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    The current pre-release of the client ("pioneer" in the version) is only compatible to itself. So you can only play with other testers. Please be aware!

    Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game

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    • J Offline
      JamCrumpet
      last edited by

      I've actually managed to fix it, annoyingly easily. I'll post my findings here in case any other person is searching around like I was, and couldnt get it to work.
      For me it was very, very simple: Make sure you have no prior version just in case, the FAF client mod version is only V12, not V13, so make sure its not in the mods folder at all just to be safe
      Download the V13 mod as linked above
      Rename the mod folder, as instructed above, to 'rks_explosions'
      Youre done, thats it, it works out of the box for me. It was modifying the lua file that was breaking it just like V12 is broken, causing weird changes in spawning, animations, enemies, campaigns, and even skirmish maps.

      Im not sure why I had this issue where ZBC wasnt having it, though, maybe we have different versions of FAF launcher? I downloaded mine just last week from the main website, considering the mod on the FAF launcher is outdated despite being published in 2020 yet updated between then and now, im willing to bet there is just a general lack of maintenance causing issues with versions that makes V13 work for me but not ZBC.

      Personally I find it shocking I didnt see the V13 version anywhere despite dozens of minutes of googling, the FAF client is several years out of date with the mod, which is tragic since thats how most people will find and install the mod - and it wont work. Not only is it hard to figure out its that specific mod causing issues, I mean "its just a graphics mod, why would that mod stop the commander spawning or place a T3 cybran destroyer in my base at spawn?" but its such a good mod that id consider it one of the top 10 essential mods, just with how good it makes the game look.

      The mod listed on the FAF website under its own page is only V12 simply stating V13 is "coming", since that was 2020 any normal person would assume it was abandoned. and then assume its just forever broken.
      The mod on modDB is also only V12.

      Its by pure luck and chance I just happened to google the right combination of keywords to find this thread and my answer and a link to the V13 mod, despite literally searching RK Explosions, if I hadnt found this thread id never assume V13 existed. Itd be nice for all the relevant pages to be updated with up to date mods or links, especially the launcher.

      Anyway I want to thank ZBC, not only for trying to help, but also instructing me about changing the mods folder name, even though for me the V13 mod worked without editing, I would never have known to check that one specific lua, nor to identify I needed to rename the mod, for it to work.

      Z 1 Reply Last reply Reply Quote 0
      • Z Offline
        ZBC @JamCrumpet
        last edited by

        @JamCrumpet I'm sorry that I didn't solve your problem, but I still need to explain it further.
        As I mentioned at the beginning of my post, the latest v13 version of the RK-s-Explosions Mod needs to be downloaded from the author's github, not moddb, and not faforever. my solution is also for the problem that exists with v13, not v12.

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        • H Offline
          Hazard
          last edited by

          I don't mean to Necro an old thread, but I was wondering if RK's explosion mod was broken for anybody else? I'm getting the same problems in v12 as v13 now. What's weird is it worked fine a month ago. Anyone have any ideas on how to fix it? For me the ACUs aren't spawning at the beginning of the match.

          K 1 Reply Last reply Reply Quote 1
          • K Offline
            kettenferry @Hazard
            last edited by

            @Hazard said in Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game:

            I don't mean to Necro an old thread, but I was wondering if RK's explosion mod was broken for anybody else? I'm getting the same problems in v12 as v13 now. What's weird is it worked fine a month ago. Anyone have any ideas on how to fix it? For me the ACUs aren't spawning at the beginning of the match.

            Same for me, i can narrow it to the last 4-6 days. Until than, it was working with the "easy"-fix (just renaming in the lua-file) and now, out of the sudden, no ACU spawning anymore! 😞

            please, anybody, HELP - this game is my mental cure after every shit workday in office and only wth these nice "boom"-effects it is soooo much satisfying...

            SaverS 1 Reply Last reply Reply Quote 0
            • SaverS Offline
              Saver @kettenferry
              last edited by

              @kettenferry
              Hi, it's not the same mod, but it's also decent and makes the battle more impressive.

              4408b43e-34c5-43f6-8025-082dfe390ff2-image.png

              auch mal fünf gerade sein lassen

              K 1 Reply Last reply Reply Quote 1
              • K Offline
                kettenferry @Saver
                last edited by

                @Saver Thanks a lot - i was finding that yesterday evening also and yes, it is absolute better than nothing (in some details it may even be better, e.g. dirt / splash particles flying around when buildings explode). The biggest thing i miss from RK´s are the ship fights with the oil-leakage from sinking ships... that just looks awesome!
                Anyway, i hope that somebody might find out what wrong with it and may fix it - i would pay him / her a drink (or several lol) for fixing this! 🍻 ✌

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                • SaverS Offline
                  Saver
                  last edited by

                  Correct me if I'm wrong, but is the mod still available on FAF? I couldn't find RK-s-Explosions in the vault.

                  auch mal fünf gerade sein lassen

                  K 1 Reply Last reply Reply Quote 0
                  • K Offline
                    kettenferry @Saver
                    last edited by

                    @Saver Yes, it is not available on FAF, but there was a last update uploaded to github, like our chinese friend (@zbc Thank you VERY MUCH for sharing this in 2024!!) writes here in this thread at the very beginning
                    https://github.com/RK4000/RK-s-Explosions/releases

                    After getting this you would have to do basically 1-2 steps to make it running ( i am just copying from zbs´s instructions you can see at the top of this thread:

                    1. You have to ename the mod folder name from ''RK-s-Explosions-13'' to ''rks_explosions'', to make most of effects work. (Because the path of most effects in lua is still "rks_explosions", not "RK-s-Explosions-13")

                    (That was already enough for me to make it running with FAF half a year ago...!)

                    2
                    @ZBC said in Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game:

                    Then, let's go to the FAF github repository to find a key file:
                    https://github.com/FAForever/fa/blob/develop/lua/defaultexplosions.lua
                    Download it and compare it to rks_explosions\hook\lua\defaultexplosions.lua;
                    We can see that the contents of the function “CreateScalableUnitExplosion” have changed considerably. That is why the mod doesn't work properly.
                    A simple solution is to overwrite the defaultexplosions.lua file in the mod with the same file in FAF, and then using your text editor, modify"function CreateScalableUnitExplosion "to the following form:
                    function CreateScalableUnitExplosion(unit, debrisMultiplier, circularDebris)

                    @ZBC said in Let me tell you how to fix RK-s-Explosions Mod on the latest FAF game:

                    And, you need to add the following definition to the beginning of the moded defaultexplosions.lua file:
                    "local SDEffectTemplate = import('/mods/rks_explosions/lua/SDEffectTemplates.lua')
                    local NEffectTemplate = import('/mods/rks_explosions/lua/NEffectTemplates.lua')"
                    Then you'll see that the mod will almost work (but there are still some units with incorrect fire effects, such as the Experimental Bomber, which will require some more detailed modifications, which I'm still working on)

                    As i did not tried yet if THIS missing second step will make it running again, i will probably test this tonight and report back here!

                    Cheers

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                    • K Offline
                      kettenferry
                      last edited by

                      So i tried as best (with near nothing in coding-experiences) to adapt all modifiactions to the lua file - wich ended in game crashing when i was trying it...
                      😞

                      K 1 Reply Last reply Reply Quote 0
                      • K Offline
                        kettenferry @kettenferry
                        last edited by

                        @saver By the way: really like your Unit Pack!! Your Fatboy kicks ass! 😉 👍

                        1 Reply Last reply Reply Quote 1

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