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  1. #1
    Registered User BlunterII's Avatar
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    Exclamation New S^3 Mod "All Uniforms" is ready for testing

    Some time ago in January I was asked, by Lt. Havoc from StrategyCore forums, to make a simple mod that would make some of the Allied and Axis uniforms available for purchase. After a while and 186 uniforms later (102 of which are made with custom textures) it became a larger project that is still ongoing. We are working on some scripted maps, more uniforms and a new scenario.

    If you are interested in contributing ideas visit the thread.
    Link to the thread I started: New S^3 mod "All Uniforms" in development (Feedback is welcome)

    The mod is called "All Uniforms".

    Link to "All Uniforms v1.0"
    Link to "All Uniforms v2.0"

    Here are some screens from v 1.0:

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    Name:  HankeGermanBlackUniforms.png
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    There are 78 uniforms in v 1.0
    (unfortunately I am limited to 5 images per post.) See next one...
    _______________________________________

    ~Blunter~
    Last edited by BlunterII; 08-04-2013 at 19:11.
    - BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds ​are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, faster, auto-destruct) and a Soviet Intel subplot ~ 7 missions) + v 2.3 full (no HE rounds)

  2. #2
    Registered User BlunterII's Avatar
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    While v 1.0 converted the already existing models to purchasable uniforms, v 2.0 added many new textures and combinations. Here are a few more screens from the second version:

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    __________________________________________________ _______

    I hope S^2 and S^3 will finally get the Greenlight on Steam and that it comes with a functioning editor compatible with win7.
    If you haven't voted yet - here is the link to the game's Steam Greenlight page.
    - BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds ​are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, faster, auto-destruct) and a Soviet Intel subplot ~ 7 missions) + v 2.3 full (no HE rounds)

  3. #3
    Registered User BlunterII's Avatar
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    New massive update is available - v2.4 is out.

    DOWNLOAD it here: BLUNTERMOD v2.4
    (MediaFire, rar)

    --------------------------------------
    ReadMe

    BlunterMod
    By BlunterII
    ___________________________

    Credits:
    ___________________________

    Thanks to the StategyCore owners, administration and their staff for hosting the mod discussion:

    BLUNTER MOD(1 page of the thread)

    I would like to thank Lt.Havoc for initiating this whole thing by contacting me, sharing his WWII texture pack and being a great cheerleader.
    Big thanks to Ecthel for proof-reading the dialogs and correcting my countless spelling errors and also for helping developing various missions.
    Thanks to Ecthel, Lt.Havoc and Tofudog for providing ongoing feedback, constructive criticism and technical and historical advice.
    Thanks to Fireman, firebolt5, Tokyo Rose, dimovsky, Shakespeare, LCJr, London, Fishmachine and others for offering ideas and catching inevitable bugs.
    Highly appreciate everyone else's participation and assistance.
    Special thanks to my daughter Jayne for tirelessly testing my creations and offering more feedback than I can take...

    Forgive me if I forgot to mention someone. Just drop me a line - It'll be my pleasure to include you too.

    Most of the uniform camo textures by Tonushi from DeviantArt (with permission).

    ---------------------------------------------------------------------------
    NOTE: BlunterMod_AllUniforms (v....) and BlunterMod (v....) are the same mod, the same database, just different names.

    All the uniforms, items and maps are included in all the subsequent versions.

    To avoid crashes: DO NOT USE several versions of my mod simultaneously.
    ---------------------------------------------------------------------------

    NOTE: Keep in mind that the original Sentinels' campaign is largely intact.
    BlunterMod is incorporated into the existing scenario and mission framework.

    ---------------------------------------------------------------------------

    (v1.0 through v2.3 ReadMes are not included here)


    ReadMe for v2.4:

    Includes v2.3 plus v2.4 changes

    ---------------------------------------
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    --------------------------------------------------------
    NOTE: DO NOT DISABLE HINTS! MOST OF THE HELPFUL FEEDBACK AND
    THE PLOT OBJECTIVES ARE COMMUNICATED THROUGH HINTS IN BLUNTERMOD.
    --------------------------------------------------------
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    ---------------------------------------

    BUG FIXES & CORRECTIONS:

    - Numerous spelling corrections to the original campaign item descriptions, hints, journal entries and dialogs

    -------------------------------------------------------------
    -------------------------------------------------------------

    ITEMS & FEATURES DISABLED:

    - HE rounds have been removed from the game (temporarily). "Sea Devil" HE ammo remained untouched

    -------------------------------------------------------------
    -------------------------------------------------------------

    NEW ADDITIONS:

    1. NEW BASE AREAS:

    a) ATP (Accelerated Training Protocol) area added to the base. It's accessible through an elevator located in the lobby.
    - Door leading to the ATP is unlocked after the player becomes a Sentinel and talks to Sgt. Ozwell
    - The strange contraption in the middle updates party members’ attributes and skills
    - Specific skills and attributes are only updated if the player found and activated the appropriate key cards (Red - Dexterity, Shooting, Snipe, Burst; Yellow - Strength, Melee, Throwing, VPs; Green - APs, Evasion, Stealth, Spot, Interrupt; Blue - Intelligence, Medicine, Engineering)
    - The yellow card is given to the player by Sgt. Ozwell when the player gains access to the ATP area. The red one is found in Zepernick (the Kommandant drops it) or in the Kopenick's "Vault" (the latter is not finished yet)
    - Once all the cards have been installed a new quest "The Sphere" begins driven by Prf. Compton.
    - The green and blue cards are not obtainable in this release.

    b) Shooting Range area added to the base. Shooting Range is accessible through a door in the ATP area
    - Door leading to the range is unlocked after the player becomes a Sentinel and talks to Sgt. Ozwell
    - The left target gets replaced every 50 hits.
    - The terrorist/civilian (2 targets to the right) training is incomplete.
    - The empty area past the gate is unfinished.

    ------------------------------------------------------

    2. BANKER MISSIONS & CHANGES:

    Currently, they include only "Counterfeit" (which is also a part of Soviet subplot).

    - Banker interactions are conducted through Dialog Mode windows with bulleted responses.
    - Bringing the report to Herr Lander changes bank currency exchange fees from 20% to 10%
    - Bringing the report to Herr Lander yields an access card allowing the player to explore the "Vault" area in Kopenick
    - "Mint" in Kopenick is NOT finished yet and thus unavailable
    - Stocks are accepted by the bank now

    ------------------------------------------------------

    3. SOVIET SUB-PLOT:

    Introduction of new adversaries: an ultra-nationalistic organization "Die Wolfe" and a mad scientist dubbed "The Professor"
    Currently, this subplot includes the following scenario zones:

    - "Bodies Found" (starts the Soviet sub-plot)
    - "Counterfeit" (Soviet sub-plot splitter)
    - "Debrief 1" (auto after "Counterfeit", introducing "Mikhalev's dilemma)
    Depending on Cpt. Danilov's allegiances and the player's judgment the subplot splits at this point into 4 branches.
    - Drug Dealer sub-branch: "Paretz" (merchandize drop off) and possibly "Blumberg" (lab and minefield)
    - Replacement sub-branch: "Falkensee" (Dr. Meyer's clinic) and possibly "Bredow" (mansion with Mikhalev's double)
    - Both sub-branches converge either in "Zepernick" (featuring "Die wolfe's" local Kommandant) or "Potsdam Outskirts" (featuring one of the Kommandant's elite squads)
    - "Seefeld" (bloody note with a print)
    - "Fingerprints" (Mikhalev's staff thumb print file)
    - "RR Depot" (arrest the mole)
    - "Debrief 2" (Ends the Soviet subplot. The player gets rewarded with "Protector" armored suit. The player can bring the docs found in some of the missions to Mikhalev for extra XP. We also meet Ivan the "mechanic" here and receive the next set of missions - "Upgrading the Protector". Opens "Lom" in Norway. "Lom" is not complete yet.)

    ------------------------------------------------------

    4. NEW WEAPONS, AMMO & AND WEAPON CHANGES:

    Note: Most (not all) 'uniques' have their accuracy increased a little (from 1 to 7 %) through a database tweak

    - 9mm Mauser Export rounds added (a powerful pistol round)
    - PW wz.33 (unique TT-33 pistol with tweaked accuracy. Found in “RRDepot”)
    - “18 confirmed” (unique scoped Springfield rifle)
    - “Skull” (9mm Mauser Export unique M-712 found in “Zepernick”)
    - “Dark Steel” (unique Kar-98 found in “Blumberg” ruins)
    - “Volltreffer” + 6x scope (”Bullseye” found in “Hunting Lodge” RE). The scope needs to be mounted by a person not available in this release.
    - “S&W” Model 10 (found in “Bredow”)
    - Mac-50 pistol (found in “Bredow”)
    - Poisoned Scalpels (found in "Falkensee"). Feature high critical hit and unconcious probability modifiers.
    - "Vendetta" (unique Chatellerault MG, found in Rocco's inventory)
    - Mannlicher Carcano M94/21 (regular with no scope)
    - Kar-98 (regular with no scope)
    - Steyr Solothurn MP34 (9mm Mauser Export)
    - Gepppisztoly M39 SMG (9mm Mauser Export)

    - Armor Piercing (AP) rounds' damage is ~ 75% of the regular round now
    - High Explosive (HE) and Incendiary (IP) rounds are gone (except "Sea Devil's" HE)
    - Surplus ammo has been introduced. They are more common but deal ~ 10% less damage and have ~ 4% less penetration than the regular rounds.

    - Most unique weapons' stats (from all releases) have been significantly reduced (in response to valid concerns of them being on the OP side)

    ------------------------------------------------------

    5. NEW RPG ITEMS:

    - "Opium Package" not usable yet.
    - Usable alcohol bottles added (regular, strong & spiced). The first two temporarily remove critical conditions, the last one buffs VPs.
    - Blue dress + Italian backpack female uniform
    - "Splittermuster 45" uniforms (1 male, 4 female versions) added. Currently, found in Zepernick.

    ------------------------------------------------------

    6. UI CHANGES:

    - New Chapter "Brandenburg" added
    - New Chapter "Central Norway" added
    - New background textures for England and Switzerland.
    - New global map markers for Bavaria, Brandenburg and Central Norway created and added.

    ------------------------------------------------------

    7. NEW CLASSES:

    - Created 4 new classes: "Saboteur", "Infantry Grunt", "Zombified", "PK Operator"
    - New Class "Saboteur" - Soldier/Engineer hybrid. Supports 39 character level-ups
    - Almost all enemies and some allies have a new perk panel attached from a new class called "Infantry Grunt"
    - Enemy PK pilots enjoy a new "PK Operator" perk tree with "Second Skin" being the first perk in it. Now they are not hindered by any PK penalties and present a real challenge.
    - Zombies have their own melee-oriented perk tree. They are very deadly if allowed to get close to their targets.

    ------------------------------------------------------

    8. GAME PLAY and UNIT CHANGES:

    - Every Random Encounter (RE) is scripted now and enemy perks are distributed at the start. Enemies patrol along the roads in a loop (with a few random behavior patterns)
    - Enemy levels have been readjusted and overhauled. By default they were capped and calculated based on the combined average player party level. Now they are Hero level based and not capped (only slightly reduced at very high Hero levels in some chapters).
    - New lighting patterns have been introduced. Sunny morning, sunny morning (low fog), dark night fog, very dark night fog, night low fog, rainy day fog.
    - PKs are stronger, more encumbering, auto-destruct and have increased sensor range (depending on the model)
    - ABRS robot (a potential party member found in one of the S^3 secret missions - SECM 3) could not be hired/activated if your Hero's engineering was < 121. Now the process of "activating" the robot will succeed as long as one of the party members passes the ENG requirement.
    - ABRS robot has its armor reduced to 340. The type of armor ABRS currently has is a regular PK armor (more susceptible to rifle / MG rounds with lower ricochet probability). Later, Ivan will offer to upgrade ABRS.
    - All non-silenced weapons are now heard by (i.e. alert) everyone on the map when discharged (achieved via database tweak). No more "Calm" AI state (smoking enemy icon) when the battle is raging on a few dozen feet away.
    - Most evidence (RPG Items) are color marked (Yellow - important, Red - Crucial).
    Note: Keep the evidence you find.
    - Bringing evidence and completing bonus objectives earns extra XP (up to a whole level). The process is Hero-level-based (meaning that if your hero is lvl. 14 and there are party members who are lvl.5 - those might advance to lvl. 12-13 upon receiving that reward.)

    ------------------------------------------------------

    9. NEW RANDOM ENCOUNTERS:

    - Poland (NW corner) features 2 new REs: "Village" and "Ruins". Populated by bandits and smugglers. "Village" has two versions: basement - 4 variants (no fog), no basement - 3 variants (fog). One-time RE "Ruins" is a difficult 7 wave defense encounter. The only place to get "Sea Devil" and its ammo.
    - Bavaria (NW corner) has a new "Bridge" RE. There are 6 variants: 4 "Bridge" and 2 "Overpass" (with small ruins)
    - "Hunting Lodge" a one-time RE in Brandenburg added. Populated by smugglers. Watch out for Linz' spouse in there... a nasty lady. The place to get "Volltrefer" and a scope for it. "Hunting Lodge" is part of the unfinished "Collector" sub-plot)
    - Some original (S^2) REs were enabled
    - A One time RE "Clinic" added to Brandenburg (starts "The Vial" sub-plot, which is not finished yet. "Wansdorf" is incomplete.)

    ------------------------------------------------------

    10. CAMP ZONES:

    - Soviet Base (and the future American Base) are now accessible through the Brandenburg camp (a modified and scripted GDR camp zone). Just camp in that chapter and you'll see what I mean.
    - UK camp zone, currently used in England, Bavaria, Poland and Switzerland, received a significant face lift.

    ------------------------------------------------------

    11. CASTLE LINDEN CHANGES:

    - Carlton mercenaries' stats significantly reduced
    - Minor changes to terrain and buildings to improve path finding
    - Zombies have "Zombie" perk tree
    - Bandits are for the most part "Infantry Grunts" now
    - Bandit PK is now relatively weak. It auto-destructs when PK's armor drops to 0. The pilot's class was changed to "PK Operator" with all the appropriate perks and stats.

    __________________________________________________ _
    - BlunterMod v 2.4 ready for testing (MediaFire, rar) (5 versions of Splittermuster 45 uniform, unique versions of existing weapons, multiple game play changes, all default REs are scripted now, new lighting, several new scripted REs, HE rounds ​are temporarily gone - converted to 'surplus' ammo instead, 3 new enemy classes ("Grunt", "Zombie", "PK Operator"), all PKs have been overhauled (stronger, faster, auto-destruct) and a Soviet Intel subplot ~ 7 missions) + v 2.3 full (no HE rounds)

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