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jarod45

Sergeant
Aug 11, 2012
92
0
Hi all

I was wondering if anyone can help me plz.

Im trying to get my modern day scenario mod for darkest hour to work on the 1.04 patch

It had worked previously on 1.03

Ive read on the mod thread that i need to edit the mds misc.txt file to add in some lines. Ive tried this many times and im not sure what im doing wrong

I was hoping i could email someone the misc.txt file so they could edit it for me plz as im quite newto modding and would really like to play modern day scenario

My email is richard190@hotmail.co.uk

Thank you in advance

Jarod
 
NOTE:
For 1.04 RC1 compatible mods you only need to update country.csv file to make it work with 1.04 final!



How to update a 1.03 mod to 1.04


Update 1.03 misc.txt to 1.04
Add 2 new lines 252 -> 253:
Code:
# Enable return of occupied provinces, owned by non-enemy countries. If the province is owned by neutral country, it will be returned only when not in a war zone. 0 - Disabled, 1 - Check every day, 2 - Check every other day and so on.
    30 #0

Add 8 new lines 271 -> 278 (after adding the previous 2 new lines):
Code:
# Daily attrition for Land units out of supply - Str. loss per day. Weather and terrain attrition add on top of it.
    0.5 # 0.5
# Daily attrition for Naval units out of supply - Str. loss per day. Note: Not applied to AI controlled fleets.
    0.5 # 0.5
# Daily attrition for Air units out of supply - Str. loss per day.
    0.0 # 0.0
# Lowest unit str. for attrition losses. Units with strength equal or lower then THIS will stop receiving attrition damage. Values above 0.0 prevent unit destruction by attrition. [0.5 = 0.5 STR, 100.0 = 100.0 STR etc.]
    0.5 # 0.0

Add 6 new lines 359 -> 364 (after adding the previous 10 new lines):
Code:
# Convoy transports model in battles. 0 = use current researched TP model; -1 = use one level below current researched TP model and so on. Do not use fractions and numbers above 0!
    -1 #-100(always use model 0)
# Chance for each added escort to convoy battles to be a CVE (when this unit type is activated for the country) instead of a DD. Valid values 0-100.
    10 #0
# CVE model in convoy battles. 0 = use current researched CVE model; -1 = use one level below current researched CVE model and so on. Do not use fractions and numbers above 0!
    -1 #0

Add 2 new lines 403 -> 404 (after adding the previous 16 new lines):
Code:
# Base chance of units attacked by province AA to avoid hit if defences left
    0.3 #0.75

Add 2 new lines 411 -> 412 (after adding the previous 18 lines):
Code:
# Base chance of units attacked by province AA to avoid hit if no defences left.
    0.9 #-0.01

Add 26 new lines 463 -> 488 (after adding the previous 20 new lines):
Code:
# Air vs. Land - Org dmg lower limit - Land units attacked by air units will stop receive ORG damage when ORG drops to or below this absolute ORG value
    10.0 #10.0
# Navy vs. Air - Org dmg lower limit - Air units attacking naval units will stop receive ORG damage when ORG drops to or below this absolute ORG value
    0.0 #10.0
# Air vs. Navy - Org dmg lower limit - Naval units attacked by air units will stop receive ORG damage when ORG drops to or below this absolute ORG value
    10.0 #10.0
# Air vs. Province AA - Org dmg lower limit - Air units attacked by province AA during bombardment will stop receive ORG damage when ORG drops to or below this absolute ORG value
    0.0 #10.0
# Carriers vs. Bases - Org dmg per hour - ORG lost each hour by carriers while attacking naval or air bases
    2.0 #5.0
# Carriers vs. Bases - Org dmg lower limit - Carriers attacking naval and air bases will stop receive ORG damage (see above) when ORG drops to or below this absolute ORG value
    10.0 #0.0
# Carriers vs. Bases - Org dmg hit after bombardment - Carriers attacking naval and air bases will receive this ORG damage after every bombing run. Remaining ORG cannot be less then 'Carriers vs. Bases - Org dmg lower limit' (see above)
    20.0 #10.0
# Carriers vs. Bases - Str dmg - Increasing this will increase the STR damage inflicted by carriers to enemy units while attacking enemy bases [multiplier]
    2.0 #2.0
# Air vs. Navy - Critical hit chance - Chance for air units to inflict a critical hit (extra STR damage) to ships - checked for each hit inflicted in combat. 0-100 (0 - No critical hits ever, 100 - Every hit is critical)
    10 #10
# Air vs. Navy - Str dmg modifier for critical hits inflicted in combats (see above) [multiplier]
    10.0 #10.0
# Navy vs. Navy - Critical hit chance - Chance for naval units to inflict a critical hit (extra STR damage) to other ships - checked for each hit inflicted in combat. 0-100 (0 - No critical hits ever, 100 - Every hit is critical)
    10 #10
# Navy vs. Navy - Str dmg modifier for critical hits inflicted in combats (see above) [multiplier]
    10.0 #10.0
# Land vs. Air - Str dmg air units takes from land units will increase by land unit org/ this value [multiplier] when THIS > 0.0. Ignore this modifier when THIS = 0.0. Use it as multiplier [current org / max org] when THIS = -1.0.
    -1.0 #25.0

Add 3 new lines 503 -> 505 (after adding the previous 46 new lines):
Code:
# Land vs. Land - Str dmg limit - stop receiving STR damage once this STR limit is reached (prevent unit killing in land combat) and lose all remaining ORG instead. Ignored for Rebels
#   Set above 0.1 to activate (units with STR less then 0.1 will be killed regardless of this setting)
    0.5 #0.0

Add 8 new lines 536 -> 543 (after adding the previous 49 new lines):
Code:
# AA - Min inflicted ORG damage - starting value, it is modified before being used.
    2.0 #2.0
# AA - Additional inflicted ORG damage (random) - starting value, it is modified before being used. Don't use fractions!
    2 #2
# AA - Min inflicted STR damage - starting value, it is modified before being used.
    1.0 #1.0
# AA - Additional inflicted STR damage (random) - starting value, it is modified before being used. Don't use fractions!
    3 #3

Add 14 new lines 556 -> 569 (after adding the previous 57 new lines):
Code:
# Nukes: STR damage to units modifier. [(0.2 + rand[0.0 to 1.0]) * THIS * Nuke Damage Power]. [multiplier]
    0.5 #0.5
# Nukes: Max STR damage (as percentage of current STR) to friendly units (except for the bomber unit that drops the nuke). 0.0 - no damage to friendly units, 1.0 - take damage as any other unit. [multiplier]
    0.5 #1.0
# Nukes: ORG damage (as percentage of current ORG) to friendly units in province (except for the bomber unit that drops the nuke). 0.0 - no ORG damage to friendly units, 1.0 - 100% org damage [multiplier]
    0.5 #1.0
# Nukes: ORG damage (as percentage of current ORG) to enemy or neutral units in province. 0.0 - no ORG damage to affected units, 1.0 - 100% org damage [multiplier]
    1.0 #1.0
# Naval bombardment [1] - Chance for attacking bombers to hit the most damaged ship in fleet. [1] + [2] <= 100; 100 - [1] - [2] = chance to hit a random ship. Don't use fractions!
    50 #50
# Naval Bombardment [2] - Chance for attacking bombers to hit the best ship in fleet. [1] + [2] <= 100; 100 - [1] - [2] = chance to hit a random ship. Don't use fractions!
    25 #25
# Tactical Bombardment - Chance for attacking bombers to hit the most damaged (for Ground Attack mission) or the most disorganized (for Ground Support mission), but still above 0 ORG land unit. Otherwise a random land unit is targeted. 100 - THIS = chance to hit a random unit. Don't use fractions!
    50 #50

Add 58 new lines 584 -> 641 (after adding the previous 71 new lines):
Code:
# ORG regain [all] - Enable new ORG regain logic. Following ORG regain modifiers are used only when this is enabled: 0 - disabled (old logic used), 1 - enabled
    1 #0
# ORG regain [all] - Morale effect. [1.0 + Morale * THIS]. Multiplier
    0.01 #0.01
# ORG regain [all] - Clear weather effect. Multiplier
    1.0 #1.0
# ORG regain [all] - Frozen weather effect. Multiplier
    0.8 #1.0
# ORG regain [all] - Raining weather effect. Multiplier
    0.9 #1.0
# ORG regain [all] - Snowing weather effect. Multiplier
    0.8 #0.8
# ORG regain [all] - Storm weather effect. Multiplier
    0.8 #0.8
# ORG regain [all] - Blizzard weather effect. Multiplier
    0.6 #0.6
# ORG regain [all] - Muddy weather effect. Multiplier
    0.7 #0.7
# ORG regain [naval] - Main modifier - higher this is, faster the ORG regain would be. Multiplier
    1.0 #1.0
# ORG regain [naval] - Out of fuel modifier. Used when out of fuel. Multiplier
    0.8 #1.0
# ORG regain [naval] - Out of supplies modifier. Used when out of supplies. Multiplier
    0.6 #1.0
# ORG regain [naval] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Multiplier
    3.0 #0.0
# ORG regain [naval] - At naval base modifier. Used when in naval base. [1.0 + Port Size * THIS]. Multiplier
    0.2 #0.2
# ORG regain [naval] - At sea modifier. Used when not in a naval base. Multiplier
    0.8 #1.0
# ORG regain [air] - Main modifier - higher this is, faster the ORG regain would be. Multiplier
    1.0 #1.0
# ORG regain [air] - Out of fuel modifier. Used when out of fuel. Multiplier
    0.6 #1.0
# ORG regain [air] - Out of supplies modifier. Used when out of supplies. Multiplier
    0.8 #1.0
# ORG regain [air] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Set to 0.0 to ignore. Multiplier
    3.0 #0.0
# ORG regain [air] - At airbase Size/Units modifier. Used when in airbase. [1.0 + Air base load (0.01 to 1.0) * THIS]. Multiplier
    1.0 #1.0
# ORG regain [air] - Out of airbase modifier. Used when not in airbase. Multiplier
    0.1 #0.0
# ORG regain [army] - Main modifier - higher this is, faster the ORG regain would be. Multiplier
    1.0 #0.75
# ORG regain [army] - Out of fuel modifier. Used when out of fuel. Multiplier
    0.9 #1.0
# ORG regain [army] - Out of supplies modifier. Used when out of supplies. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative
    0.6 #-0.05
# ORG regain [army] - Current/Max ORG modifier. [1.0 + (1.0 - Current/Max ORG) * THIS]. Set to 0.0 to ignore. Multiplier
    3.0 # 3.0
# ORG regain [army] - Friendly soil modifier. Used when the unit is in province owned by a friendly nation. Multiplier
    1.3    #1.3
# ORG regain [army] - In transportation modifier - Used for loaded on transport ships or planes land units. Multiplier
    0.5 #0.0
# ORG regain [army] - Moving modifier - Used when the land unit is moving (not retreating!) to another province. Used as Multiplier when greater or equal to 0.0. Used as flat hourly ORG loss when negative (and not out of supply)
    0.1 #-0.02
# ORG regain [army] - Retreating modifier - Used when the land unit is retreating. Set to 0.0 to ignore. Multiplier
    0.8 #1.0

REMOVE 2 lines 792 and 793 (after adding the previous 129 new lines):
Code:
# Use Attack and Support Attack mission efficiencies as land combat modifiers for attackers. 0 – Disable, 1 - Enable
    1 #0

Add 2 new lines 1150 -> 1151 (after adding the previous 129 new lines and removing those 2 lines):
Code:
# Allow release of a new country if any of its provinces are in a current war zone (land connected to enemy province) for the releasing AI country. 1 - Allow the release, 0 - Do not release countries in war zones
    0 #1

Add 8 new lines 1160 -> 1167 (after adding the previous 131 new lines and removing those 2 lines):
Code:
# AI unit power calculation [used to calculate attack/defence odds] - usage of current STR and effective ORG in the calculation for land units: 0(old) - [(effective_ORG*3 + STR)/4], 1(new) - [(effective_ORG*STR)]
    1 #0
# AI unit power calculation [used to calculate attack/defence odds] - use current Ground Defense Efficiency in the calculation for land units: 0(old) - GDE not used, 1(new) - GDE is used as multiplier
    1 #0
# AI unit power calculation [used to calculate attack/defence odds] - min ORG: return 0 power for any division with ORG less then THIS.
    2.0 #2.0
# AI unit power calculation [used to calculate attack/defence odds] - min STR: return 0 power for any division with STR less then THIS.
    1.0 #0.0

Add 8 new lines 1265 -> 1272 (after adding the previous 139 new lines and removing those 2 lines):
Code:
# Allow console cheats in multiplayer games: 0 - Disable cheats, 1 - Allow cheats
    0 #0
# Disallow manual change of assigned transports and escorts to a convoy (to prevent player exploits, especially in MP games). 0 - Manual change allowed, 1 - Manual change disallowed
    0 #0
# Include MP added by attached to the unit brigades in MP cost calculation for repair of damaged units. 0 - Disabled (unit MP used as MP cost base), 1 - Enabled (unit MP + MP for all attachments used as MP cost base)
    0 #0
# Disallow detachment or attachment of brigades to units that are not at least of THIS percentage of their max STR [0.0 - 100.0]. 0.0 - allowed to units at any STR, 100.0 - allowed only to units at max STR. Note: Applied to players only.
    0.0 #0.0

Length of old 1.03 misc.txt: 1141 lines.
Length of new 1.04 misc.txt: 1286 lines (1141 + 147 -2).

Update db\country.csv to 1.04

This is required only for mods that use own version of that file.
The change is rather simple:
Open the file in Excel or other program that can work with CSV files and insert 3 empty columns before the X column.
Alternatively you can open the file in any text editing program and replace ;X with ;;;;X
This is how the top of the new file should look like:
Code:
country;main color;leader language;Army Nationality Sprite;Model Nationality Picture ;Model Nationality Icon;Model Nationality Name;END
AFG;LightGray;ENG;ENG;;;;X

Optional: Add new file for mission efficiency effects
Copy DH\Mods\Darkest Hour Full\db\mission_eff.csv to your mods folder (so for example to DH\Mods\Kaiserreich for DH 1.5\db\).
This is not strictly necessary as when the file is missing, the DHCore file is automatically loaded (it's needed only if you want to change the default settings).

From the 1.04 thread stickied on this subforum.

These are all the changes required for mod updating.
 
Okay, It's been a while since I tried to play this mod but these are the files I'm using right now and I THINK they work.

Backup your existing files just in case they don't.

Good luck!
 

Attachments

  • mds_fix.zip
    17,1 KB · Views: 192
Hey mate
Thank you for the reply
Yes it is the hybrid mds mod
I tried editing this misc file but no luck

Hello jarod45,

Killerrabbit originally made the MDS mod for hoi2. I ported the mod from hoi2 into dh and continued to develop it. I got fed up and tired of it and handed it on to a guy to take over and continue with it. The deal was that he would keep the mod thread operational, but he welched on the deal and started his own mod version instead, in a new mod thread.

If he had kept to the deal, we would have been well beyond 1,000,000 views as his version clocked up 200,000+ views, plus my eventual 800,000 views.....

Later I returned, took back my mod from him and removed his permission to use the mod ever again. (He welched on the deal).

Anyway, your immediate problem is that DH1.03 had a few very different RC versions. I don't know (cannot remember) what version that mod relates to. I think it may be the middle version RC2, while RC3 did change things a lot AFAIK?

You could try finding his old mod thread and seeing what version of DH he was using at the time? Find that out and come back to me and I'll see if I can help you.
 
No luck with the zip file

Do any of you have the 1.03 patch in file form as it wont let me use the exe as it says im already updated to 1.04

Im sure if i could get the files extracted from 1.03 i could paste them in and it wouldwork
 
cheers buddy. Id prefer to be able to play all mods on one installation if possible to save space. its annoying because ive had mds working then i updated to 1.04 and figured id just install it again and just patch 03 but it wont let me for some reason
 
it wont let me send the country file as it says it doesnt have the right extension

"The following error occurred
The uploaded file does not have an allowed extension.

country.csv"

could i send it you via email?
 

Attachments

  • misc.txt
    55,7 KB · Views: 447
Last edited:
thank you for looking into this for me

i pasted the misc file into the mds db folder that is in the mods folder where i have my other mods like kaiserriech etc

and i used the country file that wordsarecool gave me that has the extra ; semi colons in his that was the zip file but the mod still wont work.

I start the launcher. Select the mds mod from the dropdown box. The loading screen comes up but it takes a long time then it gives me an error msg. I click ignore then it asks me do i want to surpress all errors to the savedbug file.

it lets me select the mds scenario then select a nation then the loading screen comes up but stops and it crashes. When i click on it it says there was a problem and the program needs to close

i noticed in the savedbug file it mentions 5 mistakes in the unitnames file trn does not exist so i changed that to tp. Then when i fired up the game i dont get the error reports but the screen still crashes after ive selected my nation
 

Attachments

  • error.jpg
    error.jpg
    252,7 KB · Views: 50
  • savedebug.txt
    12,3 KB · Views: 316
I downloaded that hybrid mds mod and checked it against dh1.03.

It has 43659 errors still there and not fixed. My version had no errors. To still see this being touted around as a mod irks me.

errors.jpg


Anyway, moving on.

If you copy the misc.txt file from mods/Darkest Hour full version into this mods db folder, replacing the misc txt file already there.
AND then go to db/country.csv file for BOTH the mod and Darkest Hour full, have them both open.

Copy the top line in the DH full version into the mod file, just replacing the first line only.
Now notice the line endings in the rest of the files, compare them.

Your mod file will have ending like ;X while the dhfull file will be something like ;;;;X

Simply search and replace ;X for the ;;;;X line ending in the dhfull file, and save the country.csv file.

This should now play in dh1.04. ???

EDIT.............................

AFTER you have done the above.....
Open up the misc.txt file and just replace this text at the the bottom of the file with this:

map = {
# Map: 0 - use default map, else load a new map from "map\map_X" folder where X = THIS.
1 #0
# Total provinces. There is a hard-coded limit to 10000. adjacent.tbl must be updated after any change
2770 #2608 (vanilla) #2770 (DH Map)
# Distance calculation model. 0 - use the old, map based calculation (slower and incorrect); 1 - use real world distances from airdist.tbl (based on distances.csv) and navaldist2.tbl files
1 #0
# Map Width. Should be multiple of 32! NOT USED YET!
29952 #29952
# Map Height. Should be multiple of 32! NOT USED YET!
11520 #11520
}
 
no luck mate

i thought it might be because of the amount of changes ive made trying to get this sorted so i uninstalled and reinstalled a fresh version

replaced the mod misc with the full version misc thats in the mod folder

edited the country file but still no luck
 
i also replaced the map bit at the end of the misc file with the text you posted

map = {
# Map: 0 - use default map, else load a new map from "map\map_X" folder where X = THIS.
1 #0
# Total provinces. There is a hard-coded limit to 10000. adjacent.tbl must be updated after any change
2770 #2608 (vanilla) #2770 (DH Map)
# Distance calculation model. 0 - use the old, map based calculation (slower and incorrect); 1 - use real world distances from airdist.tbl (based on distances.csv) and navaldist2.tbl files
1 #0
# Map Width. Should be multiple of 32! NOT USED YET!
29952 #29952
# Map Height. Should be multiple of 32! NOT USED YET!
11520 #11520
}