Call to Arms - Gates of Hell: Ostfront

Call to Arms - Gates of Hell: Ostfront

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The Last Grenadier + Battlefield Compatibility Patch and CNP's Wunderwaffe enhancement
   
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File Size
Posted
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1.057 GB
18 Feb, 2024 @ 9:35am
12 Jan @ 10:55pm
9 Change Notes ( view )

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The Last Grenadier + Battlefield Compatibility Patch and CNP's Wunderwaffe enhancement

Description
Summary:

This mod is specifically for playing through the last grenadier mod with the battlefield soundscape enhancement mod and improved Wunderwaffe for the missions + some other qol things.

Overview:
This started as a personal mod that I thought would be a quick thing. This is my first time truly modding anything and I had to learn everything from scratch, so after I finished I thought I would share it with everyone, maybe someone else would enjoy it too. If the authors of either mod has a problem with this upload please let me know.

I wanted to play The Last Grenadier, but I honestly cannot stand the flat grating gun sounds that comes from MOWAS2, so I like playing with the Battlefield mod as I enjoy how it handles the audio of everything. So I started off by modifying the small arms sounds to be in line with the battlefield mod. However as I worked in the editor, I noticed the Wunderwaffe assets were quite disappointingly broken for what they were supposed to be. And I felt like that was the highlight of this campaign, so I set out to fix all the things so that they functioned correctly and to ensure that they work with the Battlefield mod.

So you can read below and in the changelog as to what changes I ended up making. I’ll also give a quick overview of the philosophy of certain changes.


Small Arms:
Ensured that all custom guns are in line with Battlefield and make use of the sounds from that mod.

Vehicles:

General Philosophy:
Some of the vehicle models that was used was put in place before it was in the base game, some only coming when Liberation came out. So with those all I did was replace them with the HD models from the base game, this makes them look much better, work with the battlefield mod sounds and as an added bonus the suspension now works properly on them(Wespe,Hummel,Sd.Kfz. 4 werfer). I also had to ensure the correct Texture mods were used,but I might have missed something. Then there were also some small arms that seemed really cool, but that you don’t get to use much, so I thought that all the new vehicles should make use of them. That’s why the Kubelwagen,Tiger and Panther 2 now has MG45’s on the mounted part.

Most of my time was spent on redefining the added vehicles as they were missing a lot of stuff, and felt very bare bones. I wanted to make sure that everything works, like the Maus has a ton of MG’s, yet none of them worked, so I made them function + ensured that the muzzle smoke and flashed lined up. I also added some smoke launchers to some tanks amongst other things. I also adjusted some inventories using a institution and sources. Like making the Scorpion have a 12.8mm gun, and adding an MG to the inventory, even though it can’t be mounted, as I would imagine an MG getting issued for the crew for self defence, but the tank itself not being able to defend against infantry.

The Smoke launcher on the Maus and Panther 2 is also weird, since the models don’t have the actual launcher points made the same as the normal models, I couldn’t get it to launch properly, the Maus doesn’t really launch it as much as just pushes one out.

Specifics:
Hummel
  • Replaced with Vanilla HD model+textures from Liberation base game
  • Ensured correct camo for where they were replaced on maps

Wespe
  • Replaced with Vanilla HD model+textures from Liberation base game
  • Ensured correct camo for where they were replaced on maps

Skdfz4
  • Replaced with Vanilla HD model+textures from Liberation base game
  • Ensured correct camo for where they were replaced on maps

VK360
  • Fixed all MG’s on Tank to work correctly including rear turret mg
  • I still feel it has way too many rounds considering the size of the tank, but decided to leave it as is for now, just to get the mod published, I will perhaps change this in the future.
  • Smoke launchers are on the model but I didn’t add a smoke launcher as of yet.

Maus
  • Fixed all MG’s to work(Hull,coaxial,commander/aa/L+R Turret)
  • Added Smoke launcher ability
  • Added shell eject to both Primary and secondary cannon
  • put a small delay on it so that it matches with the animation of the hatch opening and closing, this has a bit of a weird effect that if you moving fast as the shell is spawned at the moment of the shot being fired, and with the delay it will just chill there until it’s time to pop even if the tank had already moved on. The other option was to have the normal shell eject animation, but then it doesn’t line up with the shell ejection hatch opening and closing on time.

Panther 2
  • Added Shell Eject since it has the thing at the turret flip open after each shot, even though I actually thing that was supposed to be a human hatch IRL.
  • Fixed all MG’s to work(Hull,coaxial,commander/aa)
  • Commander MG is mg 45, however, considering it has the Vampir system attached, It is mounted to the tank and not removable like a normal Commander MG.
  • Added smoke launcher
  • Added night vision to tank, for historical accuracy since it has the Vampir system attached to it, unfortunately you don’t really get any use out of this in the campaign.
  • Fixed amount of shells in tank based off of Warthunder estimate.

Scorpion
  • Added Shell Eject
  • Fixed cannon to be the correct one 12.8cm instead of 88cm according to information I could find. This also makes a lot more sense, as otherwise this tank serves no purpose as it is then just a crappier version of the Panther 2.
  • Added smoke grenades for crew to chuck with hand in case of danger
  • Added MG to inventory for crew self defence against infantry(not mountable to tank)

Uber Kubelwagen
  • Fixed 3P DC not working
  • Fixed the mount to have the MG as primary and Panzershreck as a secondary attachment. Now you can remove both from the inventory, however, just like in the base game with Halftracks with 2 mg's where you can only remount the front one, the same applies here, as you can only re-mount the main MG and once you have taken the Panzershreck, you cannot remount it.
  • Fixed ability to manually fire Panzerschreck
  • It is now the proper Kubelwagen of Doom! I’m pretty sure this would classify as a WW2 technical as it has AT Rocket strapped to a fast moving vehicle.
  • Since the model has two jerry cans, I added a second one to the inventory that has Petrol in it.
  • Changed mounted MG to M45, so

Other general
  • Increased zoom
  • Fixed Rus Body armour to correct thickness 2mm
  • Mission 7 Skycastle or whatever, replaced Kubelwagen with the new and improved working one
  • Mission White ace, attached MG45 to tiger

Please note that I only spent time refining it for these two mods specifically, as I wanted to play the Last Gren with the battlefield mod. So I didn’t test it with any other mods, so take precautions , as I don’t know if they will work with anything else.

Mod Load order:
1. The last gren -> 2. Battlefield ->3. CNP’s Compatibility Patch

Credits:
1946 - Last Grenadier Campaign - Wiga
Battlefield (Realistic Battlefield Restoration) - Jin Ryang

Due to other commitments, As of November 2024 I will no longer actively update this mod. However, if it does crash in the future feel free to let me know via the comments.
49 Comments
Cynicus  [author] 29 May @ 5:16pm 
The Battlefield MOD, yes: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2829617084

This is a compatibility patch. One day when I have time again, I hope to do the Wunderwaffe enhancements as a stand alone, but thats not today unfortunately.
Calcium 29 May @ 2:48pm 
do u need battlefield for this mod to work?
Cynicus  [author] 3 Mar @ 5:12pm 
Glad to hear that you finally got to enjoy it. As for the sniper scope, I cannot remember exactly why, but IIRC it's also something Battlefield changes. Instead of using right click to go into scope view, use the mouse wheel scroll for different views and you should still be able to get to the scope view
***Born to kill*** 3 Mar @ 8:09am 
Cynicus Nihilisticus Paradoxus, I finaly got to try this mod! AMAZING! FInally guns sounds like they shuld, speceally MG 42!!!! I love it! Expept for sniper scoping.. Its gone?? Tanks also sounds amazing!
***Born to kill*** 9 Feb @ 4:23am 
Cynicus Nihilisticus Paradoxus, thank you so much! I usually suck at things like that... But I will try get it to work becouse from your discription this must be THE best mods! Thank you so much!
Cynicus  [author] 4 Feb @ 2:32am 
One by one is usually best. Especially to troubleshoot if there is still errors. If you need an error log, instead of activating them in game, go into the editor, and then activate them one by one there, if it does crash, it will give you the error code. But as mentioned, first fix Battlefield mod as there has not been an update since October and then activate in this order: 1. The last gren -> 2. Battlefield ->3. CNP’s Compatibility Patch. Again, activate one, apply, and then activate the next one.
***Born to kill*** 4 Feb @ 2:25am 
Cynicus Nihilisticus Paradoxus, thank you so much! I will try it later today! But, shuld I aply every mod after activating them? I know, one by one? Or activate all three, then apply?
Cynicus  [author] 3 Feb @ 10:32am 
Hey, glad you're looking forward to it. Please read the comment I posted just below your first comment
***Born to kill*** 3 Feb @ 9:43am 
Guys, help please! Game crash after I activate Battlefield mod..... =( =(
***Born to kill*** 3 Feb @ 9:19am 
I can't wait to play this! I play original Last Granadier Mod but you version sounds so much better! The only thing is, I wished that Mous could apper in some erlier defensive missions. It's a real shame that Mous and Panther 2 only show up in one mission, and you get very little time to enjoy! When IS-3 show up, 88MM for some reason can't penetrait there frontal armor (it's ridiculous)!!! 88 anti tank can go all the way throught them!