URALGRAZNOMOD 2.3 - May 18, 2016

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The W:AB Noob
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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby The W:AB Noob » Sat 28 May 2016 00:52

Nice job taking things into your own hands and figuring it out on your own, MaxP.
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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby Bollywood Baloney » Mon 30 May 2016 04:40

That is indeed a way to get the mod working, sadly there will be no Dutch units :/

We're going to be taking a look at the mod over the coming days and deciding on how to proceed re: future DLCs

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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby Bollywood Baloney » Sat 2 Jul 2016 07:16

We can rebuild it, we have the technology

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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby Valhallanguines » Sun 21 Aug 2016 21:52

MaxP wrote:Firstly, many thanks to authors for they work.

With the last patches the mod doesn't work well - it has incorrect units description and icons.
Here is the corrected config for the mod installer for the latest patch (510025133)
https://www.dropbox.com/s/637bvwskhg2kv ... g.wmi?dl=0

To install the mod properly you need to:
1. Unpack mod files to Wargame root folder
2. ReplaceWargame Red Dragon\Uralmod\2.2Inst\installerConfig.wmi with my file
3. Run Uralmod Installer.bat

P.S. Remember, that there is only modded install config that I made for myself, so you need to manually add this files to backup :
Data\WARGAME\PC\510019512\510024196\ZZ_4.dat
Data\WARGAME\PC\510019512\510024196\ZZ_Win.dat
Data\WARGAME\PC\510025133\NDF_Win.dat


I have tried to use this however it does not seem to want to work. I have unpacked it, placed the installer conig and ran the installer.bat. It will install and say it is complete, however only the pictures will change and not the information, costs or names. Looking for some help, don't mind losing NL, would like to play the mod.

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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby The W:AB Noob » Mon 22 Aug 2016 04:30

I'm pretty sure that the problem is that you have Dutch Decks in your profile. Uninstall Ural and remove all decks that have Dutch units.
Whoops, didn't read carefully enough. My bad.
Last edited by The W:AB Noob on Tue 23 Aug 2016 04:49, edited 1 time in total.
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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby fox_the_apprentice » Mon 22 Aug 2016 14:34

Speaking of Dutch units; will uralmod be recreated after the final dlc, or is it too much work?

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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby MaxP » Mon 22 Aug 2016 22:01

"I have tried to use this however it does not seem to want to work. I have unpacked it, placed the installer conig and ran the installer.bat. It will install and say it is complete, however only the pictures will change and not the information, costs or names. Looking for some help, don't mind losing NL, would like to play the mod."

Hi, obviously the problem is in the last patch, that is 510027397. The data in it overrides the same data in previous patches. So you need to manually change 510025133 with 510027397 in the installer config file, and run the installer again.

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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby Bollywood Baloney » Tue 23 Aug 2016 10:13

fox_the_apprentice wrote:Speaking of Dutch units; will uralmod be recreated after the final dlc, or is it too much work?

It can theoretically be recreated before that, but I'm too busy with work to really do that right now

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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby Bollywood Baloney » Tue 30 Aug 2016 02:58

Version 3.0 is under development. We are starting from scratch, but a new method, based almost entirely around automatic scripted edits, is being used, which should make things much faster this time around.

This also means that Ural Mod will be immune to being destroyed by patches and DLCs and could be updated to include the Israelis, Finns and Yugoslavs within days of those DLCs dropping.

No new pictures or anything neat like that, but some of the methods in use are detailed in this thread: viewtopic.php?p=963997#p963997

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Re: URALGRAZNOMOD 2.3 - May 18, 2016

Postby Xeno426 » Tue 30 Aug 2016 03:12

Bollywood Baloney wrote:Version 3.0 is under development. We are starting from scratch, but a new method, based almost entirely around automatic scripted edits, is being used, which should make things much faster this time around.

Good to hear.
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