Steel Division: Normandy 44

Steel Division: Normandy 44

ShatrasGamePlayMod Original
126 Comments
Shatras  [author] 16 Jun @ 11:35pm 
guys, no update needed. mod is working. if you refer to the python error in the campaign, that is something which cant be patched without disabling alot of mod changes. this mod was made for skirmish/coop, campaign mode is not supported really in that case. you can try to play the mission without mod and activate it for the next mission. maybe that is working
.exe 15 Jun @ 2:08am 
Uptade
vlogger233 16 Sep, 2023 @ 4:39pm 
Update
Shatras  [author] 28 Jun, 2020 @ 1:52pm 
DerRitter 28 Jun, 2020 @ 1:41pm 
will you make something similar for sd 2?
Shatras  [author] 13 Apr, 2020 @ 4:57am 
2nd/RGR MARTY i am sorry, but there is no other way that i know of. all speeds have been adapted to be more reallife
MARTYas´s 12 Apr, 2020 @ 7:37am 
@Shatras Movement of units is very slow can i fix it in redux mod? Some script rewrite?
Ragnar LootBlock 27 Feb, 2020 @ 5:15pm 
Thanks, for answering my question. I found it out then after "modding" around with the files, i think asked here before checking the files at all... ^^
Shatras  [author] 27 Feb, 2020 @ 4:17am 
PlunderJack///HooT no, both mods are not compatible. you have to play them separately. but as you mentioned in my other mod, you can merge some files from both mods manualy perhaps too ;)
Ragnar LootBlock 23 Feb, 2020 @ 11:27am 
does this work with storm in the west?
whitewolfmxc 2 Sep, 2019 @ 12:09am 
OH YES PLEASE XD wink wink nod nod
Shatras  [author] 1 Sep, 2019 @ 7:46am 
Gumpy.be thx! :) if eugen will ever release mod tools for sd 2, a successor is planned ;)
Gumpy 1 Sep, 2019 @ 3:34am 
@Shatras Really good mod, i hope you will do the same for SD2 ;)
Shatras  [author] 28 Jul, 2019 @ 7:23am 
whitewolfmxc since last update both mods are compatibel ;) just activate them together in the mod menue
whitewolfmxc 28 Jul, 2019 @ 6:47am 
Hey Mate , any chance you can add this to your mod ?

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1811435120
Shatras  [author] 26 Jul, 2019 @ 4:41am 
whitewolfmxc thx! :) have fun with the mod ;)
whitewolfmxc 26 Jul, 2019 @ 4:21am 
I FUCKEN LOVE THIS MOD !!!! oh gawd have no had this fun with this game for a long time thanks

Shatras  [author] 1 Dec, 2018 @ 3:07am 
danOwar thx for your kind words :) have fun!
danOwar 1 Dec, 2018 @ 2:25am 
Yout mod is a pleasure! It's the only way for me to enjoy SDN44, thanks a lot!
Shatras  [author] 21 Nov, 2018 @ 1:34pm 
danOwar my pleasure ;)
danOwar 21 Nov, 2018 @ 12:22pm 
Thanks for updating!
Shatras  [author] 3 Oct, 2018 @ 1:29pm 
Michael i m sorry, same problem has mrcrisps with his storm mod too. we both couldnt locate the cause of the error til today. i am not sure now, but the other campaigns could still work with the mod. mp, skirmish and scenarios work normaly too
Michael 3 Oct, 2018 @ 1:09pm 
When I try to load campaign with this mod, I get "Error loading Python Module", the program then forces a close. Any idea how to fix?
Shatras  [author] 25 Sep, 2018 @ 8:36am 
EmersedKris (court jester) for ai you should better ask someone from the storm in the west mod. there was one modder, who pimped the ai realy good, but then retreated and gave his knowledge to mrcrisp form the storm mod. if you wanna mess around with some ai values: GameData\Gameplay\Constantes the file GDConstantes.ndf you can change some income values for the ai or availbility bonus and in the folder GameData\Gameplay\Skirmish you find the real ai files. GameData\Map the file MapPackMulti.ndf you can change values like time, starting incomepoints, victorypoints etc for the gamemodes. sadly, as i know, nobody found the file to change these for breakthrough. the developers didnt integrate them because we all dont know ;) thx mattofrank for your explanations for him too ;)
MattoFrank 25 Sep, 2018 @ 7:20am 
@EmersedKris: The income can be changed in GameData/Gameplay/Decks/Generated/Divisions.ndf. Every Division has a line called PhaseBonus = X and PhaseIncome = X. The first is breakthrough-style income at the beginning of the phase, the second is income every minute. Divisions with "MULTI" at the end of their name are used for skirmish, those with "SCENARIO" are used for breakthrough. Here, you can also change the time at which phases begin, btw.
His Majesty's Own Dear Mr.Kris! 24 Sep, 2018 @ 12:44pm 
and do u know how to mke changes to the gamemodes as well like changeing to income to the breakethrough inocme set for exsmaple
His Majesty's Own Dear Mr.Kris! 24 Sep, 2018 @ 12:43pm 
how do you make the changes to the ais tactics like you did be im desing my own ai mod
Force Oslik 24 Sep, 2018 @ 7:08am 
No problem thanks for making and maintaining this Mod without it this game wouldn't be the same
Charles Vane, the Chemokartoffel  [author] 24 Sep, 2018 @ 12:14am 
after taking a close look at these vehicles: the Panzer IV C is with 38kmh correct. its offroad speed should be worse compared to other Panzer IV because of the thin tracks. the U304 speed should be around 45kmh.
Shatras  [author] 23 Sep, 2018 @ 11:36pm 
gaameessen thx for your hints ;) not all values are 100% correct because of bugs or temporarily uniformed with their unit line or simply overlooked in the value chaos ;) they will be updated soon ;)
Force Oslik 23 Sep, 2018 @ 11:00pm 
U304 (f) Flak 26 km/h and Panzer IV C 38 km/h?
Shatras  [author] 12 Sep, 2018 @ 1:55pm 
[TAS][KTX]GIGroundNPound thx again and i ll do my best to keep the right balance between realism and fun ;) have fun with the red dragon mod too ;)
GIGroundNPound 12 Sep, 2018 @ 10:48am 
@Shatras:

Man, I know that I have told both you and Charles numerous times, but your mod(s) (Red Dragon is also AWESOME!) are just the perfect balance between realism and pure fun! Thanks again for your efforts as my friends and I really cannot play either game without your work!
Shatras  [author] 12 Sep, 2018 @ 3:42am 
Mortiso Linkon thx for you suggestions :) my modding skills are very limited sadly. so to adjust the line of sight for bushes is beyond my abilities i think. changing the transportoption for big guns maybe possible, but i am not sure if it adds too much micromanagement. i have to think about it more. accuracy and loading times are not completed yet for all units, but the veteran stats change both. even i noticed some discrepancies between the real stats and ingame shown stats like ROF. you should take both into your considerations too. vehicle speed is something i want to change next ;)
Mortiso Linkon 12 Sep, 2018 @ 2:42am 
Just know your mot not find realism but is the most realistic on the workshop. Just needs a little bit more innacuracy for some weapons, less speed for all vehicle units, longer reload rates, and make big guns untrasportable without being towed. i'm wondering if some bushes and other elements can be adapted to block fire and vision sight because they looks graphycally in the map like they can but they works like fancy ornament you know??
MattoFrank 8 Sep, 2018 @ 10:56pm 
Yep, gathered that by now. Really weird ...
Shatras  [author] 8 Sep, 2018 @ 3:07am 
MattoFrank englisch ist schon besser, sollte auch nur als hinweis dienen, falls du was komplexeres besprechen möchtest, da ich nicht genau wusste jetzt, was du letztens meintest ;) the range values are a little bit abstract: 100m ingame are 500 in file values. so if you want a range ingame of 2 km it would be for the file mechanic 10.000
MattoFrank 7 Sep, 2018 @ 10:46pm 
Jo aber vllt lesen ja auch andere mit, die des deutschen nicht mächtig sind, und wollen weisheiten daraus ziehen, also mach ich auf englisch weiter :D The radius indicated in-game is 1000 metres, but it says 5000 "units" in the files, not 1000 ...
Shatras  [author] 7 Sep, 2018 @ 7:18am 
MattoFrank what do you mean exactly with unit-conversion? bin im übrigen auch deutscher ;)
MattoFrank 7 Sep, 2018 @ 7:07am 
Yep, works, thanks a lot! Weird though, so there's a unit-conversion going on? oO
Shatras  [author] 7 Sep, 2018 @ 3:17am 
MattoFrank found it! ;) search for the value 5.000 in the file UniteDescriptor.ndf. all those entries are the range values of every offmap arty. they look like: Radius = 5000 * Metre
MattoFrank 6 Sep, 2018 @ 6:43am 
Thanks and good luck!
Shatras  [author] 5 Sep, 2018 @ 1:05pm 
MattoFrank i am sorry, i dont know it. I have not dealt with it myself yet. but i m working on an offmap arty rework too. if i find the right values, i will let you know
MattoFrank 5 Sep, 2018 @ 11:06am 
Hey, could you please tell me in which file the "range" for off-map artillery can be found? I would like to change the radius around the OP to 1500m, but I just can't find it ...
Shatras  [author] 24 Aug, 2018 @ 10:15am 
thats right, you have to generate the mod everytime again after you made changes. good modding :)
MattoFrank 24 Aug, 2018 @ 8:15am 
Found the problem. You don't just have to generate the mod before you can start working on it, you apparently have to do so after all changes as well so they can take effect ... thanks anyway^^
Shatras  [author] 24 Aug, 2018 @ 8:08am 
MattoFrank that was supposed to be it ;)you have to do it for all divs individually and the dlc divisions are in separated file versions of divisions.ndf. look into the following folders: DLC_10, DLC_20, and DLC_25
MattoFrank 24 Aug, 2018 @ 7:58am 
So I started modding the game now. I doubled the phase times in GameData/Gameplay/Decks/Generated/Divisions.ndf but it doesn't show in the game (I have activated my mod in the Mod Center). How did you achieve this change?
GIGroundNPound 22 Aug, 2018 @ 6:20pm 
@Shatras hahaha ok man, no worries!! Save yourself the time and don't bother with the essay lol! Cheers!
Shatras  [author] 22 Aug, 2018 @ 7:56am 
[TAS][KTX]GIGroundNPound hey ;) i am glad you like it so far ;) if i would mention every change in the mod, i would have to fill several pages ;) so the short version is already implemented " -and other minor tweaks" ;)