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Rockflag

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Ryank516

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18 comments

  1. Penoplastic
    Penoplastic
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    Ivan Dolvich lost his "Heavy Weapons" perk in JA3, mb it's time to bring it back?
  2. Rarod
    Rarod
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    Thx for mod! Can you please also consider:
    1) Changing stats for mercs, the disctributions do not make sense very often. For example, Pierre and Fray are pure melee warrior (based on perks) but the stats far for from being viable for that... and so on;
    2) Changing/fixing existing perk lines (the one a merc gets per each level). Most of them do not work/too weak/non-logically located;
    3) Adding new perks like "favorite weapon" (more damage, cheaper AP) to makes pistols and SMG viable at least on some mercs.

    Thx.
    P.S. Is there a proper instructions how to mod this game?
    1. manolo21
      manolo21
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      U need to make unvisible folder visible in your settings.

      After this important step:

      1.) Go to Hard Disk (C:) -> User -> AppData (Hidden Folder) -> Roaming - > Jagged Aliance 3
      2.) Create a Folder named "Mods"
      3.) Copy the extracted Mod you downloaded in this new "Mods" folder
      4.) Start the Game , go to the Mod Section Ingame and activate the listed Mod
  3. Grancor
    Grancor
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    Greetings,

    thanks for your mods.

    Cheers mate!
  4. VonSalza1179
    VonSalza1179
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    Many thanks for the mod :)

    Quick question, do you have the other mercs xxx.generated.lua files decoded that you could add to the mod or share, even if no changes were done?
    I would like to make some changes to other mercs also ;)
    I already unpack the lua.hpk but I get errors when trying to decode the lua's... 

    No need after all...Managed to decompile the lua's, missing dotNET to run the tools ... 
    1. fys
      fys
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      Better use the mod editor for editing most game content.
      Not officially supported yet: https://steamcommunity.com/sharedfiles/filedetails/?id=3004705928
      main menu: alt+shift+m (deactivate the Cheat and Developer Enabler mod first)
      The editor is not too hard to comprehend.
      For editing existing things, make sure to select whatever from the Copy from (Group) pulldown menus on the right and add the original ID above.

      As this mod is sadly not available here yet, GOG users can follow these instructions here to download most steamworks stuff: https://steamworkshopdownloader.io
    2. Ryank516
      Ryank516
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      So the mod editor only half works there if you Google GitHub jagged alliance 3 lua there is a good amount of the files unpacked there. I know for sure all the merc files are there.
    3. fys
      fys
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      The merc files are in Data.hpk\UnitDataCompositeDef if you want to look up the IDs or do a quick check for perks and relations.
      After the editor has properly decrypted these *generated* files, what are rather used by the game, it's possible to use a text-editor to do additional changes in these *generated.lua fules in the mod\code folder files.
      The editor sometimes misses entries if default values are used. These have to be added manually by text-editor.
      Maybe there will be some improvements one day.
    4. defloe
      defloe
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      Hi von, can you share the decompile merc unit lua's? due to my unfamiliarity with java, dotNet and lua script i cannot manage to decompile the files.
  5. fys
    fys
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    Sounds reasonable with the example mercs, but better list all changes as this is important to know.
    You don't need to add a picture, just plain text is fine enough, like: Merc X: -autoweapons, +nightops

    I went through all files to compare the changes. Looks all very good so far: endorsed!
    Vicki's Throwing trait/perk rather bites with dual-firing weapons anyway, so I'm fine by dropping that for CQC training. Can't think of any better perk at moment.
    1. Ryank516
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      So there was a full changelog linked below the sample. But looks like I biffed the link anyways. Link to changelog is now more prominent and works lol I would not have realized if not for your comment! 
      If you want to enjoy Dual firing fully check out my other mod that fixes a bug causing single fire guns to cost too much ap when dual fired!
    2. fys
      fys
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      Okay, button working now. Yeah, I should have mentioned it. I wondered what's the bummer there showing only a silly graphic like my browser with adblocker is blocking something. The example pic was also misleading that nothing else is shown.
      I have included the fanning mod into my private mod but haven't tested it yet.
      I'm still rather collecting mods and doing own mods before actually playing the game. I'd like to give devs more time for fixes and tweaks too, as I don't expect much support coming from this publisher like in the past, although sales can always make a difference. The devs got experience, but not so much about firearms, as the silly German WW2 stuff shows that belongs to a museum and not into the hands of modern mercs.
      After correcting armor and weapon stats, I'm currently improving the loadout of mercs based on perks and stats. Too bad the IMP generator doesn't offer any starting-gear variance there as it seems. It looks like editing the complete LootDef.lua by hand is easily done and used by the game without using the uncomfortable mod editor. Some tweaks on enemies can't hurt either. This all takes quite some time, but I'm not in the hurry to play unpolished games.
    3. Ryank516
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      So the WW2 stuff makes sense in that there are also WW2 bunkers and references to battles fought by the Germans there, it is supposed to be like surplus stuff left after the war. Mercs bringing Hi-powers with them not so much though lol
    4. fys
      fys
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      The Hi-Power was built from 1935–2018 with continuation from 2022 on, so what? It must be still very popular compared to out-of-production stuff since 56 years as in 2001.
      Is there also a reasonable explanation why some mercs start with an 98k carbine? Are Kalyna and Scope maybe traitors? Whatever... at least they haven't added Panzerkleins yet...
      Okay, no idea about the game story yet. Fine if they somehow found an excuse for such retarded rusty gear to fuel their patriotism or fetish. It's a tropical environment with high humidity that quickly puts metal stuff to rest. I doubt these bunkers were completely air-sealed when discovering this gear or keeping it in shape for 56 years by some ragtag jungle troops that don't even wipe their arses.
      The weapon selection still leaves a lot to desire, like an ultra-common SKS rifle what someone else has recently added to the game. The perfect addition with ammo-compatibility next to an AKM (or AK-47 for dummies). It's a shame they ditched proper ammo types for certain existing weapons also, but there is already enough whinning about lacking ammo in vanilla anyway. Gods know what they will still add later as paid DLC content to compensate their design flaws.
      I'm still glad and maliciously amused to see so many smart people, like you Rock, to already add tons of content before they actually make modding officially. Sooner or later the devs will run out of ideas what to still offer as paid DLCs. :D
  6. dbrnrdud
    dbrnrdud
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    Other mercenaries, pleaseAre mercenaries with no changes scheduled to be updated?
    1. Ryank516
      Ryank516
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      So I am trying to stay true to how mercenaries were in past games. I have some possible solutions like I am working on swapping steroids unique trait to something that will make him slightly more usable while keeping his traditional statline.
  7. r1pp3r
    r1pp3r
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    Looks like it is working, but only with a fresh game - not sure if that is expected.
    1. Ryank516
      Ryank516
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      So while all my mods are safe to add and remove whenever merc stats are generated on start of new game so this mod specifically requires new game to see changes.