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MOD compatibility for PE (Updated)

Posted By: orbyxP

MOD compatibility for PE (Updated) - 10/14/19 01:50 AM

My MOD compatibility list for PE

[Linked Image]

COMPATIBLE MODs enhance PE without changing any new features

BT MOD

All skin files

Pilot Editor

All VonS FM changes

Nibbios Inflight Map

Arisfuser's loadscreens

OldHat's missions and scenarios

Clouds Mod (Version 1.0 and 2.0) by 4L0M

Cloud Popping Fix - Beta

Rivers Mod by Olham

Aris's Historical Aces v1.4


NOT COMPATIBLE: MODs overwrite new PE features with older files.

Olham's Albatros mod

Ground Season Textures

WOFF UE Havrincourt Wood

Sky Box Effects Mod

Optional Clouds Mod

WOFF UE Forts Mod

Battles of 1915, 1916, etc...

Balloon Archie MOD

HardCoreMOD

Realistically Populated Airfields

Reduced Gunner Accuracy

Random delayed Engine Start

Oldhat's balloon archie mod

WOFF UE Realistic tracers effect mod v1.2


PARTIALLY COMPATIBLE: use with caution as MOD may overwrite some new PE features

Consolidated airfields MOD

Mission Editor

MultiMOD



Attached picture Shot10-13-19-21-28-04.jpg
Posted By: rtoolooze262

Re: My testing of MODs for PE - 10/14/19 02:30 AM

Thanks!
Posted By: VonS

Re: My testing of MODs for PE - 10/14/19 03:18 AM

Thank you Orbyx for this detailed investigation. I look forward to more results. (I will most likely fly PE vanilla-style once I purchase it and will only add my FM mods per taste, via JSGME, since they only modify the relevant xfm files of chosen aircraft and don't tamper with graphics, objects, etc.). I will likely apply scenerybudgets and texturebudgets tweaks, if necessary, manually - as per my WOFF on a Mac post.

Von S smile2
Posted By: orbyxP

Re: My testing of MODs for PE - 10/14/19 03:20 AM

Welcome guys. I will look out for your FM MODs, when you release them.

Here some more screenshots from PE since the other screenshot thread is labeled UE and don't want to confuse folks.Wonderful game, for sure!

[Linked Image]

[Linked Image]





Attached picture overwings.jpg
Attached picture town.jpg
Posted By: Becker01

Re: My testing of MODs for PE - 10/14/19 12:28 PM

Yes, I believe it;s better to wait. A lot of mods for UE are still working with PE, but with the risk, that they overwrite some new parts.
Look at @BuckeyeBoB's (BB) optional cloud mod f.e.: The cloud-variability is bigger and one of the best mods for UE in my eyes. But the sky-grafik in PE looks well, so I will fly without the mod the first days / weeks. And @BuckeyeBoB (BB) wrote, he want to release a new version (thread WOFF PLATINUM EDITION - EXPANSION RELEASED!, page 1).

I will test during the next days Nibbios InFlight-Map, News-Mod4.5 from 77Scout, historical Victory Information 1.3 from Aris, Realistic Tracers Effects MOD V1.2 from JJJ65.

At all other mods I wait for more Infos or updates.
Posted By: hoongadoonga

Re: My testing of MODs for PE - 10/14/19 05:26 PM

Originally Posted by Becker01


I will test during the next days Nibbios InFlight-Map, News-Mod4.5 from 77Scout, historical Victory Information 1.3 from Aris, Realistic Tracers Effects MOD V1.2 from JJJ65.


I've been using Nibbio's map with PE and it seems to be working the same as it did with UE.
Posted By: 77_Scout

Re: My testing of MODs for PE - 10/14/19 05:30 PM

Originally Posted by Becker01

I will test during the next days Nibbios InFlight-Map, News-Mod4.5 from 77Scout, historical Victory Information 1.3 from Aris, Realistic Tracers Effects MOD V1.2 from JJJ65.

.


You don't have to test my News Mod as the developers have added it into WOFF PE so it is now a native part of the program. Cheers!
Posted By: DukeIronHand

Re: My testing of MODs for PE - 10/14/19 06:03 PM

Any map mod will work fine. You’re only swapping one graphic file for another.
Tracer mods should be good also if there only the graphic part or use only the graphic portion not a .xml. If it involves the .xml file you will surely lose something from PE.
Historical Victory Information 1.3 is also working just fine for me happily. Mandatory mod IMHO.
Posted By: JJJ65

Re: My testing of MODs for PE - 10/14/19 07:02 PM

Originally Posted by orbyxP
...MultiMOD also make changes which look like it may work in PE, but I'm not certain that the changes are carried over to the bdp files from the xdp files. So, I'm skipping these MODs



Bdp files are automatically renewed by cfs3 engine during the very next start of woff (in 3d) providing the date of related xdp files is newer than the date of bdp files. And the xdp files are always newer when mofified by mutimod.
So, no worry to use multimod.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/14/19 07:21 PM

Originally Posted by DukeIronHand
Any map mod will work fine. You’re only swapping one graphic file for another.
Tracer mods should be good also if there only the graphic part or use only the graphic portion not a .xml. If it involves the .xml file you will surely lose something from PE.
Historical Victory Information 1.3 is also working just fine for me happily. Mandatory mod IMHO.


Yes, it does work, but as I said, you're missing out on the new aces that PE adds as well as some changes to existing ones. The MOD replaces the BritishAces.txt, FrenchAces.txt, GermanyAces.txt and USAAces.txt files which contain the new aces. That's why I had to go in each of those files and insert a reference to the MOD files instead of replacing them with the MOD. Then I just copied over the whole Aces folder of the MOD into the WOFF directory. And it's working for me until Aris updates his Aces MOD to be compatible with PE.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/14/19 07:27 PM

Originally Posted by JJJ65

Bdp files are automatically renewed by cfs3 engine during the very next start of woff (in 3d) providing the date of related xdp files is newer than the date of bdp files. And the xdp files are always newer when mofified by mutimod.
So, no worry to use multimod.


I didn't know because I tried deleting the bdp files like I did with the ones inside the aircraft folder, however, unlike the aircraft bdp files, the guns, flak, etc... didn't get replaced. So, I assumed that it wouldn't get created either. If you have time are you able to please verify that the bdp files get updated in UE? Since I already overwritten the UE files with PE update, I don't know any other way to test it.
Posted By: VonS

Re: My testing of MODs for PE - 10/15/19 12:28 AM

Originally Posted by orbyxP
Welcome guys. I will look out for your FM MODs, when you release them.


FMs released a while back and available at the following link:

https://combatace.com/files/file/16799-fm-tweaks-for-woffue/

Hopefully they work with PE since they only alter/swap the xfm aircraft files, unless PE has locked the xfm files from being altered. I look forward to your further tests.

Von S smile2
Posted By: orbyxP

Re: My testing of MODs for PE - 10/15/19 01:33 AM

downloaded and installed. Thanks. I will test them out and let you know.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/15/19 03:41 AM

VonS, appreciate your work on these FMs. ...enjoyed testing a bunch of them...no issues in PE. Will definitely keep them and hopefully, you'll have time to do more.

my favorite one is the albatros D.III (Oeffag MOD)
Posted By: JJJ65

Re: My testing of MODs for PE - 10/15/19 06:12 AM

Originally Posted by orbyxP
Originally Posted by JJJ65

Bdp files are automatically renewed by cfs3 engine during the very next start of woff (in 3d) providing the date of related xdp files is newer than the date of bdp files. And the xdp files are always newer when mofified by mutimod.
So, no worry to use multimod.


I didn't know because I tried deleting the bdp files like I did with the ones inside the aircraft folder, however, unlike the aircraft bdp files, the guns, flak, etc... didn't get replaced. So, I assumed that it wouldn't get created either. If you have time are you able to please verify that the bdp files get updated in UE? Since I already overwritten the UE files with PE update, I don't know any other way to test it.

Bdp files are created from xdp files only and as soon as game loads its related 3d object (gun, flak, etc.). If not xdp file found, game crashes with error window.
Posted By: VonS

Re: My testing of MODs for PE - 10/15/19 07:55 AM

Originally Posted by orbyxP
VonS, appreciate your work on these FMs. ...enjoyed testing a bunch of them...no issues in PE. Will definitely keep them and hopefully, you'll have time to do more.

my favorite one is the albatros D.III (Oeffag MOD)


Excellent news - thank you for doing the tests. I will happily move over to PE in a couple of months. Yes, the Oeffag D.III is a good one - nice climb rate (slightly better than for the 200hp Alb. D.Va mod) and good top speed too (about 200 kph). Austria-Hungary appreciated their D.IIIs, less lower wing torsion on them too than on the German-made v-strutter Albies.

Happy flying,
Von S smile2
Posted By: orbyxP

Re: My testing of MODs for PE - 10/15/19 11:12 AM

Originally Posted by JJJ65
Originally Posted by orbyxP
Originally Posted by JJJ65

Bdp files are automatically renewed by cfs3 engine during the very next start of woff (in 3d) providing the date of related xdp files is newer than the date of bdp files. And the xdp files are always newer when mofified by mutimod.
So, no worry to use multimod.


I didn't know because I tried deleting the bdp files like I did with the ones inside the aircraft folder, however, unlike the aircraft bdp files, the guns, flak, etc... didn't get replaced. So, I assumed that it wouldn't get created either. If you have time are you able to please verify that the bdp files get updated in UE? Since I already overwritten the UE files with PE update, I don't know any other way to test it.

Bdp files are created from xdp files only and as soon as game loads its related 3d object (gun, flak, etc.). If not xdp file found, game crashes with error window.


Yes, I already tried deleting the bdp files for guns, flak, etc.. and the game threw an error message saying missing critical files. So, that's why I was saying it's not like the aircraft files where they get created again when you delete them.
Posted By: JJJ65

Re: My testing of MODs for PE - 10/15/19 12:41 PM

Are you sure you deleted only bdp files? From my experience, the bdp files were always recreated.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/15/19 03:13 PM

yes, I'm sure and I will double check tonight. If you have time, please check WOFF UE and see if the gun/flak bdp files get recreated.
Posted By: JJJ65

Re: My testing of MODs for PE - 10/15/19 06:40 PM

For testing purposes I have deleted "off_6pdr_gun.bdp" and "off_18pdr_gun.bdp" files. Both files were recreated upon running WOFF UE - cfs3.

Attached picture bdp.jpg
Posted By: Ace_Pilto

Re: My testing of MODs for PE - 10/15/19 09:29 PM

Using:

Nibbios Inflight Map
Reduced Gunner Accuracy
Random delayed Engine Start
Olham's Rivers
(300) BT & FPR Improvements by Panama Red (High Quality)
Facilities + Airfields mods +Verdun, Havrincourt etc (Consolidated Airfields mods)
Oldhat's balloon archie mod
40LM's Ground Season Textures
Arisfuser's loadscreens
JJJ's realistically populated airfields
OldHat's missions

All working fine with no issues, I tried vanilla for two missions and had problems with AI flight lead being retarded so that didn't last long (Nor did he), My new flight lead flew at a nice steady 80mph TAS until his engine conked. At first I thought "Oh no, here we go again..." but then I realised that he was going to make a forced landing! (Sorry Pol I just can't do vanilla. I like landing and seeing those dudes walking their dogs and reading maps while pointing gallantly at non existent things in the distance, and when will those 4 chaps ever manage to actually push that kite back into the hangar??? They've been at it for years now and not gained a single yard!)

The skies are bloody busy in PE, I got bombed by Caudrons on takeoff, met all sorts of kites going every which way over the Battle of the Somme, shot down an FE-2b and then some other cheeky Caudron got chased off by my escorting Eindeckers when I was on the ground. On top of that a whole lot of lunatics were blowing things up down in the mud non stop. I don't see what they get out of it, nlown up mud is just blown up mud, no matter how much more blown up you add to it. Take the day off I say and work on your elbow bending exercises at the bar.

Interestingly I had to turn down settings to get a smooth 60 FPS in vanilla due to stuttering and 10-20 FPS lost (This was over Alsace, APR 1916) but with the BT mod enabled I could crank everything back up again (Over Flanders JUN 1916 during a very busy battle with 3X the aircraft at least)
Posted By: orbyxP

Re: My testing of MODs for PE - 10/15/19 11:17 PM

Originally Posted by JJJ65
For testing purposes I have deleted "off_6pdr_gun.bdp" and "off_18pdr_gun.bdp" files. Both files were recreated upon running WOFF UE - cfs3.


I changed the files in the scenery folder where the difficulty is set and not the ones in the other location.... .






Attached picture bdperror.jpg
Posted By: AceMedic88

Re: My testing of MODs for PE - 10/16/19 12:25 AM

Originally Posted by Ace_Pilto
and when will those 4 chaps ever manage to actually push that kite back into the hangar??? They've been at it for years now and not gained a single yard!


I'm glad I'm not the only one thinking this. Either the physical fitness standards dropped to help the war effort, or there is some extra armor hidden somewhere on that kite
Posted By: Ace_Pilto

Re: My testing of MODs for PE - 10/16/19 12:30 AM

I think they're ex public servants. If they push it all the way in they won't get next year's plane pushing budget.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/16/19 03:33 AM

You're men don't walk?

I just discovered this video and I'll try to figure out how he did it.

https://youtu.be/CmyinlvQCbA
Posted By: JJJ65

Re: My testing of MODs for PE - 10/16/19 05:40 AM

Originally Posted by orbyxP
Originally Posted by JJJ65
For testing purposes I have deleted "off_6pdr_gun.bdp" and "off_18pdr_gun.bdp" files. Both files were recreated upon running WOFF UE - cfs3.


I changed the files in the scenery folder where the difficulty is set and not the ones in the other location.... .


All clear now. You have deleted files included in WOFF Scenery. These files are not being recreated,. They are just copied to main WOFF direcotory during each WOFF start (depending on difficulty settings).
To (re)create files for individual weapons, objects, etc. you must first copy their related xdp files into WOFF main directory, start WOFF and then copy xdp and bdp files back to WOFF Scenery.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/16/19 09:25 AM

Thanks for the tip. You are a wizard.

I changed the original post on the first page for easier reading.
Posted By: Ace_Pilto

Re: My testing of MODs for PE - 10/16/19 09:35 AM

Originally Posted by orbyxP
You're men don't walk?

I just discovered this video and I'll try to figure out how he did it.

https://youtu.be/CmyinlvQCbA


I'd guess that he's a truck. The pathing has been hijacked, the model changed and crudely added to barrel pushing guy (as well as the sound)
Posted By: orbyxP

Re: My testing of MODs for PE - 10/16/19 01:07 PM

Quote

To (re)create files for individual weapons, objects, etc. you must first copy their related xdp files into WOFF main directory, start WOFF and then copy xdp and bdp files back to WOFF Scenery.


The problem I found is that the file names are not the same between both guns directories. Even if were to change to name of the file to match the one in the scenery directory so that the bdp can update, I don't think that would work. Also, I think the scenery files causes updates to more than one file because there are different types of guns and flak. Seems to be a tricky situation here.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/16/19 01:08 PM

Originally Posted by Ace_Pilto

I'd guess that he's a truck. The pathing has been hijacked, the model changed and crudely added to barrel pushing guy (as well as the sound)


Thanks for the tip. I found the trick. Now I need to decide if it's worth the effort or not.
Posted By: Ace_Pilto

Re: My testing of MODs for PE - 10/16/19 01:10 PM

It could be, needs some finesse though. Godspeed my dude.
Posted By: Creaghorn

Re: My testing of MODs for PE - 10/16/19 01:22 PM

Originally Posted by Ace_Pilto
Using:

Nibbios Inflight Map
Reduced Gunner Accuracy
Random delayed Engine Start
Olham's Rivers
(300) BT & FPR Improvements by Panama Red (High Quality)
Facilities + Airfields mods +Verdun, Havrincourt etc (Consolidated Airfields mods)
Oldhat's balloon archie mod
40LM's Ground Season Textures
Arisfuser's loadscreens
JJJ's realistically populated airfields
OldHat's missions

All working fine with no issues, I tried vanilla for two missions and had problems with AI flight lead being retarded so that didn't last long (Nor did he), My new flight lead flew at a nice steady 80mph TAS until his engine conked. At first I thought "Oh no, here we go again..." but then I realised that he was going to make a forced landing! (Sorry Pol I just can't do vanilla. I like landing and seeing those dudes walking their dogs and reading maps while pointing gallantly at non existent things in the distance, and when will those 4 chaps ever manage to actually push that kite back into the hangar??? They've been at it for years now and not gained a single yard!)

The skies are bloody busy in PE, I got bombed by Caudrons on takeoff, met all sorts of kites going every which way over the Battle of the Somme, shot down an FE-2b and then some other cheeky Caudron got chased off by my escorting Eindeckers when I was on the ground. On top of that a whole lot of lunatics were blowing things up down in the mud non stop. I don't see what they get out of it, nlown up mud is just blown up mud, no matter how much more blown up you add to it. Take the day off I say and work on your elbow bending exercises at the bar.

Interestingly I had to turn down settings to get a smooth 60 FPS in vanilla due to stuttering and 10-20 FPS lost (This was over Alsace, APR 1916) but with the BT mod enabled I could crank everything back up again (Over Flanders JUN 1916 during a very busy battle with 3X the aircraft at least)


The ground textures in PE are new. Maybe worth checking vanilla version first? :-)
Posted By: Ace_Pilto

Re: My testing of MODs for PE - 10/16/19 01:31 PM

I have but only in Alsace. The texture blending in the mod version seems much more immersive to me.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/19/19 06:51 PM

Mod testing has been updated to include weather, river, and texture mods.

EDIT: Thanks VonS!
Posted By: VonS

Re: My testing of MODs for PE - 10/19/19 07:38 PM

Originally Posted by orbyxP
updated to include weather, rivers, texture MODs.


Mod testing has been updated to include weather, river, and texture mods? Or such mods are already included by default in ver. 5.02 of PE? (Sorry for my confusion, somewhat busy today tweaking the FM for Geezer's Gladiator Mk.I over on the CombatAce site, so that I can plug it into my SF2 install.)

Speaking of FMs and tweaks, has any progress been made on the Longhorn and Morane-Saulnier Type N tweaks to those models imported from FE2 into WOFF? If necessary I'd be happy to check over the xfm files for those (so that we can bring the FMs up to historical specs...I recommend using the stock Fokk. E.II xfm file as a basis for the M-S Type N, and then to proceed...the E.II, like the E.I, had a slightly shorter wingspan than the E.III and was more difficult to handle, much like the M-S Type N, although for some odd reason the Russ. Imperial Air Service enjoyed their Type N, and also the Type I that was even more slippery than the Type N).

Happy flying,
Von S smile2
Posted By: DukeIronHand

Re: My testing of MODs for PE - 10/20/19 12:18 PM

Happy to see Olhams River mod is still good but what is the problem with Aris Historical Aces Mod 1.3?
What did PE update in the Ace files? And if any mod is indispensable it’s that one.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/20/19 01:18 PM

I'm not at my PC. But in summary, PE added new Aces and changed a few dates including dates of death. All new Ace content gets overwritten when you activate Aris MOD.
Posted By: DukeIronHand

Re: My testing of MODs for PE - 10/20/19 02:01 PM

Ach. I wasn’t aware the original (PE) Ace files had been changed all that much.
Took a quick look and saw the total number of aces had changed but really didn’t give it a second thought assuming the “meat and potatoes” were still intact.

I’ll take a closer look to see what I am giving up. I believe (by memory) to adapt Aris’s mod to a new Aces.txt would be pretty simple - just inserting a line of text indicating there is a “bio” attached to the name. The issue is the sheer number of additions that would have to be made. My head hurts just thinking about trying to keep track of it.
Ultimately the new PE files would have to be a spectacular addition (or game breaking in absence) for me to give up on Aris’s mod.
Posted By: DukeIronHand

Re: My testing of MODs for PE - 10/20/19 06:13 PM

Okay took a quick glance at the Aces.txt for all 4 nations between PE stock and the Aris mod. This was by eye. What was the name of that program I used to have that would compare two text files and highlight the differences? Hmmmm
Anyway...
Germans had 6 or 7 added down at the bottom of their list. Research popped up some additional low scoring aces I’m guessing.
Americans and British stand pat with total numbers. What (probably minor?) text corrections were made, if any, I don’t know till I remember the name of that text comparison program.
French had about 60 names added to the Ace list. Wish I had the time too but I don’t fly French which is a shame.

Normally being WOFF OCD I would tackle the (simple) job of adapting Aris’s mod to the new Aces.txt but, as mentioned above, there are over 2200 files. The huge number of fixes, albeit simple, make it a daunting task. God bless Aris for tackling this in the first place.

Not all are new bios or victory lists for already existing (but undocumented) Aces. Some are, frankly, better Pilot photos and more informational bios on some existing documented aces.
For me Aris’s mod is too cool to not use for a currently nebulous gain. Thanks for this thread though as I will compare old and new at a future date.
Posted By: mvp7

Re: My testing of MODs for PE - 10/20/19 06:40 PM

Notepad++ with a Compare plugin would probably do.
Posted By: DukeIronHand

Re: My testing of MODs for PE - 10/20/19 07:47 PM

Ahh. Thank you. I will check it out.

EDIT: If the comparison program works like I remember instead of adapting Aris to PE I can copy PE to Aris instead. Adding 6 aces to the Germans (apparently all nicely at the bottom) should be simple as should be the text corrections for the British and American which I still think will be minor.
The French, with 60+ new ones will be tricky unless their all grouped together. Doubtful...
Posted By: DukeIronHand

Re: My testing of MODs for PE - 10/20/19 11:02 PM

Okay got me a text file comparison program and did a comparison with the PE British, German, and French Ace files vs the Aris (WOFF UE) ones.

First off hats off to Aris and his amazing mod. What a tremendous amount of work was put into it by him. I can't imagine how long it must have taken him to compile all the information and then putting it into a text format to add to the game.

The added PE aces aside (about 6 German - which I merged - and 60'ish French - where the merge didn't work? British and American keep the same total number) 99% of the differences are Aris adding more detailed bios, Kill lists, and better/different pilot photos. The Kill lists (and there is a hell of a lot added) is the main point of the mod as these are used in game in the campaign screens. Keeping in mind I looked at several thousand aces, each with about 20 text entry lines, the only "typos or discrepancies" I saw between them were updated or different dates of post war deaths - which matters not a whit to the game.

So yea. With very little work you can add the new aces for the French and Germans all conveniently grouped at the bottom of the original PE text file. Just remember to change the total number at the top. Or you can not worry about it as you have about a 1000 others for each of the major powers as the Big Aces are present in both unless your OCD.

And thank you Aris!
Posted By: orbyxP

Re: My testing of MODs for PE - 10/20/19 11:37 PM

Good work DukeIronHand. With a bit of effort, all 'incompatible' MODs can be made 'compatible'. I fear the ones with texture edits will take the longest time.

But as of now, all the incompatible MODs will overwrite the NEW changes made by PE.
Posted By: Becker01

Re: My testing of MODs for PE - 10/21/19 02:02 PM

Aris aces-mod is important for detail and histoy-feeling in my opinion. I decided to use it as an exception, since @duke has explained, that PE has not changed so much in this part. And in addition I use Nibbios inflight-map and the Effects MOD V1.2 from JJJ65.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/21/19 06:59 PM

I would hold off on the effects mod since the effects.xml has been extensively changed in WOFF PE. I will check out the differences and provide an update.
Posted By: JJJ65

Re: My testing of MODs for PE - 10/21/19 07:18 PM

Originally Posted by Becker01
Aris aces-mod is important for detail and histoy-feeling in my opinion. I decided to use it as an exception, since @duke has explained, that PE has not changed so much in this part. And in addition I use Nibbios inflight-map and the Effects MOD V1.2 from JJJ65.

The Effects mod 1.2 by JJJ65 is rather old. It was intended for WOFF, not UE and not at all for PE. You may lose new effects added by PE.
Posted By: orbyxP

Re: My testing of MODs for PE - 10/21/19 11:36 PM

Mod testing has been updated to include the effects mod.

Yes, as JJJ65 mentioned. I just compared the xml files and found that it changes too many damage model effects.
Posted By: Becker01

Re: My testing of MODs for PE - 10/22/19 08:30 AM

Thank you very much @orbxp and @jjj65 for this info!!
So my first thought was right: Fly PE and wait with mods!
Posted By: Becker01

Re: My testing of MODs for PE - 10/22/19 06:13 PM

Hallo @JJJ65,

to be sure I have a short question about your Realistic Tracers Effects MOD V1.2:
On Sandbaggers Modsite the mod is compatible for UE and in the readme again. That was the reason, because I have used it in UE.
Does it change anything for PE, most likely not.

Thanks for answer!
Posted By: JJJ65

Re: My testing of MODs for PE - 10/22/19 07:08 PM

@Becker01 - I can not compare WOFF UE and PE effects.xml files, because I do no own PE yet, but, as orbyxP already stated, there are differences , so I do not recommend to use this mod with WOFF PE.
Posted By: DukeIronHand

Re: My testing of MODs for PE - 10/22/19 07:31 PM

But you can use just the graphics file component (which I am doing now) just don’t use the .xml. Of any non-PE specific mod.
You can flop any graphics file around to your hearts content and your not “changing” anything PE...really.
I’m experimenting with (just) the assorted tracer graphic files to see which I like best. Like them to be semi/kinda visible depending upon the ambient light but not a flamethrower.

If you really wanted to be busy I’m sure you can cut, paste, and replace from the mod .xml to the PE one. Don’t know how much work that would be (not looking up “Tracer” and “Tracer Smoke” in .xml’s for years) but it’s certainly doable. Course just the graphics portion makes a difference. Give it a try.
Posted By: Becker01

Re: My testing of MODs for PE - 10/23/19 07:49 AM

Thanks!
I took the mod out (mod enabler). It's the best solution for my day at the time.
Posted By: DukeIronHand

Re: My testing of MODs for PE - 10/30/19 10:29 AM

If anyone is using my old LGMS Wind Mod it is NOT compatible with PE nor capable of being updated apparently.

The weather files where you used to be able to adjust wind speed for various weather conditions now all show “0” for wind speed. Which I will guess means it’s now being controlled elsewhere - possibly hardcoded.
Posted By: JJJ65

Re: My testing of MODs for PE - 10/31/19 08:51 AM

@orbyxP - what part (which mod) of Multimod is incompatible with WOFF PE? Multimod does not overwrite any new features of PE. It is harmless, because it makes only pin point changes of single variable (that are easily revertable by one click), unlike JSGME mod enabler that replaces whole files.
Posted By: elephant

Re: MOD compatibility for PE (Updated) - 10/31/19 09:44 AM

Thanks, orbyxP!
This is what I was looking for... thumbsup
Posted By: orbyxP

Re: MOD compatibility for PE (Updated) - 11/01/19 11:57 PM

Originally Posted by JJJ65
@orbyxP - what part (which mod) of Multimod is incompatible with WOFF PE? Multimod does not overwrite any new features of PE. It is harmless, because it makes only pin point changes of single variable (that are easily revertable by one click), unlike JSGME mod enabler that replaces whole files.


My PC is in repair. I'll give it another go and do a deeper analysis when it gets fixed.
Posted By: orbyxP

Re: MOD compatibility for PE (Updated) - 11/03/19 05:09 AM

JJJ65,

The only question I have is that since these files are located inside the scenery folder, these modification in the multimod will not change the bdp file.

Player's main gun range
Player's gun dispersion
Ground Fire MG range
AAA - Increased rate of fire
AAA - Decreased dispersion
Rear guns accuracy

Also, the dispersion rate (ie noise) is awkward and I can't see a clear pattern because sometimes it will get easier if number is lower (e.g. rear guns) and sometimes if number is higher (e.g. player guns). You can even see this with WOFF UE.
Posted By: ArisFuser

Re: MOD compatibility for PE (Updated) - 11/06/19 09:42 PM

Hi guys, I would be more than ready to update my mod to include latest OBD changes. It´s just that I love that mod so much. It took me so much love and dedication,...Any ideas? I just purchased PE, so I am back into it!
Posted By: DukeIronHand

Re: MOD compatibility for PE (Updated) - 11/06/19 11:43 PM

If you are talking about your Historical Aces Mod it’s a very quick update. Takes about 5 minutes all told.
Not many changes that I saw except the adding of German and French Aces.
Posted By: ArisFuser

Re: MOD compatibility for PE (Updated) - 11/07/19 09:35 AM

Already added slight updates and added French and German aces included by OBD. Easy.


Aris WOFF PE Historical_Victory_Information_1.4
Posted By: DukeIronHand

Re: MOD compatibility for PE (Updated) - 11/07/19 11:04 AM

cheers
Posted By: Trooper117

Re: MOD compatibility for PE (Updated) - 11/07/19 01:04 PM

Good stuff mate!
Posted By: AceMedic88

Re: MOD compatibility for PE (Updated) - 11/07/19 08:26 PM

Is anyone still using Olham's Albatros mod? Does it work?
Posted By: Becker01

Re: MOD compatibility for PE (Updated) - 11/07/19 08:45 PM

Wow @Aris!

Nice info and thanks!
Posted By: ArisFuser

Re: MOD compatibility for PE (Updated) - 11/07/19 08:56 PM

Feel free to create a JSGME package. I have never managed to understand that software.
Posted By: elephant

Re: MOD compatibility for PE (Updated) - 11/07/19 11:29 PM

Originally Posted by AceMedic88
Is anyone still using Olham's Albatros mod? Does it work?


Yes, it's working.
I'm working on a revised version (testing now).
Posted By: orbyxP

Re: MOD compatibility for PE (Updated) - 11/08/19 12:28 AM

All MODs will work with PE if they worked in UE. However, you'll be overwriting the PE improvements. Here is an example of what you'll miss in WOFF PE if you use Olham's MOD:

[Linked Image]


However, I am glad to see the improvements to this MOD to make it compatible with PE.


Attached picture olham MOD.jpg
Posted By: orbyxP

Re: MOD compatibility for PE (Updated) - 11/08/19 12:32 AM

original post has been updated to include MODs that were tested.
Posted By: AceMedic88

Re: MOD compatibility for PE (Updated) - 11/08/19 12:36 AM

Thanks for explaining that, Orbyx
Posted By: JJJ65

Re: MOD compatibility for PE (Updated) - 11/08/19 06:55 AM

@orbyxP - you are wrong. Olham's mod replaces only Pilotface01.dds to Pilotface10.dds. Slumped Pilot faces remain unchanged (although without mask).
Posted By: elephant

Re: MOD compatibility for PE (Updated) - 11/08/19 10:19 AM

It also changes the textures of radiators and other parts gauges, propeler, machine guns...
I checked them out as I wanted to revise the mod and found that the recent PE textures are more accurate.
Posted By: orbyxP

Re: MOD compatibility for PE (Updated) - 11/08/19 10:41 AM

Originally Posted by JJJ65
@orbyxP - you are wrong. Olham's mod replaces only Pilotface01.dds to Pilotface10.dds. Slumped Pilot faces remain unchanged (although without mask).


Yes, that is obvious because it only overwrites the files that have the same file names. I already knew that. I wanted to show that you'll see a different face without the mask when the pilot is slumped. As well as the variety and more detail in the PE faces.


Originally Posted by elephant
It also changes the textures of radiators and other parts gauges, propeler, machine guns...
I checked them out as I wanted to revise the mod and found that the recent PE textures are more accurate.


+1 Agree. I guess JJJ didn't know that.
Posted By: ArisFuser

Re: MOD compatibility for PE (Updated) - 11/08/19 11:28 AM

Can´t avoid to change some splash screens, if only some of them weren´t embedded in the exe ....

[Linked Image]
Posted By: AceMedic88

Re: MOD compatibility for PE (Updated) - 11/08/19 11:34 AM

Oooooooooooo, that's nice, Aris
Posted By: JJJ65

Re: MOD compatibility for PE (Updated) - 11/08/19 11:38 AM

Originally Posted by orbyxP

Originally Posted by elephant
It also changes the textures of radiators and other parts gauges, propeler, machine guns...
I checked them out as I wanted to revise the mod and found that the recent PE textures are more accurate.

+1 Agree. I guess JJJ didn't know that.

I do know that, but that is another mod - "Albatros factory fresh cockpit mod".
Posted By: orbyxP

Re: MOD compatibility for PE (Updated) - 11/08/19 11:42 AM

Originally Posted by JJJ65

I do know that, but that is another mod - "Albatros factory fresh cockpit mod".


No, you are wrong. It is part of Olham's mod.
Posted By: JJJ65

Re: MOD compatibility for PE (Updated) - 11/08/19 11:47 AM

Originally Posted by orbyxP
Originally Posted by JJJ65

I do know that, but that is another mod - "Albatros factory fresh cockpit mod".


No, you are wrong. It is part of Olham's mod.

: biggrin Of course, there are two mods in one package. Is it OK for you, or should I have to change the wording?
[Linked Image]

Attached picture mods.jpg
Posted By: Robert_Wiggins

Re: MOD compatibility for PE (Updated) - 11/08/19 01:45 PM

JJJ65;

I heard you say you ae on UE and not on PE at the moment so I I have taken a moment to look at your "WOFF UE Realistically Populated Airfields Mod by JJJ65" and I can see what needs to be done to correct it. I can do that for you if you like but I would prefer to have a PM with you regarding more details. I will send you a PM soon.

Best Regards
Posted By: JJJ65

Re: MOD compatibility for PE (Updated) - 11/08/19 01:49 PM

Thank you, Robert, I would very appreciate your effort and I am ready to discuss the details via PM.
Posted By: elephant

Re: MOD compatibility for PE (Updated) - 11/08/19 02:02 PM

Originally Posted by JJJ65
@orbyxP - you are wrong. Olham's mod replaces only Pilotface01.dds to Pilotface10.dds. Slumped Pilot faces remain unchanged (although without mask).


There are some other textures for Albatros parts (machine guns propeler ect) included in Olham's mod that have been revised in PE the radiators for example.
This mod was created back in OFF days (if my memory serves right).
I'm working on a revised version of this mod for alternative Albatros cockpits (PE compatible).
Posted By: JJJ65

Re: MOD compatibility for PE (Updated) - 11/08/19 02:56 PM

Originally Posted by elephant
Originally Posted by JJJ65
@orbyxP - you are wrong. Olham's mod replaces only Pilotface01.dds to Pilotface10.dds. Slumped Pilot faces remain unchanged (although without mask).


There are some other textures for Albatros parts (machine guns propeler ect) included in Olham's mod that have been revised in PE the radiators for example.
This mod was created back in OFF days (if my memory serves right).
I'm working on a revised version of this mod for alternative Albatros cockpits (PE compatible).


Yes, but again - you're talking about Albatros Cockpit Skins Mod v1.0b by Olham (ref.to my post and screenshot above), while I talk about Face Mask Mod v1.0b by Olham.
Posted By: Robert_Wiggins

Re: MOD compatibility for PE (Updated) - 11/08/19 02:58 PM

I sent you a PM JJJ65
Posted By: elephant

Re: MOD compatibility for PE (Updated) - 11/08/19 03:24 PM

Here is a preview of the cockpit for the D.III (Johannisthal)
Uses the same primer colour for the metallic parts as the skin outside (engine hood, struts. ect)
It's not so worn out as the default which is too much IMO and still blends nicely with the plane skin from the external view also
(Olham's was way too clean and bright)

Attached picture Shot11-08-19-16-45-08.jpg
Attached picture Shot11-08-19-16-45-28.jpg
Attached picture Shot11-08-19-16-52-23.jpg
Attached picture Shot11-08-19-16-55-00.jpg
Posted By: JJJ65

Re: MOD compatibility for PE (Updated) - 11/08/19 03:32 PM

Nice job, elephant thumbsup.
Posted By: Robert_Wiggins

Re: MOD compatibility for PE (Updated) - 11/08/19 08:30 PM

Elephant that looks nice indeed.
Posted By: Trooper117

Re: MOD compatibility for PE (Updated) - 11/08/19 09:51 PM

Excellent stuff!
Posted By: Polovski

Re: MOD compatibility for PE (Updated) - 11/09/19 12:36 PM

Great, personally it's way too clean. How can a war machine be too much worn out? Going up in rain and wind, day after day being shot at, people climbing in and out with muddy boots etc. Oil leaking or spraying and so on...
Posted By: DukeIronHand

Re: MOD compatibility for PE (Updated) - 11/09/19 01:37 PM

Originally Posted by Polovski
Great, personally it's way too clean. How can a war machine be too much worn out? Going up in rain and wind, day after day being shot at, people climbing in and out with muddy boots etc. Oil leaking or spraying and so on...


Great points but I suppose every plane is new once.
But as I don’t fly German it’s a moot point for me.
And very nice screen Aris. Can we get something for the “good guys?”
Posted By: ArisFuser

Re: MOD compatibility for PE (Updated) - 11/09/19 04:11 PM

[Linked Image]

[Linked Image]
Posted By: DukeIronHand

Re: MOD compatibility for PE (Updated) - 11/09/19 05:20 PM

Beautiful!
Posted By: Trooper117

Re: MOD compatibility for PE (Updated) - 11/09/19 06:51 PM

Very nice!!!
Posted By: AceMedic88

Re: MOD compatibility for PE (Updated) - 11/09/19 07:00 PM

Aris, those are fantastic!
Posted By: FurphyForum

Re: MOD compatibility for PE (Updated) - 02/19/20 12:42 AM


@Aris,

What's become of your loading screens above? These are excellent eye candy!

Are these still a WIP?
Posted By: Dirk98

Re: MOD compatibility for PE (Updated) - 03/23/20 09:25 AM

BT MOD - stands for Blue Triangles Mod?
I still see those very occasionally in WoFF PE.
Thanks!
Posted By: VonS

Re: MOD compatibility for PE (Updated) - 03/23/20 05:44 PM

Originally Posted by Dirk98
BT MOD - stands for Blue Triangles Mod?
I still see those very occasionally in WoFF PE.
Thanks!


I recommend my WOFF GPU Tuner patch for your blue triangle troubles - should get rid of them completely and improves fps too (see my sig. file below my post for a link to the WOFF GPU Tuner).

Von S smile
Posted By: Becker01

Re: MOD compatibility for PE (Updated) - 04/04/20 04:17 PM

Hallo @JJJ65:

I have used your excellent Realistic Tracers Effects MOD V1.2 in UE, but for PE it is not compatible.
Do you plan an update for PE?

Thanks for answer and greetings!
Posted By: orbyxP

Re: My testing of MODs for PE - 04/04/20 04:35 PM

Please note, that this is an old list which I have not had time to make adjustments or corrections. So, I recommend that folks contact the MOD authors for comparability until I get some free time to go through the list again.
Posted By: Dirk98

Re: My testing of MODs for PE - 04/04/20 04:39 PM

Originally Posted by VonS
I recommend my WOFF GPU Tuner patch for your blue triangle troubles - should get rid of them completely and improves fps too (see my sig. file below my post for a link to the WOFF GPU Tuner).

Von S smile


Very much appreciated.

Thanks!
Posted By: JJJ65

Re: My testing of MODs for PE - 04/04/20 05:57 PM

Originally Posted by Becker01
Hallo @JJJ65:

I have used your excellent Realistic Tracers Effects MOD V1.2 in UE, but for PE it is not compatible.
Do you plan an update for PE?

Thanks for answer and greetings!

I did not planned to do that, but I can change my mind. However, I still fly WOFF UE, so I do not have the PE version of effects.xml file yet to modify/make changes.
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