[Mod] Amulet Mod - Units/Graphics/Sound Mod

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Messmann
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

I have tried out the download link. The file appears to be correct, and complete. I have not been able to find any mistakes yet.

The new and different units should appear right away. In case of difficulties, you might want to look up the 320 description. You will find the description in the downloaded content. It contains detailed advice of how to install the mod.

Please be aware that this is only an unit mod. It does not change campaigns, scenario briefings or maps, but "only" German units. Also, I have not been able to change units of other countries due to a lack of time and knowledge.
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
bondjamesbond
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by bondjamesbond »

Messmann wrote: Wed Jan 04, 2023 7:13 pm I have tried out the download link. The file appears to be correct, and complete. I have not been able to find any mistakes yet.

The new and different units should appear right away. In case of difficulties, you might want to look up the 320 description. You will find the description in the downloaded content. It contains detailed advice of how to install the mod.

Please be aware that this is only an unit mod. It does not change campaigns, scenario briefings or maps, but "only" German units. Also, I have not been able to change units of other countries due to a lack of time and knowledge.
I understand that you are not omnipotent, but it can be done so that cavalry can dismount , for example, or artillery can fire direct fire, etc. ) Small chips that add realism) And so merrily I have already reached the Sea Lion Operation )

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https://sites.google.com/site/bongotast ... r-wargames
https://mynickname.com/id73473
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Messmann
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

bondjamesbond wrote: Wed Jan 04, 2023 10:20 pm
I understand that you are not omnipotent, but it can be done so that cavalry can dismount , for example, or artillery can fire direct fire, etc. ) Small chips that add realism) And so merrily I have already reached the Sea Lion Operation )
Many thanks for your suggestion. However, what do you mean could be done in what kind of manner? And what exactly do you mean by small chips that add realism?
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
bondjamesbond
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by bondjamesbond »

Messmann wrote: Fri Jan 06, 2023 12:34 pm
bondjamesbond wrote: Wed Jan 04, 2023 10:20 pm
I understand that you are not omnipotent, but it can be done so that cavalry can dismount , for example, or artillery can fire direct fire, etc. ) Small chips that add realism) And so merrily I have already reached the Sea Lion Operation )
Many thanks for your suggestion. However, what do you mean could be done in what kind of manner? And what exactly do you mean by small chips that add realism?
https://www.strategium.ru/forum/topic/8 ... d/page/14/
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Even such a small nuance adds realism )
https://www.slitherine.com/forum/viewtopic.php?t=30687
https://mynickname.com/id73473
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Messmann
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

Hello, dear Panzer friends,

I cleared a bug in the latest 3.20 version. It had to do with the transport units, which means that some of them were assigned to tanks or bonus units tanks although they should not have any transports. In order to clear that, I had to redesign entries in the equipment file. I amounts to a simplification in the transport section, but the available transport units stay the same.

Just give me some time and I will publish the result later. Maybe I will use the opportunity incorporate some more units of the gtpg 1.18 campaign of Nikivdd, let's see. The old equipment file of 3.20 will still be available.

CU soon!
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
doktorbole
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by doktorbole »

Hello to everyone,

Great thank you to Messmann for creating this great mod. I have encountered a bug. Elite sturmtiger does not switch to anti-tank role, only artillery. Regular sturmtiger works normally, switches back and forth between artillery and anti-tank role.

I am playing GTPG Grand Campaign v 1.14 using Amulet Mod 3.10. Could this bug be fixed by modifying equipment file or some other file? Any help is appreciated, thank you.
cw58
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by cw58 »

doktorbole wrote: Sun May 07, 2023 11:40 am Hello to everyone,

Great thank you to Messmann for creating this great mod. I have encountered a bug. Elite sturmtiger does not switch to anti-tank role, only artillery. Regular sturmtiger works normally, switches back and forth between artillery and anti-tank role.

I am playing GTPG Grand Campaign v 1.14 using Amulet Mod 3.10. Could this bug be fixed by modifying equipment file or some other file? Any help is appreciated, thank you.
Hi doktorbole,
There is a typo in the equipment file. If you change that, it should work correctly. The change won't occur until you begin a new scenario. Remember to make a backup first :)
typo.jpg
typo.jpg (14.27 KiB) Viewed 6938 times
doktorbole
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by doktorbole »

Thank you kindly cw58! Problem solved in a minute, it works perfectly now. :D
Messmann
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

Hello dear Panzer friends, :)

once again, the time for an update has come! The changes of the 3.30 version are:

Simplification and bug fixes regarding transports
Bug fixes regarding animations for Pioniere and flamethrower tanks
Reduced costs for Feldjäger (military police) units
SdKfz 250/10 37mm: Reduced costs from 290 to 260
SdKfz 250/9 20mm: Soft attack increased by one
SdKfz 250/9 20mm: Increased costs from 260 to 280
Sdkfz 251/22: Available as recon unit, not as anti-tank unit
New unit Panzer IIIM Flamm: Flamethrower tank, available 29.11.1942
New unit StuG IIIE: Refined version of StuG IIIE, available 01.09.1941
New unit Panzerzug, armoured artillery train, available 01.01.1939
New unit Bf 110 E, fighter bomber, available 01.12.1941
Elite recon units: Normal spotting range; for SE units bonus +1
Entries about non-German units taken from GTPG 1.18 Mod equipment file
Description contains more detailed suggestion for labelling or naming units

https://www.mediafire.com/file/63vqfvcj ... 0.rar/file

You can find the download link in the first post of this thread as well.

I know that many years have passed since the first concept of this mod. I still remember Christmas 2013, thinking about how it would be possible to make just a few changes - here and there. And it expanded, ever more. And there are still options, but all in all, the most important aspects seem to be finished.

Have fun with this game, since it is still simple yet difficult to master. Cherish creativity and options. :)

If you find any kind of mistakes, feel free to post.
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
jeffoot77
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by jeffoot77 »

Thxs for the update and all your work. A Great mod !
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/pbUWeVhzCpRuG8YD/
bondjamesbond
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by bondjamesbond »

https://mynickname.com/id73473
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Willy18
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Willy18 »

Hello,

I am new to this forum but I am playing Panzer Corps already for quite some time.
Thanks a lot to Messmann for this wonderful mod, I love it.
I am playing GTPG Grand Campaign and encountered a few bugs.
In the scenarios Kiew and Stalingrad some additional German units are invisible and replaced by Japanese units. Moving them causes a CTD.
The same with the russian KV-2 tank. When switched into Art mode it is invisible and when beinh moved the game crashes. As this is an AI unit I cannot control is. As a result I am stuck at the scenario Königsberg where a KV-2 in Art mod is being moved and, thus, I cannot continue the game as it always crashed.
Perhaps in your next update you coudl fix this?
Thanx and keep up the great work
Messmann
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Messmann »

Willy18 wrote: Tue Oct 17, 2023 9:05 am
I am playing GTPG Grand Campaign and encountered a few bugs.
In the scenarios Kiew and Stalingrad some additional German units are invisible and replaced by Japanese units. Moving them causes a CTD.
The same with the russian KV-2 tank. When switched into Art mode it is invisible and when beinh moved the game crashes. As this is an AI unit I cannot control is. As a result I am stuck at the scenario Königsberg where a KV-2 in Art mod is being moved and, thus, I cannot continue the game as it always crashed.
Perhaps in your next update you coudl fix this?
Thanx and keep up the great work

via PM
Furthermore, I noticed that there are no Spanish units anmore as in the first version. In the Madrid and spanish scenarios those missing units are replaced by modern fighter jets against which my Me 109 are completely obsolete. So winning this scenario is heavy and costs a lot of casualties. Is it possible to re-add them in your next version?
Thank you for taking an interest in this mod.

Go to the DATA folder of the GTPG mod and rename the equipment file.

I have been playing the GTPG campaign as well, until London 1940, version v.1.18. I have not encountered problems so far. However, in the game file of this GTPG mod, there is an own equipment file, which I renamed at first. If you do not do this, units will be messed up.

Without renaming competing equipment files, the system will look for individual units tag numbers in different places. There must only be one equipment file the system can have access to, and this is the equipment file of the DATA folder in the Amulet Mod.

I have not encountered problems with Spanish units and fighter planes in the Spanish scenarios when playing the GTPG mod.

About the KV 2 problems and Japanese units, though, I cannot say anything. I have not played the game this far as of yet, and nor have I bought the Pacific mod. In my case, there are no Japanese units the system can have access to. So I assume there is a similar problem here.
Amulet Mod: Massive unit, graphics and sound mod. :) At this time, for German units only.
http://www.slitherine.com/forum/viewtopic.php?f=147&t=63616&p=541656#p541656
Willy18
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Willy18 »

Hello Messmann,

thanks for the infos. It worked after having changed the equipment file.
Thamks a lot!!
bmw763
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by bmw763 »

Hi everyone,

I´m playing the Amulet Mod 3.30 and this is a really, really good artwork. Chapeau!
However, when I was lucky to get the SE 8,8 Flak and saved the game, I was very surprised when I switched the eighty-eight to artillery mode and got an american M3 Grant tank ...
After taking a look in the equipment file I found a duplicate entry for ID 3511: 8,8 Flak Arty and M3 Grant. Thinking this will be easy to fix, I commented out the M3 line in the file - but it didn´t work.
It seems, when loading save files the equipment file will not be accessed any more as the information is then stored in the save file. :-(
Now I need a way to fix the save file. Although the data is readable with an Hex-Editor it seems not to be such easy as the data is not stored in blocks with fixed length which mainly depends on the length of the different strings (e.g. name of the unit or filename of the unit´s picture).

Has anybody an idea if there is an save game editor available? Or does anyone know the structrue of the data in the save file? Found an editor at http://web.ncf.ca/pieper/ but this one doesn´t work.
cw58
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by cw58 »

bmw763 wrote: Mon Feb 19, 2024 12:21 pm Hi everyone,

I´m playing the Amulet Mod 3.30 and this is a really, really good artwork. Chapeau!
However, when I was lucky to get the SE 8,8 Flak and saved the game, I was very surprised when I switched the eighty-eight to artillery mode and got an american M3 Grant tank ...
After taking a look in the equipment file I found a duplicate entry for ID 3511: 8,8 Flak Arty and M3 Grant. Thinking this will be easy to fix, I commented out the M3 line in the file - but it didn´t work.
It seems, when loading save files the equipment file will not be accessed any more as the information is then stored in the save file. :-(
Now I need a way to fix the save file. Although the data is readable with an Hex-Editor it seems not to be such easy as the data is not stored in blocks with fixed length which mainly depends on the length of the different strings (e.g. name of the unit or filename of the unit´s picture).

Has anybody an idea if there is an save game editor available? Or does anyone know the structrue of the data in the save file? Found an editor at http://web.ncf.ca/pieper/ but this one doesn´t work.
There is no working save-game editor that I am aware of. Here's a post that might help you in regards to editing your save-game:
https://www.slitherine.com/forum/viewtopic.php?t=75487

I think the info you want is in the 3rd post. Good luck!
cw58
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by cw58 »

And another post showing how to edit heroes in the save-game file:

https://www.slitherine.com/forum/viewto ... 1&t=102217
Locarnus
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by Locarnus »

bmw763 wrote: Mon Feb 19, 2024 12:21 pm [...]
It seems, when loading save files the equipment file will not be accessed any more as the information is then stored in the save file. :-(
[...]
The equipment information (and some other stuff) stored in the savegame is updated when transitioning to another scenario.
Due to the way it is just updated and added to (instead of getting fully replaced), I do not know if it fixes this particular issue. But it might be worth a try, instead of savegame editing.

Fix the equipment file, then load a savegame from the last turn of the previous scenario, then transition to your current scenario.
If you do not have such a savegame, ignore the problematic unit until you can do this procedure at the end of your current scenario.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
bmw763
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by bmw763 »

@cw58: Thanks a lot, but this is exactly what I have done so far. But there is no simple change of some hex values. Instead I have to replace the complete data from the M3 tank to the 8,8 arty. And as the size of data is different :-(

@Locarnus: yes I tried it may times, but the data is not updated or repalced.

So I assume I have to live with this glitch and need to avoid putting the SE 88 to arty mode.
cw58
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Re: [Mod] Amulet Mod - Units/Graphics/Sound Mod

Post by cw58 »

bmw763 wrote: Tue Feb 20, 2024 11:56 pm @cw58: Thanks a lot, but this is exactly what I have done so far. But there is no simple change of some hex values. Instead I have to replace the complete data from the M3 tank to the 8,8 arty. And as the size of data is different :-(

@Locarnus: yes I tried it may times, but the data is not updated or repalced.

So I assume I have to live with this glitch and need to avoid putting the SE 88 to arty mode.
If you have a save-game with the unit still in its original form, you can just wait until the next scenario, as Locarnus mentioned earlier. Make your changes in the equipment file and they will take effect at the start of the next scenario (changes don't take effect during a scenario) and you'll be able to switch the unit normally.
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