Hypos Tracks

Frequently Asked Questions


How to install the mod?

How to deinstall the mod?

Basic questions

Remarks

Version history

Bugs

How to install the mod?

Before you start, be aware that this mod was originally written for the german version of Jagged Alliance 2! I don't know if it works with the english version - so don't blame me, if it doesn't work or makes Jagged Alliance 2 unplayable! It should work in my opinion. If you want to be careful make a backup of your savegames.

You need the full version of Jagged Alliance 2. You should have the latest patch installed (for the german version it would be 1.02 or 1.05. Be sure to install them one by one in their order!). All patches can be found here. I haven't tested it with the inofficial All-in-one Patch. I don't think it works with the expansion 'Unfinished Business'! I'm also not sure if it works with Jagged Alliance 2 Gold.

Before you install this mod you should be aware that you change your JA2 massively. It is possible that your JA2 won't work afterwards or your savegames won't be readable. I've never had such problems but if you should have any after you've installed the mod than I am NOT responsible for them! Seriously! I don't care if the installation of this mod will cause a divorce or your dog being eaten alive - I DON'T TAKE ANY RESPONSIBILTY!

This mod is very hard to play - if you're a beginner don't play it. It will be frustrating.

We need the following things to install the mod:

If you have all files install the MacMod first. To do so extract all the files (including subfolders) into your JA2-folder. Do the same with the soundfiles (be aware that the soundfile.zip contains two other zip-files. Extract these so that you have the soundfiles and not the zip-files in your soundfolder).

After you've done this extract the WEdit 2.11 into the same folder where your JA2.exe is (your JA2-folder). If you want to make a Backup of the old values from the MacMod please read this.

Extract the myweapons - 1.00C.zip into your JA2-folder. Then double click on the file that is named: "Save Changes to JA2.bat".

That is all - my version of the MacMod is installed and ready to play.

Have Fun!

Backup

You can save the orignal weapon values from the MacMod. To do so, click on the 'Get Info from JA2.bat'-file. This should create a 'myweapons.txt' in your JA2-folder. Copy it to a safe location. Later you can overwrite my values with this file and save the changes by executing the 'Save Changes to JA2.bat'-file. Be aware that the old bugs of the MacMod remain that way :)

How to deinstall the mod?

At the moment I have no manual for how to deinstall it. Sorry for that!

Basic questions

Question: Do you still work on this mod?
Answer: No! But I think the last version is pretty neat.

Q: Why is there a 'Hypo's Version'?
A: Mac didn't want to work on it anymore - so I took over.

Q: The weapons are too powerful. Can I change this?
A: Yes - but be sure that you use the right tool. Open the 'myweapons.txt' with Excel as 'seperated datatype' and with 'tabs'. Usually Excel does it automaticaly. The you just have to change the damage-value and save it. Then execute 'Save Changes to JA2.bat' and you're ready to go.

Q: I found a bug!
A: Well - keep it. Since I'm not working anymore on the mod you can try to fix it. See the Bugs-Section for that matter.

Remarks

This mod was made with realsim in mind. It's a dog-eat-dog world. So live with it :)

Versions history

1.00B

  • Range and damage of the weapons were modified.
  • Modified explosionradius and damage.
  • Fixed some bugs with certain ammunition types.
  • First experiments with ammunition belts (only as boxes atm).

1.00C

  • For some reason 1.00B got corruptet. Kevlarvests turned into weapons what of course led to a massive crash. I think I fixed this
  • Explosiondamage of grenades increased.
  • Removed some spelling errores

Bugs in 1.00B

  • RPK has a 200-round magazine which isn't correct.

  • If you remove the magazine from the RPK it changes it's type (so don't do it).

  • Inserting a extended 5.45 magazine into a AK-74 works. But once you remove it the magazine will change it's type and you will have 200 rounds in your AK-74 instead of 30.

  • The mortar explodes with a one-second lag and it doesn't generate an explosion animation.

  • JA2 likes to crash sometimes when a mortar explodes and a house/item/person is standing right next to it. (Just don't aim at them. Aim a bit away from them. The mortar has a explosion radius of 50 squares!)

  • The TAR sounds like a rocket rifle and the burst can't be even heard.

  • The PSG-1 and the G-36 are found too often.

  • The TAR has a Fingerprint-ID (can't be changed according to MacGyver).

  • The pictures of the weapons on the ground are not always correct.

  • The info about Biggins on MERC is not correct. And Biggins hates Buns.

  • Graphical errors with the H&K UMP and H&K MP5SD.

  • Bobby Ray's offers early in the game lots of mortar ammunition.

  • You can buy the same .50 ammunition twice. And it is available early.

Bugs in 1.00C

  • The same as in 1.00B

  • The distance on the weapons at Bobby Ray's is false. Substract one zero to get the correct one.

  • Vacuumgrenades create teargas (don't know why).

  • Spelling errors.

  • It is possible that you suddenly have a boatload of militia (i.e. 57 in all sectors in Cambria).

  • After you've arrived in Omerta where the rebels are (and perhaps even hired Ira....) it can be that it takes quite some time until your mercenaries acknowledge your move-signal on the map (up to 30 seconds and more). Just don't save there - wait until you're in Drassen or you encounter some enemies.

  • Other things.