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#4348058 - 03/31/17 12:05 PM WOFF UE/PE Multimod  
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JJJ65 Offline
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Because JSGME Mod enabler does not allow multiple modifications of single file, I have written simple Java Multimod application consisting of several mods created by OldHat and Bucksnort. Thx guys!
You can download WOFF UE version 2.1 here WOFF UE Multimod 2.1
WOFF PE (5.04 and higher) version 2.2 here WOFF PE Multimod 2.2
Changes in v 1.4:
1) Added Wind turbulence and gustings/bumps mod - user can select from three levels for horizontal, vertical components (gustings) and turbulence.
NOTE: Wind gustings/bumps and turbulence levels change with weather type (Light, Medium, Heavy/Precipitation) .
Please ensure WOFF is not running when applying mods, because WOFF loads these (modded) settings only during start.
2) Mod shows current values/settings applied
3) Fixed AAA mod bug (mod remained enabled even if unchecked)
Changes in v1.5:
1) Added "No wings breaking explosions" mod - airplanes will explode without "cartoonish" instant break of all wings
Changes in v1.6:
1) Added Pilot's default viewpoint mod
Changes in v1.7:
1) Added Bombs drop mode selector (single, pair, all)
Changes in v1.8:
1) Added mod that disables flak shooting on landed aircraft
Changes in v2.0:
1) Added Realistic fuel consumption mod by orbyxP
Changes in v2.1:
1) Fixed Realistic fuel consumption mod by orbyxP
Changes in v2.2:
1) Fixed Realistic fuel consumption mod by orbyxP after WOFF PE 5.04 update
[Linked Image]

Enjoy!


Attached Files Multi18.jpg
#4348080 - 03/31/17 02:07 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Banjoman Offline
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Thanks Jara, once again you have worked some computer magic.


Member and provider of banjo music for the Illustrious BOC
#4348084 - 03/31/17 02:25 PM Re: WOFF UE Multimod [Re: JJJ65]  
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DukeIronHand Offline
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Wow. How cool is that eh?
Many thanks JJ!

#4348127 - 03/31/17 05:45 PM Re: WOFF UE Multimod [Re: JJJ65]  
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JJJ

Once again a terrific, creative MOD utility for the WOFF community . I'll be using this often..thanks!

#4348134 - 03/31/17 06:37 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Panama Red Offline
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Any instructions on how it works, JSGME enabled or if we need any additional software, etc. ????


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4348138 - 03/31/17 06:53 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Works like a dream - just unzip it and click. Seemed to work fine from the desktop.
I put the folder in my WOFF directory after testing just to have a place to put it.

#4348140 - 03/31/17 06:58 PM Re: WOFF UE Multimod [Re: JJJ65]  
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JJJ65 Offline
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No need JSGME, it is selfexecutable application. Extract it anywhere on your local disc, run it, fill all options per your wish and click "Apply changes" button - that is all wink .
I think, as soon as you run it, you'll see it is selfexplaining.
EDIT: DukeIronHand was faster thumbsup

Last edited by JJJ65; 03/31/17 06:59 PM.
#4348144 - 03/31/17 07:23 PM Re: WOFF UE Multimod [Re: JJJ65]  
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lederhosen Offline
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ok...can one add other mods to it?


make mistakes and learn from them

I5 4440 3.1Ghz, Asrock B85m Pro3, Gtx 1060 3GB
#4348145 - 03/31/17 07:25 PM Re: WOFF UE Multimod [Re: lederhosen]  
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Originally Posted by lederhosen
ok...can one add other mods to it?

Yes, what mods would you wish to add?

#4348152 - 03/31/17 07:46 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Does this need to be "undone" before updating to the next WOFF UE patch or does that patch just override the settings you pick with this mod ???


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4348154 - 03/31/17 08:01 PM Re: WOFF UE Multimod [Re: JJJ65]  
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Originally Posted by JJJ65
Originally Posted by lederhosen
ok...can one add other mods to it?

Yes, what mods would you wish to add?


These would only be text based edits correct?

#4348155 - 03/31/17 08:11 PM Re: WOFF UE Multimod [Re: DukeIronHand]  
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JJJ65 Offline
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Originally Posted by DukeIronHand
Originally Posted by JJJ65
Originally Posted by lederhosen
ok...can one add other mods to it?

Yes, what mods would you wish to add?


These would only be texr based edits correct?

Yes, moreless, preferably.

#4348156 - 03/31/17 08:12 PM Re: WOFF UE Multimod [Re: Panama Red]  
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JJJ65 Offline
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Originally Posted by Panama Red
Does this need to be "undone" before updating to the next WOFF UE patch or does that patch just override the settings you pick with this mod ???

No need to undone. Just reapply this mod after any WOFF UE update.

#4348179 - 03/31/17 09:52 PM Re: WOFF UE Multimod [Re: JJJ65]  
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For Bucksnorts Rear Gunner mod:
Higher number = Less accurate?

#4348220 - 04/01/17 01:13 AM Re: WOFF UE Multimod [Re: JJJ65]  
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It would be nice if JJJ65 explained the setting numbers like AnKor does with his mods, so you know what increasing or decreasing the numbers causes.


CPU = i9 11900K
GPU = RTX 3080 Ti
Monitor = ASUS ROG Swift PG32UQX 2160p G-sync
#4348252 - 04/01/17 06:36 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Although I am not an author of the mods included, I will try to explain mod settings as follows:

Code
"Stress overG" is number of seconds when the over G will start to take effect, for example 30 s
"overspeed_wingTip" is time when the wing tips will start to take damage from over G. i.e. after 30 + 15 = 45 seconds.
"overspeed_wing" is when the wings will start to take damage from over G. i.e. after 30 + 15 + 20 = 65 seconds.

"AI Guns shooting range" is distance in meters when AI will start to fire main guns.
"Collision range" is distance in meters when AI will detect and avoid collisions.
"AI Minimum altitude" is altitude in meters when AI will fly Above Ground Level (AGL).
AA Increased rate of fire - selfexplanatory - increased rate of ground AAA guns (flak) 
AAA IDecreased dispersion - selfexplanatory - decreased dispersion of archie 

"Ground fire MG Range" is the distance in meters of how far ground MG fire will travel. (Reduced because ground fire did not exceed 2000 ft ~ 650 m.)

Engine Start Random Delay is amount of seconds when AI will attempt to start its engine.
Rear guns accuracy mod - higher value = lower precision and higher dispersion of rear guns/gunners

Formation distance meods - I am not sure about these values, maybe OldHat can help. I assume these avalues can affect maxium and minimum delays (distances)  between escorting and escorted formations.

#4348257 - 04/01/17 07:42 AM Re: WOFF UE Multimod [Re: JJJ65]  
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Well can't get more informative then that.
Thanks JJ!

#4348259 - 04/01/17 08:28 AM Re: WOFF UE Multimod [Re: JJJ65]  
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lederhosen Offline
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Q: can you use this AND JGSME at the same time? Or is it one or the other situation.
I'm a little scared to try this new mod.

Here's a pic of currently used mods.

[Linked Image]


Last edited by lederhosen; 04/01/17 08:28 AM.

make mistakes and learn from them

I5 4440 3.1Ghz, Asrock B85m Pro3, Gtx 1060 3GB
#4348267 - 04/01/17 10:06 AM Re: WOFF UE Multimod [Re: JJJ65]  
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JJJ65 Offline
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Nothing to be scared about smile .
The main advantage of my Multimod is you can use it over any JSGME mod enabled without danger of destrying or disabling previous mod(s), what is the main disadvantage of JSGME. JSGME replaces/overwrites entire fies, while my mod rewrite just particular value (data) inside of modified file.
Proper modding sequnce is as follows:
1) Update WOFF UE
2) Enable any JSGME mods
3) Run and apply WOFF Multimod
4) (Optional) Apply FM Roll mod

Last edited by JJJ65; 04/01/17 10:21 AM. Reason: Added modding sequence
#4348274 - 04/01/17 11:05 AM Re: WOFF UE Multimod [Re: JJJ65]  
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All this is doing is making simple to do - but meaningful in game - text edits to a couple of files.
Relax! Nothing can "mess up" and if you were to really think so 1 click andnits gone.

The utility of this program is quite wonderful but, and I have been trying, can't think of any more game features controlled by these file types.

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