Cookie's No-PK Mod


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#1 Cookie

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Posted 26 January 2006 - 08:52 PM

Don't like PKs? Want them gone? Well, ask and ye shall receive!

Form the Readme:

Quote

Panzerkliens (PKs) are probably the most controversial (some would say hated) aspect of the Silent Storm games. This mod attempts to correct this by removing PKs from the game, and replacing them with regular bad guys.

Please note - the game was designed with PKs in mind, so simply replacing PKs with regular soldiers (as this mod does) will affect game balance, making the game somewhat easier to beat. Sorry, no getting around that.

Mod Effects - Specifically this mod replaces all PKs with Terrorist "Super Soldiers" that have Heavy Body Armor, and various heavy weapons. (MGs, RPGs, Sniper Rifles, Grenades, etc.)

This is a S3 Mod, but I do plan on doing a S2 version. (Ask nicely, and I might even do one quickly.)

Again, if you find any bugs, or other issues, pleas let me know, and I'll fix it.

<<DOWNLOAD S3 VERSION HERE>>
You know what I hate? Idiots.

  - Lord Vader

#2 Slaughter

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Posted 26 January 2006 - 10:04 PM

Great work! :lovetammy: S2 version would be good!


#3 Cookie

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Posted 26 January 2006 - 10:34 PM

Thanks for updating the link.

Given how much PKs are hated, making an S2 version of this mod is my next priority. Should see something in a week or so...
You know what I hate? Idiots.

  - Lord Vader

#4 Slaughter

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Posted 26 January 2006 - 10:39 PM

Excellent. I posted this at The Awful Forums, and I'm confident that quite a few people there will be very grateful :lovetammy: (largest boards I know)


#5 Zager

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Posted 27 January 2006 - 01:53 PM

Quote

Given how much PKs are hated, making an S2 version of this mod is my next priority. Should see something in a week or so...

Hated? They're great! You can really tear up the map just using three of them. And when you have a game with ragdoll bodies, and full destruction, what would reason would you play it for other than to just cause as much destruction as possible?

#6 KoMik

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Posted 27 January 2006 - 02:41 PM

Thums... Thums... Screek... Bruddadudda-Kabooka!! I liked Panzerbastards :lovetammy: (and I still do)

I think those are like 'tanks' to destroy - 'seek&destroy a moving panzer' element for the game... But I didn't like to use those because it could just break all my RPG-plans for characters. I think Sentinels made a mistake in one thing - some missions design try to force gamer to use panzerkleins.

I know most gamers didn't like PKs at all...

#7 Q-Stone

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Posted 27 January 2006 - 03:31 PM

I don't really hate them, though I think there were very poorly designed for this game.  They're all but indestructable except for a few weapons.  They cause real problems on many levels because the game won't let them get close to one another, so this cause some pathing issues.

#8 Sandfox

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Posted 27 January 2006 - 09:47 PM

View PostQ-Stone, on 27th January 2006, 10:31am, said:

I don't really hate them, though I think there were very poorly designed for this game.  They're all but indestructable except for a few weapons.  They cause real problems on many levels because the game won't let them get close to one another, so this cause some pathing issues.
Actually, I used an AVS36 against them and it knocked it out in about 4 shots or so. :lovetammy:

#9 Cookie

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Posted 01 February 2006 - 10:09 PM

This thread isn't here to argue whether PKs suck / don't suck.  It's here to present people with options.

The fact is, is that there are several people (myself included) who feel that PKs ruin the entire point of playing such a cool strategy / tactics game, since PKs require neither to win.

In my own case, I couldn't even bring myself to finish the Berger Factory mission because I hated them so much.

And considering the poor distribution this game got, having a Mod available that would give many people like myself the desire to give S2 / S3 a second look was all the motivation I needed to create it.

------------------------------------------------------------------------------------------------------------------------

OK, you asked, so here it is, an S2 version of Cookie's No-PK Mod.

This mod is the same as the S3 version in that it removes PKs and replaces them with regular soldiers. (Minus the Body Armor in the S2 version.) It also removes all PK-related items from the Base Inventory.

I also attempted to replace all PK-related items found in chests, but I'm having some issue with that. Look for a fix in the future. (This goes for the S3 version as well.)

Finally, I removed the BHLG laser gun for obvious reasons. (In the case where it was carried by terrorists, I simply replaced it with another weapon.)

*Disclaimer* - This hasn't been fully tested, since I haven't beaten the game yet. So, if you find issues, or a PK I missed, just let me know, and I'll fix it ASAP.

<<DOWNLOAD HERE>>
You know what I hate? Idiots.

  - Lord Vader

#10 brandeburg

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Posted 01 February 2006 - 10:38 PM

;) Nice to see you are working for the other. Well done, hope many people will do as yourself cookie to help the game and to maintain in existence this forum!  :cool:
"pillerit Saksan oli parhaita"

#11 Slaughter

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Posted 02 February 2006 - 12:22 AM

Good stuff! :cool: Added it to the files section and changed your link.


#12 beachhead1973

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Posted 17 September 2008 - 01:46 PM

i can't get this mod to work.

i belive i have it installed right, but i fight through to the traitor mission in my new campaign and wham! panzerkleines.

it's in the custom game thing as an activated feature, but it does not seem to work.

#13 Slaughter

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Posted 17 September 2008 - 05:47 PM

View Postbeachhead1973, on 17th September 2008, 3:46pm, said:

i can't get this mod to work.

i belive i have it installed right, but i fight through to the traitor mission in my new campaign and wham! panzerkleines.

it's in the custom game thing as an activated feature, but it does not seem to work.
Did you use the AddMod tool to add it to the savegame? (tool in our files section, lined from the download here) It's needed to make it work with savegames I believe. Not even sure it can be added to a game in progress though.


#14 beachhead1973

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Posted 17 September 2008 - 09:43 PM

View PostSlaughter, on 17th September 2008, 1:47pm, said:

Did you use the AddMod tool to add it to the savegame? (tool in our files section, lined from the download here) It's needed to make it work with savegames I believe. Not even sure it can be added to a game in progress though.


i think i did that...needs to be added to a savegame though? not just starting a new game when i think i have the mod installed?

#15 Slaughter

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Posted 17 September 2008 - 10:14 PM

Not sure, but I would try adding it to a savegame with the AddMod tool. If it doesn't help, I suggest you PM Cookie or Novik for instance. They should know.


#16 KoMik

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Posted 18 September 2008 - 09:25 AM

If the mod affects to scenario missions, like this on does, only way to play it properly is to add the mod from the start, via custom game screen. When starting S2/S3 campaign, game creates all maps which are going to be used, so you can't change them later with AddMod tool, only values, strings and random encounters can be modified.

... at least so I assume...  :laugh:

#17 beachhead1973

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Posted 18 September 2008 - 01:10 PM

View PostKoMik, on 18th September 2008, 5:25am, said:

If the mod affects to scenario missions, like this on does, only way to play it properly is to add the mod from the start, via custom game screen. When starting S2/S3 campaign, game creates all maps which are going to be used, so you can't change them later with AddMod tool, only values, strings and random encounters can be modified.

... at least so I assume... :laugh:

huh...i thought that was what i had done...looks like i am going to play through AGAIN

#18 beachhead1973

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Posted 27 September 2008 - 06:03 PM

View Postbeachhead1973, on 18th September 2008, 9:10am, said:

huh...i thought that was what i had done...looks like i am going to play through AGAIN

yeah deffinately something wrong here then. i activated the mod when i started and re-activated it each time i started up the game again, from the beginning and using the custom game tool.

samey-same. traitor mission=panzerklines

to clarify; this mod does REPLACE the PKs with tough well armed soldiers? not just a new model under a PK skin?

anyway here is what i did.

downloaded mod
unpacked mod to mod file
added mod features to game through custom game tool
played through, again
encountered PKs

so two questions:

1. what am i still doing wrong?
2. is there anyway to tell short of playing through if the mod is working? shoudl for instance, all PK weapons be gone from the game? IE/no LZ energy gun, now vickers HMG?

#19 arkaeyn

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Posted 03 October 2009 - 06:21 AM

Has anyone completed the S2 version of this mod with the Axis?

I ask because I'm on the Organization's Warehouse mission. I've cleaned out the warehouse, but I'm told I can't leave without critical information, but I've found two pieces of info already. Checking the only FAQ on gamefaqs indicates that the Axis should only need two info pieces.

The only other thing I can think of is that since this mission was supposed to have Panzerkleins, I'm missing something with them.




I really want to like Silent Storm, but it keeps pushing me away like this.

#20 EightDeer

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Posted 24 October 2009 - 07:03 PM

I  tried to complete the S2 version as the Allies. I only encountered a problem in the last mission: the Organization main base. The last mission refused to load, and crashed the game whenever I tried to play it.

View Postarkaeyn, on 3rd October 2009, 7:21am, said:

Has anyone completed the S2 version of this mod with the Axis?

I don't know what went wrong with yours, but I could finish the warehouse mission without problems. Have you got a save before you started the level and another mission to play? Try finishing everything else before starting the warehouse.




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