WDS Mods

Please share all your mods and scenarios here for the community to play

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Hellway
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WDS Mods

Post by Hellway »

WDS Mods v 2.2 (06/12/2022) - Corrections of Unknown Counters - Scn Files v1.3 (25/11/2022)

Hello,

Here you will find the links to the WDS Mods v2.2 (COMPLETE-All in one - exept Battleground sound --> see below) : PLEASE, TEST and comment...

https://www.dropbox.com/sh/mk2spym3zyjt ... SS9ra?dl=0


After some testing, you don't have to do anything before installing this mod with JSGME and playing it.

DO NOT INSTALL WDS Mods AND PzK Mods at the same time


--> LOOK BELOW FOR SOME INTERESTING ADDITIONS TO THIS MODS


Additions :

1a. To free up space in my Dropbox, I'm placing here the link to the Battleground sound which replaces the "in-game" music (not the NEW intro music) with a battle ambience. Install it with JSGME AFTER the desired mods (PzK or WDS) and say "Yes" when JSGME ask you to replace this file.

https://www.dropbox.com/sh/p0pfvw9ncm7j ... TtcTa?dl=0


1b. Same 1a. but with SOFTER Battlesound from the Talonsoft series :

https://www.dropbox.com/scl/fo/ezy61qgc ... ce2zg&dl=0


2. I found inconsistencies between the icons and the sounds assigned to some units by the program (e.g. foot units that are actually mounted or motorized and vice versa). This does not affect the attributes of that unit in the scenario, the effect is just graphic and sound. This is easily modified in the Oob of each scenario via the editor supplied with the game (see the post in the Topics "WDS Mods" if needed). I will correct these errors as I play and will provide you here with the modified files on a case-by-case basis.

ATTENTION : To use this, the correction files must be placed in the c:/Documents/My Games/Stalingrad/scn folder (not in the game installation folder) : v1.3

https://www.dropbox.com/sh/cuktgtwjwwz2 ... OZUQa?dl=0



3. You can see on my post on this Topics how to change the counters and representations of the units on the info bar with the editor if needed.



4. "Flak green" color for German army counters. UNZIP and Install this with JSGME AFTER the Mods (also works with PzK Mods - see PzK Mods Topics).

Flak Green German Counters Mods.7z
(28.16 KiB) Downloaded 3 times

Capture d’écran (1281).png
Capture d’écran (1281).png (2.57 MiB) Viewed 3931 times


5. "Red Soviet" color for the Russian Army. UNZIP and Install this with JSGME AFTER the Mods (also works with PzK Mods - see PzK Mods Topics).

Red Soviet Counters Mods.7z
(50.69 KiB) Downloaded 4 times

Capture d’écran (1453).png
Capture d’écran (1453).png (1.97 MiB) Viewed 90 times


Notes :

- Install with JSGME (v2.6.0.157) - DO NOT INSTALL WDS Mods AND PzK Mods at the same time.
- Saved games stay ready to use after installation of this mods (but maybe with some older counters)

Changes in this Mods :

- v2.2 : Corrections of Unknown Counters

- Units Counters
- Units picsImages (info bar counters)
- New picsairImages (air ops menu)
- Small Nato icons in extreme zoom out view (S-Mods v1.3)
- Refined some Nato Counters to make them cleaner
- Differents HQ's Icons according to the country army (Ger, Luft, Rom, Ital) and differents level
- Image and picImage for the Croatian Infantry present in some .scn (use the .scn in the link below)
- New look start/options/battle/briefing/wait screens
- Refined All Maps
- Start menu music
- Some Leaders photos
- Battle sound replace the "in game" music (verify that music level is not on 0) if you install this from my second link
- Some units mouvements and fight sounds
- Some map icons cursor and effects

- A new shortcut Icon (only made for my ego :D ) is ready to use in the dowloadable folder if needed


This mods is inspired and made with JT/WDS Games series, Talonsoft sounds, CBlattman WITE2 Mods, ...

Enjoy...feedbacks and ideas are welcome. Sincerely,

Hellway
Last edited by Hellway on Sun Aug 17, 2025 5:25 pm, edited 56 times in total.
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Hellway
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WDS Mods

Post by Hellway »

Capture d’écran (1076).png
Capture d’écran (1076).png (3.18 MiB) Viewed 5422 times
Capture d’écran (1077).png
Capture d’écran (1077).png (3.03 MiB) Viewed 5422 times
Last edited by Hellway on Wed Nov 23, 2022 1:17 pm, edited 3 times in total.
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Hellway
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WDS Mods

Post by Hellway »

Capture d’écran (1079).png
Capture d’écran (1079).png (2.37 MiB) Viewed 5421 times
Capture d’écran (1080).png
Capture d’écran (1080).png (2.03 MiB) Viewed 5421 times
Capture d’écran (1081).png
Capture d’écran (1081).png (1.73 MiB) Viewed 5421 times
Last edited by Hellway on Sun Nov 06, 2022 4:16 pm, edited 1 time in total.
Rosseau
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Re: WDS Mods

Post by Rosseau »

The work so far looks great. I guess everyone is looking for more options - which may be a problem for society - but certainly okay for wargame graphics. ;)

I find mods like these fun to install and use, while also respecting the work of the developer.

The counter art looks very appealing in the screen shots and easy to distinguish. It also illustrates that there can be "a lot of units" to manage in this game. But learning how best to do it can be part of the challenge, of course.
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Hellway
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Re: WDS Mods

Post by Hellway »

Thank you for your comments and support (which is rather rare, apparently). So the work can continue...


Hellway
Rosseau
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Re: WDS Mods

Post by Rosseau »

The colored icons and "split" display of the leader units alone are nice touches.

You probably know the devs better than I, but perhaps one day they would incorporate your work. I know the Campaign Series Vietnam developers have done this with a few mods.

So, the sky can be the limit, especially for those who put their heart into their work. :)
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Hellway
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Re: WDS Mods

Post by Hellway »

Hello,

I continue to refine the work before putting it at disposal and will do the same for DW afterwards. I don't know the developers but they know me because I harass them with questions (sometimes for little stupid things) on the forum ;-). I don't know if this work would be worth the trouble. It will appeal to players who are looking for more immersion (because I find the game poor) but maybe not to hardcore board game players and I should be more precise and historically accurate in my illustrations sometimes. Thanks for your opinion though, I really appreciate it.
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bcgames
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Re: WDS Mods

Post by bcgames »

Hellway wrote: Tue Nov 08, 2022 10:14 am ...It will appeal to players who are looking for more immersion (because I find the game poor) but maybe not to hardcore board game players and I should be more precise and historically accurate in my illustrations sometimes...
Poor? Different maybe.
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Hellway
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Re: WDS Mods

Post by Hellway »

Hello,

English is not my mother tongue, we use this word (which is not pejorative in French) to say "not enough for my taste"... Maybe "less" is a better word... ;-)
Rosseau
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Re: WDS Mods

Post by Rosseau »

English is my native tongue, and I'm still pretty poor at it!

Anyway, having been playing since Chris Crawford's Eastern Front in 1981, all the counters in this game really get me in the mood for wargaming.

Unfortunately, all I could probably do is help proofread your work. But I hope you continue on the project, Hellway.

Best wishes to all.
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Hellway
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Re: WDS Mods

Post by Hellway »

Yes, of course, I don't intend to stop here. After the WDS Mods for stalingrad (which is surprisingly my favorite...which is frustrating because it requires less work than PzK), I would create its equivalent for DW. I will continue to refine the mods (PzK and WDS) if needed or if new ideas come up. I would also like to create a map and why not a lot of .scn (Bastogne, St Vith,...) dedicated to the battle of the Bulge (I'm from Belgium). I have considerable documentation on this subject, but it would require a lot of time and technical knowledge that I don't have yet. I hope that other parts of the game will be released because I think (even if the community seems very quiet) that this system deserves to evolve and that many other theatres of operation lend themselves to it. Its simple architecture allows easy modding and does not require much equipment or special skills, which is not the case for all titles. There are also fans who do great work on other titles like the H&L mods for the game Heroes of Stalingrad or the PaK mod for Panzercorps Gold. I love the fact that all these people are giving the community the fruits of their labor for free. Sincerely,

Hellway


PS : Personally, I started playing and fell in love with the series of Eastern Front, West and RS campaigns from talonsoft (still unmatched to this day in my opinion) and the close combat series...Wego spirit is a bit of an ideal mix of the two but I would like to find the same atmosphere, it's a bit like a "Madeleine de Proust" for me.

https://youtu.be/xDoYVnHzTw0
Rosseau
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Re: WDS Mods

Post by Rosseau »

Well, I am sure you are already aware of Matrix Decisive Campaigns Ardennes Offensive with lots of editing tools.

I do love how the Matrix WEGO series (Desert and Stalingrad) has that spreadsheet format to easily change much of the data. That's great for beginners, but your work is quite another level of challenge.
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Hellway
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Re: WDS Mods

Post by Hellway »

I actually own this game which is very well done, despite its "mouse killer" mechanics (too many useless clicks) which are a bit rushed for my taste, making the gameplay a bit heavy. A click and move with the combat configuration menus that open automatically would have been welcome. I am a fan of the JT theatre title (currently WDS) and and its incredible numbers of and huge .scn with hundreds of units for the biggest ones :

https://www.youtube.com/watch?v=S8XO_dPPOnc&t=4176s - you will recognise many things I use actually in my mods

My work may seem unbelievable to you and it is true that it requires a lot of time, readjustments and ultra repetitive tasks, certainly also because I don't master any complex graphic program (I only use paint.net and don't know it to its full potential). But it doesn't pose a high level technical challenge thanks to the game's fairly simple architecture which makes it very flexible for modding and its new editor which is very readable as far as Oob is concerned. But it is true that the rather "bling-bling" graphical modifications may make you think that I have skills that touch magic ;) ...
Last edited by Hellway on Tue Nov 15, 2022 9:25 am, edited 1 time in total.
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Hellway
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Re: WDS Mods

Post by Hellway »

German, Italian, Croatian and Romanian Army's are nearly dones (+ some little icons) :

Capture d’écran (1095).png
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Capture d’écran (1090).png
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Capture d’écran (1091).png
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Last edited by Hellway on Mon Nov 14, 2022 1:50 pm, edited 2 times in total.
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Hellway
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Re: WDS Mods

Post by Hellway »

Capture d’écran (1092).png
Capture d’écran (1092).png (1.88 MiB) Viewed 5204 times
Capture d’écran (1089).png
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Capture d’écran (1096).png
Capture d’écran (1096).png (2.01 MiB) Viewed 5204 times
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Hellway
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Re: WDS Mods - Change units representations and sounds

Post by Hellway »

You can see in my various Mods (PzK and PzK ft WDS to come) that more units have been created in the units and picUnits icons folders. This allows you to change the representation of units on info bar as needed, depending on your choices or if you notice an error in the game, without upsetting the balance of the scenarios (if you replace a unit by a unit of the same category of course). For example, you can change a cavalry unit to a Kozacs unit in the German army. Here is how to do it, it is not very complicated:

1. Open the editor via the game menu:

Capture d’écran (1097).png
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2. Load the desired scenario:

Capture d’écran (1098).png
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Capture d’écran (1099).png
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3. Go to the Army Table Tab in the editor:

Capture d’écran (1100).png
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Last edited by Hellway on Tue Nov 15, 2022 9:29 am, edited 5 times in total.
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Hellway
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Re: WDS Mods - Change units representations and sounds

Post by Hellway »

4. Select the unit you want to modify (you can sort them by unit type for more visibility if needed):

Capture d’écran (1101).png
Capture d’écran (1101).png (324.22 KiB) Viewed 5158 times



5. Change the representation of the unit - note : this not only changes the picture in the info bar but the counters used on the map (if another counter is liked with the new images you choose). Note: the nearest column make possible to change the sound of the movement linked to the unit too:

Capture d’écran (1102).png
Capture d’écran (1102).png (324 KiB) Viewed 5158 times



6. Save the modification(s) (the files are saved in the folder C:Documants/My Games/Stalingrad/Scn and aren't in use in the saved and running games):

Capture d’écran (1103).png
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You're done!

Capture d’écran (1107).png
Capture d’écran (1107).png (2.88 MiB) Viewed 5155 times



Have fun, Hellway
Last edited by Hellway on Wed Nov 16, 2022 10:12 am, edited 5 times in total.
Rosseau
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Re: WDS Mods

Post by Rosseau »

Thanks Hellway. The editor really is intriguing. I did change one image (for the sack of science) and it did work. A great game system, and it's up to "we the players" to promote it as best we can!
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Hellway
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Re: WDS Mods

Post by Hellway »

Hello,

I'm glad you found this useful. You're right, I don't think many people dare to use it and that's a shame...It's only a little tutorial I got from my discussions with the game creators but I thought it was interesting to share it anyway for the neofites (of which I am, but less and less ;-) ). Note that the change made can eventually modify the Couters used on the map (if it was created in connection with the new image you chose). There is no problem with this as long as you choose a unit of the same category as the one replaced (Inf/Arty/At/Hq/Recce/...) and with the same transport mode (foot, horses, trucks). This will be even more obvious and therefore very interesting in my upcoming PzK Ft WDS Mods to take advantage of the Counters on the map as desired or as inconsistencies are found. Thanks for your support,

Hellway (chief promoter of the moment)...
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Hellway
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Re: WDS Mods

Post by Hellway »

Background, German, Italian, Romanian and Croatian Army are done... Work on the Red Army begins...

Capture d’écran (1112).png
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Capture d’écran (1110).png
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Capture d’écran (1111).png
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[attachment=0]Capture d’écran (1123).png
Attachments
Capture d’écran (1123).png
Capture d’écran (1123).png (2.46 MiB) Viewed 4989 times
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