Squad Mod by Jaylo
2.5 Version
It's finally here, a workable version.
Original campaign
It should be working as before but due to the huge amount of files i had to go through & the modding of the CR campaign it isn't fully tested.
There are a few changes like a proper devastator lascannon, lightning claws, turrets upgrading to missiles & a lascannon predator.
Chaos Rising campaign
Most of the changes i made to the original should be here as well.
The main difference apart from all the extra abilities CR gives your hero's is of course corruption.
As this hardly shows at all what i have done is change the corrupted armour wargear & some of the weapons to chaos looking models.
The amour is the full aspiring champion look including the head which is intermixed with the normal hero heads. I had to do it this way as chaos shoulder guards are attached to the heads.
The chaos weapon models that have similar animations are used which means weapons like the chaos autocannon & lascannon are excluded.
In order to stop commander items like banners, halo's & teleporter packs from obscuring the chaos backpack i've made duplicates of the CR ones that don't use models, they are marked as such. These are to be used with corrupted armour so they won't spoil the look, all bonus's still apply.
At the 2nd corruption level(8 points) the power armour squadmates of Tarkus, Avitus & Thaddeus will change to epic looking chaos marines.
I have created duplicate model files for the chaos models used for corruption & set team colouring to match normal marines so they won't look odd. I have also changed some of the chaos team coloring with additional files thanks to Hanger 8.
As i havn't got a finished save from the Squad Mod original campaign i havn't been able to test the CR start with a level 30 savegame, but in lieu of it working correctly the wargear minus level drop is now -10.
2.4 Update
Fixed a team colouring error with the DW marine helmet when not using white helmets mod.
Added an aura to Thule & vehicles that reduces power weapon, explosive & detonation damage to 65% of normal.
Removed terminators from Thule.
Removed domino on-hit effect from ogryn ripper guns as this consistently kept enemy squads on the deck with 8 guns firing.
Added speech to FC.
2.3 Update
Added a Deathwatch marine veteran to the command squad that uses the chaos lord's sword model. Uses same stats as the company veteran.
Fixed Tarkus's terminator armour destroying cover.
Ogryn's now use their own badge & toned down their attack as they were using pvp weapons.
Psykers now use their own badge & i have made them less eldar looking.
Added health modifier to standard terminator armour & the chaplain's terminator armour.
Used Tarkus's terminator squad formation for Thule's squad to help with Thule's charge ability. Thule's drednought will charge if there is a clear path i.e no terrain or friendly obstructions.
2.2 Update
I've added 2 new IG units & an IG squad. They all use the FC's leveling stats.
The Commissar uses a texture from Wildcard's multiplayer faction mod that i modified for Eihgar's Men of the 89th mod.
He uses a power sword & laspistol & has been added to the 3 guardsman squads.
The Psyker is my own creation using the warlock's body & warp spider exarch's head both recoloured.
He uses the eldar spear as this resembles the psykers force weapon & the warlock's destructor ranged attack as the psyker also fires lightning from his hands. I've added the psyker to the 2 kasrkin squads.
You now have a squad of Ogryns as well. These are also my creations using ork nobs recoloured & slightly modified.
They use the pvp kommando hero's spechul shoota weapon which looks almost exactly the same as the ogryn ripper gun. Their default attack mode is melee so they will charge in swinging their guns as clubs & head butting the enemy.
I've changed the extra energy on kill upgrade i gave the FC to Thules increased ability usage.
The powerfist's i gave to the assault terminators now use the thunder hammer weapon rbf.
2.1 Update
Fixed the Warp Spider Exarch mission.
Added new armour texture for the company veteran
Added the plasma cannon change sub mod to the dl.
Added readme with instructions on how to revert to the oringinal portraits & icons.
2.0 Update
The unit drop pod wargear will now drop a pod in, then spawn the units from that pod. The pod wargear are limited to 1 use but will spawn multiple units. I've also added a new pod that will spawn 1 squad each of terminators & assault terminators.
The termie squad has 2 assault cannons, 1 heavy flamer, 5 storm bolters & 1 cyclone missile launcher.
The assault termie squad has 4 thunderhammer\storm shields & 4 powerfist\storm shields, Thaddeus's squad also now has this loadout if you equip him with termie armour.
Imperial Guard drop pod - 3 Guardsman & 2 Kasrkin squads, recieved 2nd mission.
Rhino drop pod - 2 Rhino's, recieved 1st ork defence mission.
Predator drop pod - 2 Predator's, recieved Warp Spider Exarch mission.
Terminator drop pod - 1 Terminator squad & 1 Terminator Assault squad, recieved Relay mission, replaces standard drop pod.
The FC's extra drop pod upgrade has been replaced with Avitus's gain energy after enemy killed ability.
The orks & eldar squads have been increased by about one quarter to compensate for the easier to field drop pod units.
Guard units weapon damage has been increased.
The venerable dreadnought now has a white helmet in with the "white helmets" submod & the vanilla one has been changed to secondary team colour. An emblem has been added to the forehead.
New portraits & icons have been made for the marines & vehicles.
A level 20 power sword wargear has been added, usable by Tarkus only. Dropped by bosses or mission rewards.
Thaddeus's squad members will now keep their pistols\chainswords when Thad equips a 2-handed ranged weapon, but their pistols will still use the bolter weapon file.
The green body colour of the tyranids has been darkened.
The marine heavy bolter turrets have had their leveling stats doubled & have the regneration of the power generators(if this ability is used in the campaign).
The following damage dealing abilities have had their damage and\or scaling damage increased + higher scaling levels added & made from scratch to counter the 10 extra unit levels:
Frag Grenades
Mastercrafted Frag Grenades
Melta bombs
Cyclone Missile Launcher barrage
Smite
Toxin Grenades
High Explosive Shells
Promethium Bomb
Emp Grenades
Tarkus, Avitus & Thaddeus have now been given the "deploy turret", "artillery barrage" & "invulnerability" special abilities respectively.
I have done this so one accessory slot can be kept free for purity seals, but remember there are only 7 ability slots on the ui so please use an accessory slot for a seal.
These three abilities will go up in number as usual when you capture the shrines.
1.9.2 Update
All of the command squad members, baring the FC of course, now have the normal plasma gun weapon applied to their plasma pistols.
The reason for this is because some people do want to use the FC as ranged, but i don't like the idea of making melee specialist units predominantly ranged so this is a compromise.
Thule now share's damage taken with his termies.
Tarkus's veteran aura applied to all his squad members, power & termie.
Slightly adjusted Eldar campaign colours, metallic green was a bit to bright.
Changed banshees\exarch & warp spiders\exarch epic armour wargear to use epic textures instead of the campaign rares they were using before.
Reduced the venom cannons "armour_damage_multipliers" by one third.
1.9.1 Update
Imp Guard drop pod units missing decorators - fixed
Non working Cyclone Missile Barage on Thule's terminators - fixed
Eldar, ork & tyranid units now use their epic unit textures all the time.
1.9 Update
NOTE: Delete these 4 folders from your game directory before overwriting with 1.9.
"Data\simulation\attrib\sbps\campaign\npc\race_eldar\bosses"
"Data\simulation\attrib\sbps\campaign\npc\race_eldar\boss"
"Data\simulation\attrib\sbps\campaign\npc\race_ork\bosses"
"Data\simulation\attrib\sbps\campaign\npc\race_tyranid\bosses"
The scout squad now has access to all Cyrus's weapon abilities at the same time & a flamer has been added to the squad. High powered shot & Suppressive Fire are available from the begining while High Explosive Shells & Immolate are available when Cyrus's first ranged skill is learnt. As a result of this Cyrus can only use 1 ability accessory as the UI will only allow 7 ability icons.
To offset this somewhat, Cyrus only accessories are now usable by anyone.
Cyrus can also use plasma guns now.
I have increased the marine squads:
Tactical - 8 (1 extra bolter)
Assault - 8
Devastators - 6 (1 extra missile launcher & 1 extra heavy bolter)
Scouts - 6 (1 extra sniper)
Kasrkin - 12
Guardsman - 13
The unit drop pods have increased by 1 usage.
Doubled time limit for missions.
Added abilities to units:
Techmarine - Repair, Overcharge (affects all plasma guns in squad)
Thaddeus - Combat Stimulants, Toxic Grenade (i know this is an apothecary ability, but no room in command squad for it)
Avitus - Emp Grenade (again, no room for this on the Techmarine)
Thule's terminators - Cyclone Missile Barage
Added 3 different alternative helmets for the Librarian.
The enemy & friendly health multipliers are now:
Recruit - 2
Sergeant - 2
Captain - 2.5
Primarch - 3
The enemy damage multipliers are now:
Recruit - 2
Sergeant - 2.75
Captain - 3.25
Primarch - 3.75
Increased standard terminator squad armour to 54 from 47.
Added Tarkus's veteran aura to his terminator armour as this was missing (possible Relic mistake), which resulted in Tarkus being more robust in power armour.
Removed some boss sbps files as some bosses simply don't work when units are added to them.
1.8.4 Update
Drop pod Imperial Guard units have their own team colouring & increased weapon damage. I've modified the original file names so the changes will effect all campaign guard units.
Fist damage is now 2 up from 0.5
Laspistol damage is now 4.8 up from 0.75
Lasgun damage is now 8.25 up from 1.8
Hellgun damage is now 16.5 up from 3.6
Chainsword is already the same as marines.
Added custom colur to "armypaintercolours.lua" called "Squad Mod Blue". Campaign marines will use it, it's somewhere between "Ultramarines Blue" & "Metallic Blue".
Replaced terminator heavy flamer model with the unused epic model, incl chaplain heavy flamer. Used my own edited skull texture in place of the original, as the original is the Raven's Barding of Flight armour skull accessory, so the armour's skull has changed as well.
Added a retinue of units to all scripted bosses, keeping to same type, ranged or melee.
A couple of examples:
Skykilla has 8 stormboy nobs, 2 of which have burnas.
Gutrencha has 8 nobs, 4 of which have hammers.
Predator scar error fixed.
1.8.3 Update
Changed Tarkus's squad formation to default as his own formation caused one marine to hang right back out of formation.
Changed command squad formation so the Librarian & Chaplain are in the front row with the FC.
Librarian textures improved.
Librarian's smite show's up in squad screen.
Added Kelembribor's chaplain head alternative to the mod.
Corrected one final squad size misson file with the unlimited spawning of tyranids on the Thule poisoned mission.
1.8.2 Update
Added a Librarian to the command squad. He has a stronger version of the pvp Warlock ability psychic blast. He uses a two-handed hammer with all fc weapon configurations except two-handed ranged, then he will use a powerfist & plasma pistol. I know his cape messes up when not using the hammer but at present i can't have him keep it when the fc switches to two-handed ranged.
I found many more entries for squad sizes in the assassination & stronghold scar files, hopefully (fingers crossed) this covers all missions now.
Updated chaplain helmets mod to include the choice for all 3 terminator ranged weapons when using the termie helmet.
1.8.1 Update
Fixed the pink spec blobs on the chaplains terminator armour.
The techmarine will upgrade his Unforgiving Truth bolter to the Fearsome Light of Faith plasma gun when Tarkus's squad upgrades to veterans.
The company veteran in the command squad uses the new unused round power axe model(cool).
The dreadnought's claw wargear all use the epic textures & all his ass cannon wargear use the new unused epic models(very cool). Also his left claw arm, which is part of the actual dreadnought model, is now epic looking.
Power generator's levelled health has been doubled as they were being destroyed very easily in defence missions due to the greatly increased enemy av squads.
I've removed the apothecary's aura by default as it's not very subtle, like in DoW1, & it makes very little difference, if any, in the campaign anyway.
If you wish to have it then copy the "sm_apothecary_2.rbf" in the "apoth_with_aura" folder to "Data\simulation\attrib\ebps\campaign\playable\race_marine\troops".
The separate "chaplain helmets" mod is also now included.
1.8 Update
The mod is now compatible with DoWII 1.5
To match the double original size enemy squads that are spawned after the campaign maps are started, i've double sized the pre-spawned squads via the mission scar files.
Keeping in with the increased numbers, i've reduced the difficulty damage modifiers of Captain & Primarch to 2.5 & 3.5 respectively.
Boss weapon damage is now 50% increased, up from 30%.
The apothecary, company veteran, chaplain & techmarine now all use the same leveling data as the fc, so they should be more robust.
Since i changed the plasma cannon weapon to a lascannon for the devastators, i've included the weakest plasma cannon (lvl 12) as a mission reward given on the Thule poisoned mission.
The chaplain now has an updated texture for his power armour & has terminator armour.
For those people who like to use Ultramarines colours or who would like to use white helmets, i've put those textures in a separate folder called "white_helmets". To use these textures, open up this folder then copy & paste the heads folder to "Data\art\race_marine\troops_wargear".
As i've added termie armour for the chaplain i could'nt decide which ranged weapon to give him. So i put all three in their own folders, inside the "chaplain_terminator_weapons" folder. To change his weapon just copy & paste one of the three "sm_chaplain_terminator.rbf" files to " Data\simulation\attrib\ebps\campaign\playable\race_marine\troops"
1.7 Update
I've changed the weapon loadout of the command squad due to issues with terminator ranged weapons.
The apothecary, chaplain & company veteran will now have a 1-handed melee weapon & plasma pistol when the FC uses 1-handed melee, ranged or terminator ranged. When the FC uses a 2-handed hammer or thunder hammer\storm shield the apoth & vet will have storm shields in stead of plasma pistols & the chaplain will have a 2-handed hammer in the plasma pistol hand. So now the squad will match the FC when he has some kind of ranged weapon & in pure melee.
Still on the command squad, i've given the squad members on-hit buffs which correspond to their weapon fx.
The apothecary gets poison damage over time, the vet gets extra fire damage & the chaplain gets extra damage plus slows the enemy.
Thaddeus can now use 2-handed thunder hammers.
Terminator armour no longer destroys cover.
FC has a power sword as his default weapon.
Thule has an assault cannon as his default weapon.
Tactical & Devastator squad marines now all have standard then sergeant helms, i.e no beakies, while assault marines have sergeant beakies from start.
I've added 2 more drop pods that hold a rhino & a guardsman squad, but currently there are considerable issues with scar errors on certain campaign maps when the rhino is loaded with troops. If you encounter this issue just unload the troops & the map will return to normal.
The rhino & predator is given as a misson reward after the Thule poisoned mission.
The kasrkin & guardsman pods, along with the master-crafted grenades, are given after mission 2.
Also as there are 4 pods now any commander will be able to use them so you will be able to spread them around.
The predator is now the pvp one rather than the possibly unfinished campaign one i was using before, the pvp one's weapons do twice as much damage!
The wargear in the bonus folder with models & the pre-order wargear minus master-crafted grenades have been made available for chaff,bosses & mission rewards.
Due to the disruption caused by the plasma cannon to your melee units, i think it's only fair that people get the choice to use one or not, so i've changed the weapon that the plasma cannon dev marine fires to a sort of lascannon beam, it prob will still need some work.
Enemy squads are now twice their original size! This will be really noticeable in the Thule poisoned mission when the orks are rushing your gate, be prepared.
1.6 Update
Techmarine has been moved to the tac squad replacing a bolter tac marine & his armour has been increased to the weakest
termie armour to stay in line with Tarkas's squad should they upgrade to termie armour.
A chaplain now replaces the techie in the command squad, he uses a 2-handed hammer for melee & a plasma gun for ranged.
His left shoulder & backpack is team colourable, i currently can't colour his backpack black as it's a shared model.
The chaplain has a damage resistence aura & the apothecary has a healing aura. I've coloured the apoth's right shoulder
white so he's a bit more fluffy.
Thule's termies can now reinforce. Also Thule can equip the Tarantula Turret, Rosarius & Signum wargear now.
Marine head graphical glitch should be fixed.
Predator's base weapon damage increased by 25%.
I've added another drop pod wargear that spawns a Kasrkin squad, with a squad icon i made for them. They are a little
buggy at the moment as they won't reinforce.
My updated badge mod, which adds another 15 space marine badges to the orig badge mod, is included along with my
armypaintercolours.lua.
I've also included my defaultchaptercolours.lua, which has my Ultramarines colours replacing the Blood Ravens & changed
enemy colours in the campaign. If you wish to change the colours\badges in the campaign for yourself then edit the first
entry for each race in defaultchaptercolours.lua.
1.5 Update
Changed level up attribute point gain:
Levels 1-10 - 4 points
Levels 11-29 - 2 points
Level 30 - 1 point
Max level is now 30
Fixed the techmarine melee attack. I forgot to add a melee attack to the tech's bolter when the the comm squad was in melee, so the techmarine wouldn't have been able to defend himself.
Tarkus can now equip assault cannons when in terminator armour.
I have replaced the apothecary's & company veteran's plasma pistols with storm shields, currently there are no buffs on them but i will change this.
I have increased the melee_leash range from 14 to 30. This should allow melee squads to engage enemy squads at a greater distance.
Fixed the main menu (indirectly).
Increased camera zoom in distance.
Added 2 terminators to Thule. When in ranged one has an assault cannon, the other a heavy flamer. When Thule switches to melee both termies get thunder hammers.
1.4.1 Small Update
Marine health reduced to 150% of normal, should make captain difficulty harder & primarch somewhat of a challenge.
Fixed Thule
1.4 Update
Boss weapon damage increased by 25%.
The number of units in enemy squads increased by 50%, including vehicles & large units, rounded up where necessary.
All units are still on 200% health of normal but enemy units get 250% on captain & 300% on primarch.
Increased wargear drop rates- chaff is now 10%, while swarm is 5%.
Wrongly named wargear has been fixed.
Apothecary & Company Veteran in command squad will equip their own 2-handed hammers now when the FC equips one or a thunder hammer, techmarine still to fix.
Added new drop pod wargear that will allow the FC to call in a predator tank! The tank will scale with the FC & should be given as a reward after completing the Gathering Storm scenario (Thule poisoned mission). Full credit for this goes to Zetrial.
Installation note: There is now a Locale folder, this goes in the GameAssets folder along with the Data folder as usual.
1.3 Update
Here it is, the command squad, well almost fully functioning, there is still an issue with 2-handed hammers & termie thunder hammers as your squads weapons will dissappear when the FC equips those weapons, but i am working on it.
Everthing else works fine. The techmarine will remain in ranged when the squad is in melee, it had to be done this way as the techie model simply messed up when using anything but standard 2-handed range.
I've replaced the "Isador's Folly" lvl20 armour model with Gabriel Angelos' one, i've also added several armour items to it as you can see in the screenshot below.
The over the top light glow on the FC has been removed, i wouldn't have minded a subtle glow but this one's too much.
Devastator & assault marines will now get their vet armour upgrade when terminator honors is gained, this eliminates the flickering textures.
Selection boxes have been removed, this will probably be a little strange at first but i think it looks a lot better, especially for screenshots if you have to have a squad selected!
If you prefer to have selection boxes then just delete the "Data\ui\textures\generic\selection" folder.
1.2 Update:
I have changed all the halo & banner wargear from commander wargear to accessories, so you will now be able to equip upto 4 pieces in power armour. Thanks to JaguarJerison for bringing this to my attention. Heavy weapons restrictions still apply at the moment.
There was an issue with the halo\banner wargear using the gold trim backpack & the teleporter using the standard backpack, so when both were equipped there was considerable flickering as the textures clashed.
But i solved this by replacing the standard backpack textures with the gold trim one, so all marines have the gold one by default. This may not be fluffy to some but i cant change the teleporter model to use the gold backpack textures.
Thule's Drednought now has +2 accsessory slots.
1.1 Update:
Increased tac squad to 7, added flamer & plasma gun to standard tacs, extra flamer to vets.
Devastator & assault marines at level 8 have their power armour replaced with veteran armour same as tac vets.
Scouts at level 8 get slightly higher upgraded armour than vanilla, with epic look.
Weapons on devastator, assault & scout marines change to standard epic look models when getting to level 8.
1.0 Mod contents:
Tarkus' tactical squad 7 units (power)
1 plasma gun
4 bolters
1 flamer
Tarkus' tactical squad 7 units (veterans)
2 plasma guns
2 bolters
2 flamers
Tarkus' tactical squad 7 units (terminator)
5 storm bolters\power fists
1 heavy flamer\power fist
Avitus' devastator squad 4 units (power)
1 heavy bolter
1 missile launcher
1 plasma cannon
Avitus' devastator squad 4 units (terminator)
1 assault cannon
2 storm bolters\power fists
Cyrus' scout squad 4 units
1 shotgun
1 sniper rifle
2 bolters
Thaddeus' assault squad 5 units (power)
Thaddeus' assault squad 5 units (terminator)
Each leader's attribute points are a max of 20, max level is 30.
First 9 level ups you get 4 attribute points
Levels 10-29 you get 2 attribute points
Level 30 you get 1 point
FC, Avitus & Thaddeus +1 accessory slot
I've also modified the tuning_info.rbf to set double health on all units for more carnage!
Installation
Place the Data folder in "C:\Program Files\Steam\SteamApps\common\dawn of war 2\GameAssets" or your installation directory if different.
You also need to have the -dev command added to the end of your game shortcut so it looks like this where "C:\Program Files" is your game directory.
"C:\Program Files\Steam\steam.exe" -applaunch 15620 -dev
Jaylo.