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Found 30 results

  1. It seems that CMSF2 will be a huge thing for all of us. The game we all waiting for. As a CM series fan and as a guy who likes to make mods sometimes I'm looking forward to play and mod this game. All my mods related to CMSF will be presented in this topic. I never played that very first CMSF game so for me it will be a new thing. Yet, I'm quite sure that this game will be wonderful.
  2. Here is my new, modded barn: http://www.mediafire.com/file/5aszwd6czkymgcv/Barn Building 201 Whitewash.zip I shall be uploading it to the official mod sites now. This is a modded, whitewashed, weathered wooden barn based on the independent CMBS building Barn 201. So it should be building201 (03). If you put the folder in your DATA>Z folder it should be available for scenario creation. Shift-left clicking should change the barn till you get this one. (alternatively you could rezpack it into BLACK SEA v100b, using the Mod Tools but I would suggest that is not necessary). It is suitable for anywhere and any period of Combat Mission where they have whitewashed barns. I imagine that's most places. It is in Standard Definition (if you like) so it will load quickly. I considered making it in HD (Like Kieme's Mods) but decided it was simpler this way and will not look out of place near existing buildings. It is fully functional, men on foot can enter and shoot out, and it is destructible, as normal.
  3. Well, after some trials and tribulations I have successfully modded another Independent building. It's a whitewashed and weathered barn, suitable for most periods of CM. The Town of Маленький Mayhem Malenʹkyy Mayhem is on its way, rather slowly, but I think it will now move foward. BTW should I zip it to send it to the two game repositories? As it is an extra building, not a replacement for existing ones it can be used immediately.
  4. Ok, seeing that the main focus is RT at the moment, it's time to migrate this from the General Mods Forum. Anyone interested can catch up here: Refresher: Old vs new portraits. The new portraits together. Their context within (JuJu's awesome) game UI. @Badger73 "These are stunning, @Mord. I might quibble with your choices for Heer Panzer and Heer Panzergrenadieren. I thought German army tankers wore a black coverall of sorts and a tanker's beret. I think the German army armored infantry should have steel helmets. I look forward very much to your finished work. Good luck with this." Ok. Well, it didn't take long for one of them. I am fairly confident this one is a keeper. I am pretty happy with the way it looks and the way it fits into the rest of the design. This German panzer commander strikes a gallant pose, a fitting nemesis for the awesome Soviet tanker (which happens to be one favorite portraits). Mord.
  5. Hi everybody, I have successfully modded one building - just a variant on a stock CMBS commercial building and got it to load in the scenario editor. After more reading-around, especially @umlaut 's work, I have come to the conclusion that modding modular buildings is never going to work. Today I modded CMBS independent building 103 - a commercial building, and called it building400 and put it in the Z folder including a renamed .mdr file from the original 103. After opening the Scenario Editor I cannot seem to find it loading. Any ideas? Please. Second request: I know know how to mod flavour objects. What I want to do is turn the posters through 90 degrees to make them into shop/wall signs and billboards. If info is right there is "space" for at least 5 more poster designs, but I need an appropriate .mdr file. AFAIK calling it poster5.mdr will mean it turns up in the right place in the scenario editor. Unfortunately I have failed to open a .mdr file and don't know what to do. Anybody able to manipulate one of the poster mdr files so the alignment is changed by 90 degrees? Thanks Julian
  6. Hello everyone! The other day I was driving through my home city and thinking about CMBS (as you do!). And as I drove I was looking at the variety of buildings on display and how they are all different shapes and sizes, often curved and following the bends of the street, and I thought to myself "wouldn't it be cool to have a modern city environment like this in CMBS"... I.e. Buildings of a great variety of shapes and sizes, different architectures (a mix of modern and old) that follow the curves of streets. Offices and shops. And what about huge built-up industrial areas with massive factories? I have also been watching the seminal 1970s documentary series The World At War (if you haven't seen it, you should!), specifically the episode on Stalingrad and the grim fighting amongst the rubble and destroyed buildings - I thought here too, wouldn't it be cool to have a destroyed city to fight within, where your troops can take shelter amongst broken walls and buildings, hide within a dilapidated factory? A sniper in the broken buildings... I guess the question I am posing - is it possible to mod the buildings in this way? With the greatest respect, many of the stock buildings are quite basic and follow the same patterns in the shape of a square. I would love to have a battle in a realistic city, with restaurants, cafes, and factories, where the architecture is diverse. Or is this too complicated and beyond the game engine/graphics capabilities? Just wondering... Yours... A.
  7. MOS:96B2P

    How to use Mod Tags

    Does anybody have an understanding of mod tags and how to use them? I looked in the 4.0 Engine manual and found a section on mods but not how to use mod tags. Maybe I missed the section so if you know where in the manual and can give me the page number or something that would be great. In one of the game manuals, I think CMBS, I found the following: Mod Tags for most graphics. This allows for multiple mods for the same item without the need to move items in/out of the Mods folder. So does this mean that mod tags are built in and hard coded? I think you can change heavy rocks to building rubble with the use of a mod tag. But it is limited to what BFC coded? It can either be heavy rocks or building rubble? It can’t be changed? I also found a post that said to change the heavy rocks to rubble you had to create and import a txt file. Are there instructions located somewhere on how to do this? I also found in a game manual the following statement: There is the ability to specify mods be used for a specific scenario. This may actually be what I’m looking for (the ability to specify mods be used for a specific scenario). I just released a scenario for testing and before I send the finalized scenario to the Scenario Depot in a few weeks I might want to have the scenario grab and use a handful of specific mods. This is different from the hard coded mode tag ability above I think? How do you specify a certain mod to be used by a certain scenario?? Any guidance on all the above would be appreciated. Or just point me to the reference that explains it. I don't mind reading up on it I just can't find much detail on it. Just general information that mod tags exists.
  8. CMA: 101st Motorized Rifle Regiment BTR-70 By Oleksandr This mod adds recamouflaged BTR-70 + a tactical sign of “101st Motorized Rifle Regiment.” 101st Motorized Rifle Regiment was deployed in Afghanistan in late December of 1979 and remained there up untill January 1989. It was an active element of “5th Guards Zimnovnikovskaya Order of Kutuzov Motorized Rifle Division Named After the 60th Anniversary of the USSR” division (and yes this is the name of the unit, yes that long). 101st Motorized Rifle Regiment took an active role in several major USSR operations in Afghanistan. Link to Download: http://cmmodsiii.greenasjade.net/?p=5710
  9. Hi, I downloaded a few mods from CMMODSiii.com and the instructions to get them to work say to create a directory called Z in the games data dir. On the Mac all I have is the Documents Folder and the Game Files Folder. I created a folder called Z in the Game Files Folder but nothing seems to happen. They don't load. How do you get Mods to work on a Mac version of the Combat Mission games? I have all of the games and love playing them but Id like to get a few of the Mods working if possible. Thank you, E
  10. HI all I have tried to install a mod for the first time, into CMBS. It is Neighbours from Hell. I have put Blimey's Separatists.brz into the Mod folder and the Neighbours from hell.btt into the Quick Battles but that clearly isn't right. I have read through the manual section but that hasn't made thing any clearer.
  11. Andy_101

    Additional Walls

    Hello. Is there a way of adding additional walls to any of the games other than the vanilla walls? I understand there are mods that rework the vanilla walls (I use them) but I was wondering whether it was possible to have a greater choice of diverse walls, fences, etc... ? A.
  12. This topic came up in a different thread. I moved the topic to this thread to not further derail the original. An African Mod pack was created for CMSF 1 which allows many scenarios to be created for the various conflicts, bush wars and proxy wars on the continent. I don't know if it will work in the new CMSF 2. If not possibly a new, updated one could be created. To show what this mod can do are a few screenshots from @Combatintman's Operation Barras set in Sierra Leone. Here is a link to the scenario: http://www.thefewgoodmen.com/tsd3/cm-shock-force-2/cm-shock-force/op-barras-a-coy-1-para-sierra-leone/ Really looking forward to CMSF 2.
  13. The specialist of portraits is back... welcome to you Mord, and happy birthday again...but we dont listen about the others good modders like Aris, EZ, Juju, JorgeMC, Umlaut, Oddballs,...and all the others ones that i forget, anybody know something about them...? Probably they will come back fresh and full news ideas In Charge to modding The awaiting new modules...
  14. Hi all, After a long hiatus from CMBN, I just upgraded to v3 (if you're here you likely noticed the self-inflicted cluster that was my upgrade process). I mainly did so in order to use the mods on greenasjade. I'd installed tons of them in my Z folder but only a few of them took effect. I figured since v2 was so out of date I might need to upgrade but the upgrade to v3 had no effect on the mods - the few that already worked still work but that's it. The first one I installed as a test was the Wirblewind and that worked fine but that, the SS camo and some of the terrain mods are the only ones functioning. I also noticed a few people saying v4 had various glitches on their systems so I thought I'd just stick to v3. Any thoughts would be appreciated!
  15. Hi guys Im returning to this awesome game soon, but unfortunately I lost all my data from a hardware failure. Is it possible for any of you to give me a link to your mod folder. I remember CM FB taking a very long time to mod the last time. Thx in advance!
  16. Hi guys Im returning to this awesome game soon, but unfortunately I lost all my data from a hardware failure. Is it possible for any of you to give me a link to your mod folder. I remember CM FB taking a very long time to mod the last time. Thx in advance!
  17. Commissar1032

    CMx2 Series Questions

    First off, Hello everyone and thanks for taking some time to read this. So while I am a complete noob to this series I am not one to "sim" games similar to this. I have meddled with DCS World, Operation Flashpoint (the old ones), the Arma series, etc. So my main thing is I have played the Demo for Normandy and like it and have watched several videos about the other games but I still have some questions that I hope the community can answer. Also, sorry if I asked anything that was already answered in another thread. Thanks again all and I can't wait to dive into the series. - Would the Normandy Big Bundle be the way to go for content and mod support or are any of the other CM games more bang for your buck? - How does CM Fortress Italy and Final Blitzkrieg hold up in terms of content/mods? - Does Black Sea or Afghanistan have more content/community support?
  18. Well finally got some time to return to the CM arena. Travelling around a lot so not close to my desktop with CMBN much but run a Mac laptop 'on tour' and am pleased to see CMFB runs really well. Firstly, brilliant game!!!! Easily the most polished in the whole CM arena IMHO and I have quite a few, right back to the first CM. I mean, the atmos that shots like below create for me (mind you, I had to move the FO from there early on, lost them a few times - why is it ALWAYS the darned observers / commanders that get the unlucky bullet LOL - few times I went back to the FO only to see 'DENIED', and of course he'd bought it). Stunning really. I like CMBS too, great range of kit there, just too much AT around in that game for my liking. Couple of well placed AT assets in that can really ruin your day (and for me hunting them down is kinda less interesting), whereas in CMFB your'e lucky if an ATG survives long unless you hide or haul ass ASAP after firing. Both demonstrative of RL, but I like WWII RL more LOL Couple of issues / questions (not complaints!!!) I need to clarify: Buildings and HE. Wow!, do the buildings seem resilient!! Not sure if they are supposed to be that way? I guess there might be buildings of differing resilience or does the type/size affect it? As an example, I played the 3rd scenario in the Training Campaign (where my stand-off and survive tactics for the infantry worked but gave me the unenviable task of trying to dig the Germans out of the village they were thus able to occupy - I wanted as much infantry in tact for the next scenario) so I ended up shelling the row of four buildings that extend to the left horizontally as you look into town from back in the US side. Jeez, I must have pumped 20 HE into each building (or at least it felt like it, I cut off 'Target' after two turns to avoid blowing my whole HE inventory), result ? - damage only!!! Huh?? I'd expect that after 5 shots. After 10 I'd have thought they'd be down. Maybe even after 5-8. Thought I'd seen a thread about HE and buildings somewhere, maybe CMBS, but can't find it now. For me, on the Mac, Alt-Tab doesn't return me to desktop. It might be something to do with how my laptop is set up with using swipe between pages / screens on the toucpad??). At times I really like the movie mode, too much snow though and it's a bit too close to B&W for me, maybe just my machine though. This maybe something I remember wrongly but dismounting from vehicles (now it might work differently in CMFB than BS) BUT IIRC in CMBB if you wanted to dismount a passenger in one turn you could give the vehicle a move order, give it a pause waypoint, give the passenger a move order, and the vehicle another move order which it would execute AFTER the pause (e.g. after the passengers had got off). In CMBS however I got caught out loads of times telling the Stinger transport to move, pause, give the stinger crew time to dismount, then drive on - only to check 3 turns later that the vehicle was driving off into the sunset with the stinger team still on board!!!! Argghhhhhh!!!! Maybe I remember it wrong or it's changed from earlier games? I just thought that giving passengers a move order, they'd execute it as soon as the vehicle stopped or paused long enough, or CAN it actually work like that but just I'm just doing it wrong? Might be worth updating the manual to reflect that preparatory bombardments are ONLY available in attack scenarios. I spent a fair bit of time hunting round for it in the CMFB manual and online after and I couldn't even see how to do it, let alone when you could. Or it may just be that the info is there but that my PDF reader app searcher isn't up to it. Any recommended mods, campaigns or scenarios to DL. I have Juju's UI (a must have for me), I'm trying the HQS 2.5 sound mod (not sure about that TBH, many of them are great (although I wish I could put back the stock intro music as an option) but I needed a break from "Did you see that?". I think the mod from CMBN was AKD, would that work with CMFB? I've seen folks say the AKD mod from CMBS would work but of course there'd be no 'Garand ping' in that. There was a great radio chatter mod for CMBN IIRC, not sure if that would work? Also got the Aris terrain mod which I mostly prefer I think. I like the USA no greatcoat mod too. Not doing TOO many vehicle mods this time around (I think I wasted half my time on CM/CMBB and even CMBN modding it, not playing, and it's not like CMFB needs much - unless there's any must haves Anyway. Thanks BF for a great game!!
  19. Anyone have any idea whether the developers plan on including some of the better mods in the base games of CMFB and so on? I have been having a look at screenshots of the Aris smoke and dust mod and it is clearly superior to what is offered in the base game. The only reasons I can think that they wouldn't be included in future versions is: 1) Developers would have to pay the makers of these mods an amount of money that is unreasonable 2) There are serious technical barriers to including the mods in future versions of the game
  20. Hi Guys Im sure you have read the recent announcement regarding The Few Good Men, The Scenario Depot III, The Proving Grounds II and CMMODS III. The sites are all live but the links provided have a little HTML error I believe so below are the links to the actual sites until staff here can update them. The Proving Grounds II The Scenario Depot III CMMODS III The Few Good Men If you have any queries about any of the sites please drop me a PM and I will assist. In closing I'd like to thank Badger73, Umlaut, Ithikial, Kevinkin, Das Tiger and PhilM on behalf of GreenasJade and me in all the help transferring 95% of the modifications from the old CMMODSII to the new site. It certainly was not an easy job and only a limited number of files did not make the transfer (if you had a file up that is missing please get in touch with GreenasJade - or re-upload it to the new site). As mentioned previously CMMODSII will still exist but will in the near future only cater for CMX1 mods. Whereas, the new CMMODSIII will now cater for all flavours of CMX2 including the Afghanistan game. Happy downloading/uploading. Bootie
  21. ## Kieme's Mods are superb, but the links are buried way too deep in a constantly growing thread. ## So, for ease of access here is the most current list, ripped from @ Page 34, Post #672, July 17 2015. Terrain and environmental mods: Buildings and structures: Troops and soldiers: Ukrainian Army vehicles: US Army vehicles: Russian Army vehicles: Interface: Others: Total: 1.8 GB Still missing: bridges, a couple of them have been done already. More interface: weapon and vehicle silhouettes (less than 50% done), plus a few tweaks here and there.
  22. emccabe

    emccabe mods

    I just got bored and decided to mess around with some of the files and this is the end result ,plus I was not a huge fan of the Russian tanker helmet and I also wanted the Ukrainian tankers to more like infantrymen I probably upload them, I might try to do other things too. And all of the textures are not mine but but are made by vein
  23. First mini mod! Changes CMRT's main menu theme Check it out and let me know if everything is working fine Thanks! http://cmmods.greenasjade.net/mods/5531/details
  24. Yep. I had to take a break from the monotony of making German shields for RT. Been messing with these for about a month and after much angst decided they were good enough. Coming to a Repos near you... Mord,
  25. I have had this idea for a VERY long time now and decided to go ahead and post and see where it leads. With the addition of hit decals to CM, BFC upped the cool/immersion factor by a mile. The holes and ricochets on tanks and vehicles really adds to the experience. But the one problem I find we have is that vehicles just still look too pristine, even after they have burned for ten turns or suffered a catastrophic brew up. Yeah, we have ragged holes but nothing else to tell the tale. That's where the After Action Series of mods step in. Having seen the pioneering work that Blimey, Umlaut, and Kieme have done playing with vehicle flavor objects and the manipulation of alpha channels and such, I thought it would be cool to try and start a series of mods that can be used to show more extensive damage to vehicles in game. They would look great in AARs or just plain old screen shots. Or if you only had one type of the particular destroyed vehicle you could load the mod and leave it for the duration of your game. Here's a before and after example of what I am talking about. These were done very quick and dirty just to illustrate and emphasize the cool factor. Imagine what they could be with some thought and effort. The project is open to everyone. There's no rush, it's something that can be done over time, here and there. We have a lot of talented guys that haven't flexed their modding muscles in a while...MJ, DC, ahem. All I would ask of anyone is that you follow a few very simple rules to keep the project coherent. 1. When filling out the name in the File Title bar on the upload info form start it with AAS, so when it is uploaded to the Repos they will all be in order and people can find them together as a whole. Example: "AAS Destroyed BMP2" or "AAS Mord's Destroyed BMP2" A lot of us usually put our name first but in this case it would be best to have it further down the title or just put it on the promo screen shot. 2. Put "After Action Series" in your promo shot (that'll help identify them at Gaj's) and people will start to recognize it's a collection. 3. Announce your mod in this thread and we can keep an updated list of what's been made as we go. Though, It won't matter if guys end up doing some of the same vehicles and what not, you can't have enough carnage! I am gonna start a thread in each mod forum to cater to each flavor of CM. I hope you guys like the idea and will join in. Mord.