came on and the effect files could be somewhere else or/and removed or/and renammed.

Thus when a specific effect from the script is called it will looked for either a modded effect or a vanilla effect and if it's not found (not the right name, address, or simply not there) the error msg will appears.

 

For the feedback, definitely post the error msg (screenshot or copy the msg)

I'm not sure but i think if you tell me what did you start with (career->theater->side->phase(date)->regiments, scripted campaign->mission) it could help me track the LUA errors

 

There are also comments that explains each part of the scrip but one big problem language barrier specificly localization. Most of the characters in each comment explaining the part seems to be unrecognized by the localization of my computer (latin). Could be slavic characters or asiatic dunno.

 

Again i'm just muting a call to the modified visual effect to stop it overriding vanilla (unmodded) effect, and sometimes i feel like i mute every modded effect call of one ammunition type. But it seems that for some ammunition their modded effects are simply inexistant...

 

I'll give another patchwork (i wouldn't call it a proper hotfix) just some workaround in quite some hours (5-6 hours) anyway here i go dwaddling through the file and testing

 

note as a user explained above he stumbled across this LUA errors not only in career but also in Scripted Campaign i shall go through the scripted campaign he went, if no LUA errors are encountered, i'll post the patchwork, then test every other scripted campaign available to me (just the vanilla one).

 

//////////////////////////////////////////////

 

DING, i just had the idea of checking the original Weapons and tracer mod's file to check for any missing files

Yeah no, didn't find anything through either Weapons and tracer mod or updated tracer mod (included in weapons and tracer, just to check if something been lost between)

 

So here i go muting faulty call

 

PS: If somebody would make a mission with every possible unit such as vehicle, tank, dca, plane, it may be quicker to test every effect call. As we get every possible ammunition type being fired.

An ammunition has different hit effect :

- HitDummy (Not sure of what it is)

- HitWood (wooden plank wall, village )

- HitWater

- HitGround

- HitArmor (tank)

- HitBuilding (not wooden building ?)

- HitPlane

- HitForest (not wood apparently)

Edited by NewWinter
  • Upvote 1
Posted (edited)
On 12/28/2021 at 4:50 PM, Koziolek said:

Hi

I am getting another luascript error when taking of in mission 10 of Kerch-Eltingen campaign

Had the same in PWCG in Moscow map, when flying close to the frontline, but it popped up for maybe ten times and then disapeared.

Here it is constant and  I gave up after 50-60 times hitting enter

tried Luascript fix by NewWinter but it did not help

 

Picture1.png

Here you go, i muted the call, speedrun through the scripted campaign with invincibilty and all to mission 10 and managed to go through it without LUA error script

 

Put it the data folder in your IL2 folder -> overwrite; or if you use JSGME, to conserve the fix, revert the change to get back to vanilla -> put the data folder in MODS/IL-2 Enhanced -> overwrite -> reapply the mod pack using JSGME

 

Again this may not be the last of them since the call are very specific to ammunition and situation, different theater, weapons, hitting buildings ect So...

 

I'm gonna soon upload another file that mute every hit effect to be safe, since most of the LUA error came from them, we get vanilla hit effect instead but with the damage value of the mod

 

AND DONE THANKS THE CREATOR OF SUBLIM TEXT 3 TO EDIT QUITE SOME STUFF (anybody could do it with notepod but oh boy)

NOTE i'm not certain of the status of this patchwork with all hit modded effect muted it seems it would affect NPC (non player controllable) such as dca tank arty ect as per the adress where it was called beside the error msg, it's purely theoric i'll upload it and away testing it

 

i'm a bit tired of it but tomorrow, i'll give a more tourough patch because i brute muted every modded hit effect while there was some functional call because their effects was there and addressing correct

 

a bit wrong of me to note define a changelog so i'm gonna do it by head eeeer...

- a faulty value call was from an npc's ammunition file where the armor variable were enumerated such as Armor1, Armor2 ect while the neighbouring file didn't have enumeration, i hope i didn't disable (except the visual) the intended damage effect on armor by the original mod author

- numerous faulty effect call from the 111 files (again thanks Sublim Text 3) because a custom effect was called when parachute reach water

- numerous faulty hit effect call to wrong/inexistant file from npcammunition folder

 

 That's all folks !

 

Report :

it seems that muting every hit effect call revert the tracer to vanilla for exemple i didn't see the blueish tracer on german fighters nor green on macchis ? i've defintely upload tomorrow a more torough pactch where inexistant effect call will remain muted

 

modpack_luascripts_patchwork0.2.zip

modpack_luascripts_0.3_muted_modded_hit_effect.zip

Edited by NewWinter
typo, pseudo changelog
  • Thanks 1
Posted (edited)

works like a charm now, thank you very much. You guys are unbelievable

Edited by Koziolek
354thFG_Drewm3i-VR
Posted
On 12/30/2021 at 10:10 AM, NewWinter said:

Here you go, i muted the call, speedrun through the scripted campaign with invincibilty and all to mission 10 and managed to go through it without LUA error script

 

Put it the data folder in your IL2 folder -> overwrite; or if you use JSGME, to conserve the fix, revert the change to get back to vanilla -> put the data folder in MODS/IL-2 Enhanced -> overwrite -> reapply the mod pack using JSGME

 

Again this may not be the last of them since the call are very specific to ammunition and situation, different theater, weapons, hitting buildings ect So...

 

I'm gonna soon upload another file that mute every hit effect to be safe, since most of the LUA error came from them, we get vanilla hit effect instead but with the damage value of the mod

 

AND DONE THANKS THE CREATOR OF SUBLIM TEXT 3 TO EDIT QUITE SOME STUFF (anybody could do it with notepod but oh boy)

NOTE i'm not certain of the status of this patchwork with all hit modded effect muted it seems it would affect NPC (non player controllable) such as dca tank arty ect as per the adress where it was called beside the error msg, it's purely theoric i'll upload it and away testing it

 

i'm a bit tired of it but tomorrow, i'll give a more tourough patch because i brute muted every modded hit effect while there was some functional call because their effects was there and addressing correct

 

a bit wrong of me to note define a changelog so i'm gonna do it by head eeeer...

- a faulty value call was from an npc's ammunition file where the armor variable were enumerated such as Armor1, Armor2 ect while the neighbouring file didn't have enumeration, i hope i didn't disable (except the visual) the intended damage effect on armor by the original mod author

- numerous faulty effect call from the 111 files (again thanks Sublim Text 3) because a custom effect was called when parachute reach water

- numerous faulty hit effect call to wrong/inexistant file from npcammunition folder

 

 That's all folks !

 

Report :

it seems that muting every hit effect call revert the tracer to vanilla for exemple i didn't see the blueish tracer on german fighters nor green on macchis ? i've defintely upload tomorrow a more torough pactch where inexistant effect call will remain muted

 

modpack_luascripts_patchwork0.2.zip 970.99 kB · 6 downloads

modpack_luascripts_0.3_muted_modded_hit_effect.zip 971.03 kB · 5 downloads

Which one should I use to patch the pack? Both? In what order? Do these get rid of the weapons mod?

Posted

sorry i wasn't clear, just use 0.2 for now, i muted the faulty call as usual

0.3 is another version where i muted every hit effect call (just in case to be safe)

 

I'm not available for the next few months since i'm focusing on my IRL studies, you should contact the mod author of weapons mod for an update

 

you guys should use 0.2, again maybe not the last LUA errors.

0.3 is really just to be safe by muting every hit effect call from the script files in Worldobject/ballistics/ammunitionnpc 

354thFG_Drewm3i-VR
Posted
19 hours ago, NewWinter said:

sorry i wasn't clear, just use 0.2 for now, i muted the faulty call as usual

0.3 is another version where i muted every hit effect call (just in case to be safe)

 

I'm not available for the next few months since i'm focusing on my IRL studies, you should contact the mod author of weapons mod for an update

 

you guys should use 0.2, again maybe not the last LUA errors.

0.3 is really just to be safe by muting every hit effect call from the script files in Worldobject/ballistics/ammunitionnpc 

Okay, cool. Ill get this pack updated today.

pennardPetervicar
Posted

I have downloaded this excellent Mod and entered it all into my MOD folder and enabled it.

When I select Playground Scenarios. I get Mission description Loading and does not proceed further..is there something I need to do.

My version is STEAM and its up to date with all the Updates.

pennardPetervicar
Posted

How do you do this...??i=excuse my ignorance..love the sim..new to modding at this level...

354thFG_Drewm3i-VR
Posted
5 hours ago, pennardPetervicar said:

How do you do this...??i=excuse my ignorance..love the sim..new to modding at this level...

New updated version has updated missions.

 

First post updated.

  • Like 2
  • 354thFG_Drewm3i-VR changed the title to [Mod Pack] IL-2 Enhanced Version 1.1 (Updated 1/3/22)
Posted
5 hours ago, pennardPetervicar said:

How do you do this...??i=excuse my ignorance..love the sim..new to modding at this level...

You might need it in the future

game folder/bin/editor/STEditor.exe/tools/Resave all missions in folder

 

... and a lot of patience ? cause it takes a while

 

  • Upvote 1
pennardPetervicar
Posted

followed the thread through so which folder do I resave them to?

Thanks for the guidance

354thFG_Drewm3i-VR
Posted
9 hours ago, pennardPetervicar said:

followed the thread through so which folder do I resave them to?

Thanks for the guidance

Just download the latest version.

pennardPetervicar
Posted

Thanks all..where is the link to the latest version??

I can seethe link at the top of the page or version 1.1 but cannot find any ref to version 1.2 or is it simply the same link updates?

pennardPetervicar
Posted

I can seethe link at the top of the page or version 1.1 but cannot find any ref to version 1.2 or is it simply the same link updates?

 

Ok now all sorted..latest version downloaded and works well.

Thanks for all the help!!

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