Anyone possibly have some Normandy based Panther Skins with the numbers on the turrets that wouldn't mind sharing, I'd appreciate it and thanks !
I have the following CMBN Panther skins. They are Aris skins onto which I have added formation tactical symbols to the hulls. They are all mod-tagged for their divisions and numbers so you might want to remove the tags if you don't want them. If you do remove the tags and you want more than one numbered turret to show then you will need to add sequece number to the turret names. e.g. (2), (3) etc.
1SS Pzr: Panther a, early mid late, turret #304
2nd Pzr: Panther a, mid #424
2SS Pzr: Panther a, earmly mid late & g #421 & 424
9 Pzr: Panther a mid #96, g turret only 432
10SS Pzr: turret only - 333
12SS Pzr: Panther a, early mid late 323 & 536, Panther g 304
21 Pzr: Panther a early 008 and g 432
116 Pzr: Panther a early mid 301 g 333
Lehr:: Panther a early 321, late mid 533, g 222
Carpe vitam.
The panther skins in the CMBN ALL IN ONE Mod also includes numerous numbered turrets. I recommend that mod.
Carpe vitam.
Good stuff,
Would you be willing to share those ... pretty please 🙂
Good stuff,
Would you be willing to share those ... pretty please 🙂
Of course. How do we connect? Do you have a dropbox that you can share? Are we able to PM on this new site to share email address?
Carpe vitam.
Private message sent
These are the skins I use:
Heavily modded and still not finished, but I like 'em.
P.S.: From left to right mid A, late A, early G. The early A doesn't have any turret numbers currently, but will probably get some in the future once I start modding properly again.
That's good stuff right there ... I like it 👍
There's also a late D in my arsenal, I only need to find it in the editor... 😆
Sweet 🙂
WoW 😮 those look very good
Got another quick question : How do I get a certain Panther skin to show in game ... e.g. Barkmanns Corner I'd like to get the 424 skin to show in that scenario but it never does
Add the mod tag [barkman] or [b424] to the panther skin graphics. Add it as the last entry to the graphic's name. Or at least add it to the part with the number 424 (the turret?). Then create a very simple text file that just reads 'barkman' (without the single quotes) or 'b424'. Load the scenario into CMBN's scenario editor. Find the menu mod tags at the bottom of the left hand panel and load the text file at that point. Save the scenario and play.
Carpe vitam.
HMM ... sounds like something that I have no clue how to do even after your explanation of the procedure
About the turret numbering problem.
I spent the afternoon looking into the issue and learned something that I did not know despite over 10 years of modding. When a panther has more than one turret design or number assigned to its model, then it is not possible to use a mod tag to call one specific turret or number. It appears that only the hull can be called with a mod tag.
When the hull is called by the mod tag, the program RANDOMLY calls one of that tank's turrets. So for example if a [2sspzr] Ausf A, Early, hull is called then the program will Randomly assign turret Ausf A Early #blank, #2, #3, whether or not the turret has a mod tag [2sspzr] or [barkmann]. This took me by surprise and is a new discovery.
There are two ways to make turret 424 show up. One is a nuisance and the other is painful. The nuisance is to keep reloading the scenario over and over until the number you want shows up. The painful way is to delete ALL other turret graphics and keep only #424. NOT RECOMMENDED.
I have no simple solution.
Carpe vitam.
Holy scheisse , I apologize for the problem and I appreciate you working to find a solution ... you're awesome man!
No need to apologize friend. For me it was an enjoyable learning (tinkering) experience that will help me better understand what I can expect from scenarios that I create.
Carpe vitam.
There's a pretty good tutorial here: https://community.battlefront.com/topic/113401-mod-tags-how-to-for-you/ - helped me a lot! Just follow it to the letter and it should work like a charm.

