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Or turn off the cheats you don't want, and hit CTRL+ALT+S again - that will save the current state to the registry and it should stick for future sessions.
If you're seeing only one of the mods run, that's probably the issue.
Only used the graphic fix mod and this mod, nothing else.
Other than that, it works fine to me.
If you got save files before the cheat mod was activated, those save files will play as if you never got the mod. you need to start a new game.
Hey man. Thanks for the reply. I mucked about with it after posting and worked it out. Thanks for the MOD!
If not, that means it wasn't loaded at all. If you have other mods enabled, try disabling all but this mod. If that works, then that means one of the other mods conflicts with this mod.
Note that most mods that modify game play will conflict with this mod.
i only had a couple of reskins active but that shouldnt be in the way off cheat mods
Can you verify that my mod is the *only* mod active? PiXL mentioned before that people may have multiple mods active and that might be causing the issue.
If that isn't the case, can you verify that the mod prints the started message (see the third screenshot)? It should print the first line if the mod started successfully.
Finally, are you using the mod against a saved mission or starting the missing from scratch?
Thank you to the author for allowing me to have some fun with the game after completing it on hard. I don't recommend using this mod, other than the fast tiberium growth, to beat the missions as it really does ruin the experience.
Basically end up like this: https://imgur.com/a/yMMi36P
I'm wondering if the game got confused, and isn't loading the mod.
And you mod is perfect man, i was trying to make "all unlock" for a few mounths but was a silly try. Thanks to you i can play again and make "fancy bases" and other things
thank you very much ^^
https://github.com/electronicarts/CnC_Remastered_Collection/blob/7d496e8a633a8bbf8a14b65f490b4d21fa32ca03/TIBERIANDAWN/HOUSE.CPP#L609
... no bazooka for GDI until level 8...
... no MLRS for GDI until level 9...
... no APC for Nod...
... no Temple or Obelisk for GDI...
... no MLRS for Nod...
... no Advanced Comm Center for Nod...
... no Advanced Power Plant for Nod until level 12...
If people want to override these blocks, they should put a suggestion in the discussion thread. (Hint, hint, nudge, nudge.)
That is expected. There is explicit code blocking sandbags - my mod unlocks the build options available for the scenario (yes, it is very weird that you get the other walls, but that is because they never though people would be doing silly mods like mine).
Here's the code:
/*
** GDI can build the sandbag wall only from scenario #9 onwards.
*/
if (house == HOUSE_GOOD &&
level < 8 &&
type->What_Am_I() == RTTI_BUILDINGTYPE &&
((BuildingTypeClass const *)type)->Type == STRUCT_SANDBAG_WALL) {
return(false);
}
Yeah, level 9 and up only!
here an image:
https://ibb.co/NjgpR4G
Note that if you enable Unlock Build Options before deploying a MCV, the order might be different, so you have to look for the sandbags.
Dude one question the only building that isn't appear is the sandbags wall =/
If you don't see that, that means the mod isn't actually being loaded.
What version of the mod do you have? If you go to the mod page in options and hover above the mod, it should show you the version number. Current latest is 3.4 for this mod.
Thanks again!
One thing I found out, and if you said this before and I missed it, I apologize for the headaches here, but you cannot launch your cheat patch from a save. When i restarted a mission it kicked right on.
Does this version do anything without being prompted?
Thanks again!
Is there anything I can give to help on this, is there a log file i can send you? Im just completely stuck on a no build mission.
THANKS