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Author Topic: Patch Installation, Mod Activater and BAT  (Read 1843 times)

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Ac3 Zodiac

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Patch Installation, Mod Activater and BAT
« on: July 27, 2022, 03:23:27 PM »

1: Which do I install first MA or BAT? 2: How do I get Il-2 1946 to work correctly? 3: How do I order Mods to allow the game to run them? 4: Which patches do I install first?                                                                       PS: The Tutorials are too vague for me yes I know, I am stupid. Also don't want to mess anything up.
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genXgamer

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Re: Patch Installation, Mod Activater and BAT
« Reply #1 on: July 27, 2022, 04:03:22 PM »

G'day mate

No need for Mod Activator, have a clean install patched to 4.12.2 then install B.A.T. 4.0 Red Core.

Sorry have to start work now, hope this helps.
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Ac3 Zodiac

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Re: Patch Installation, Mod Activater and BAT
« Reply #2 on: July 27, 2022, 04:08:56 PM »

G'day mate

No need for Mod Activator, have a clean install patched to 4.12.2 then install B.A.T. 4.0 Red Core.

Sorry have to start work now, hope this helps.
                                                                                                                                 It Does, thanks!
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genXgamer

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Re: Patch Installation, Mod Activater and BAT
« Reply #3 on: July 27, 2022, 04:24:16 PM »

That's great!

My morning break will be in a couple of hours, if you have any questions let me know and I'll try and answer them then.
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Ac3 Zodiac

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Re: Patch Installation, Mod Activater and BAT
« Reply #4 on: July 27, 2022, 04:33:14 PM »

That's great!

My morning break will be in a couple of hours, if you have any questions let me know and I'll try and answer them then.
Once you do get back online I got a question. I am going to install the Bf-109 V.4 pack and the Fw-190/Ta-152 pack, any tips on how I should install it and put it into my folders correctly. Keep in mind it will be 2 days before I even get the game, just trying to learn as much as I can in the meantime.
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SAS~tsisqua

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Re: Patch Installation, Mod Activater and BAT
« Reply #5 on: July 27, 2022, 05:11:46 PM »

Much of this will make more sense when you are all installed, but there have been so many additions to
IL2 through the BAT supermod that you'll want to make sure (I couldn't even say about your DE packs you mentioned earlier) that what you want to install isn't already in BAT. But if it isn't, there should be good instructions in the accompanying readme files about a couple of entries you'd need to add if you are installing new planes. What it may not say is where to find those files. In your root game folder you'll find a folder called #WAW3. In it, you can find a folder called STD (yeah, makes me laugh a little too), and in it a folder called "com". In it another folder called "maddox". In it another folder called "IL2". And inside that one, another folder called "objects". The files you will want to alter will be in there. Yeah, I know that I could have just written STD/com/maddox/IL2/objects . . . but I'm sort of talky.

AND . . . Do not try to add planes until you are not only installed, but are all patched up to where you want to be.
AND . . . When new updates arrive for BAT, you will probably need to undo changes to the air.ini. (i.e. remove your added planes.)

The rule is (for me), keep the mods for BAT simple. I mod BAT as little as possible. The stock game, patched up to the latest release 4.15, is only about 10 gigs in size. BAT is well over 100 gigabytes. (!) You may find yourself so overwhelmed with the amount of content that you might forget all about any extra mods. ;)

And I cannot emphasize this enough: Do not skip reading everything, no matter what you are attempting. Most problems can be avoided if all of the instructions are followed.


Bird
PS: Good luck, and I'm sure GenX and others will help you along your way with advice I've missed.

]cheers[

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genXgamer

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Re: Patch Installation, Mod Activater and BAT
« Reply #6 on: July 27, 2022, 05:12:58 PM »

No need to add major aircraft packs, they will already be present in B.A.T.
There may be an odd aircraft or ship you may want to add, but you should concentrate on getting it up and running first.

Make sure when you download the .zip files and installer that they are all in the same folder.
Once you have installed 4.0 run the game the first time via the IL2 Selector.

If that all works out you have a decision to make, whether to install 4.1 Blue Edge (Jet Age and Golden Age) or if you are only interested in WW2 go straight on to 4.2 then 4.2.1.

We'll worry about that when the time comes.

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bomberkiller

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Re: Patch Installation, Mod Activater and BAT
« Reply #7 on: July 27, 2022, 08:11:31 PM »

Quote
Yeah, I know that I could have just written STD/com/maddox/IL2/objects . . . but I'm sort of talky.

Hello Bird,

 :D


Addition:

• If you install a mod, never remove the "readme's" from the files!

• Make copies of the appropriate "Mods" folders (e.g. #WAW3) and keep these copies (uniquely named) in a safe place.

• Never fiddle around with a mod (e.g. to be able to install and uninstall it via JSGME) because it could get on your feet later*!

• If you want to install a mod package (.sfs file), be sure to save the ".rc" files!

• And never rename the .rc file (I know how to repair, you maybe not)!


If you are interested in the next "patch":

• First disable all mods enabled via JSGME!

• Rename the current mod folder (e.g. #WAW3 to -#WAW3)!

• Now copy the mods folder you saved back then into your game!

• Only then patch the game!

At the size of B.A.T. the maybe 150 - 250MB more for the backed up files doesn't take up too much storage space.  ;)

With best regards

 ]cheers[

Gerhard


* A German saying  8)
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Ac3 Zodiac

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Re: Patch Installation, Mod Activater and BAT
« Reply #8 on: July 28, 2022, 07:33:33 AM »

Much of this will make more sense when you are all installed, but there have been so many additions to
IL2 through the BAT supermod that you'll want to make sure (I couldn't even say about your DE packs you mentioned earlier) that what you want to install isn't already in BAT. But if it isn't, there should be good instructions in the accompanying readme files about a couple of entries you'd need to add if you are installing new planes. What it may not say is where to find those files. In your root game folder you'll find a folder called #WAW3. In it, you can find a folder called STD (yeah, makes me laugh a little too), and in it a folder called "com". In it another folder called "maddox". In it another folder called "IL2". And inside that one, another folder called "objects". The files you will want to alter will be in there. Yeah, I know that I could have just written STD/com/maddox/IL2/objects . . . but I'm sort of talky.

AND . . . Do not try to add planes until you are not only installed, but are all patched up to where you want to be.
AND . . . When new updates arrive for BAT, you will probably need to undo changes to the air.ini. (i.e. remove your added planes.)

The rule is (for me), keep the mods for BAT simple. I mod BAT as little as possible. The stock game, patched up to the latest release 4.15, is only about 10 gigs in size. BAT is well over 100 gigabytes. (!) You may find yourself so overwhelmed with the amount of content that you might forget all about any extra mods. ;)

And I cannot emphasize this enough: Do not skip reading everything, no matter what you are attempting. Most problems can be avoided if all of the instructions are followed.


Bird
PS: Good luck, and I'm sure GenX and others will help you along your way with advice I've missed.

]cheers[
As a War Thunder sla-... I mean uh player yes, yes that is it. I am used to having a bunch of content but locked behind a Grind wall (Pay wall) it seems it would be a Download wall with this game. Thanks for the help though, Have a good one!
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Ac3 Zodiac

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Re: Patch Installation, Mod Activater and BAT
« Reply #9 on: July 28, 2022, 07:38:53 AM »

Quote
Yeah, I know that I could have just written STD/com/maddox/IL2/objects . . . but I'm sort of talky.

Hello Bird,

 :D


Addition:

• If you install a mod, never remove the "readme's" from the files!

• Make copies of the appropriate "Mods" folders (e.g. #WAW3) and keep these copies (uniquely named) in a safe place.

• Never fiddle around with a mod (e.g. to be able to install and uninstall it via JSGME) because it could get on your feet later*!

• If you want to install a mod package (.sfs file), be sure to save the ".rc" files!

• And never rename the .rc file (I know how to repair, you maybe not)!


If you are interested in the next "patch":

• First disable all mods enabled via JSGME!

• Rename the current mod folder (e.g. #WAW3 to -#WAW3)!

• Now copy the mods folder you saved back then into your game!

• Only then patch the game!

At the size of B.A.T. the maybe 150 - 250MB more for the backed up files doesn't take up too much storage space.  ;)

With best regards

 ]cheers[

Gerhard


* A German saying  8)
Based German man.
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Ac3 Zodiac

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Re: Patch Installation, Mod Activater and BAT
« Reply #10 on: July 28, 2022, 10:54:36 AM »

Much of this will make more sense when you are all installed, but there have been so many additions to
IL2 through the BAT supermod that you'll want to make sure (I couldn't even say about your DE packs you mentioned earlier) that what you want to install isn't already in BAT. But if it isn't, there should be good instructions in the accompanying readme files about a couple of entries you'd need to add if you are installing new planes. What it may not say is where to find those files. In your root game folder you'll find a folder called #WAW3. In it, you can find a folder called STD (yeah, makes me laugh a little too), and in it a folder called "com". In it another folder called "maddox". In it another folder called "IL2". And inside that one, another folder called "objects". The files you will want to alter will be in there. Yeah, I know that I could have just written STD/com/maddox/IL2/objects . . . but I'm sort of talky.

AND . . . Do not try to add planes until you are not only installed, but are all patched up to where you want to be.
AND . . . When new updates arrive for BAT, you will probably need to undo changes to the air.ini. (i.e. remove your added planes.)

The rule is (for me), keep the mods for BAT simple. I mod BAT as little as possible. The stock game, patched up to the latest release 4.15, is only about 10 gigs in size. BAT is well over 100 gigabytes. (!) You may find yourself so overwhelmed with the amount of content that you might forget all about any extra mods. ;)

And I cannot emphasize this enough: Do not skip reading everything, no matter what you are attempting. Most problems can be avoided if all of the instructions are followed.


Bird
PS: Good luck, and I'm sure GenX and others will help you along your way with advice I've missed.

]cheers[
Is YakPack included with BAT?
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SAS~tsisqua

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Re: Patch Installation, Mod Activater and BAT
« Reply #11 on: July 28, 2022, 11:15:28 AM »

Is YakPack included with BAT?

No. Ypack was developed for movie making by users at another site and is not supported here.
AND is very slim on mods. BAT crushes it for content. Anything Ypack, BAT has either the same or better.
Ypack is an attempt to have the best mods while being able to make online movie missions with several other
users at the same time. That makes it necessarily smaller. And I've seen the movies. They ARE good, but not what we do here.
Bird
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