Classic Generals Maps for ZH and NProject Mod
Oct 09, 2009 Multiplayer Map 9 commentsSpecial download content for NProject mod 1st Anniversary! Play all good old Classic Generals maps in your NProject Mod and ZH! Fully compatible with...
This mod improves the Zero Hour game by fixing almost all bugs in the game, with tons of balances, improved AI, and many enhanced features. There are also additional stuffs for all factions and sub-factions including Civilians. This mod also including playable Boss General with fully fuctional AI.
The NProject Mod main features:
These features may be included as well in the future:
ModDB mirror: Moddb.com
CnCMaps mirror: Cncmaps.com
MediaFire mirror: Mediafire.com
also the patch version 2.6.1:
Moddb.com
I have installed this mod, but it cannot run.
First, check your install path. If you're using The First Decade (TFD) or custom install path, you must change the mod installation directory when you install the mod. If you didn't install it on the right directory the mod cannot run and the launcher will give an error. Because I have tested the mod on Windows XP and Vista, also using a custom install path, and it works fine.
Second, if you did install it on the right place but still cannot run from the launcher, try to renistall your game and patch it to 1.04 (TFD users didn't need to patch)
And, if those solutions didn't help you, this is the last option:
1. Rename all NPM files into BIG files. For example, there is 00nproject.npm, rename it to 00nproject.big
2. Rename the Data/Script/ folder into Data/Script1 or something.
3. If you want to play NProject Mod.. start your Zero Hour normally.
4. If you want to play original ZH or another mods.. return all renamed files filename, same if you want to unistall NProject Mod
Still need helps, any difficulties, found bugs, contact me.
NProject Mod homepage: n5p29 Project Blog
NProject Mod Discussion Forum: Grans-productions.com
Also visit this mod cousin: Recolonize

7 comments by n5p29 on Sep 26th, 2009 digg this super bookmark
It’s already a year since I’m start making this mod, so I will tell you the story behind the mod making in this one year, also the future of this mod.
Since it's a quite long article, I just quote what I've posted somewhere else and you can go to the actual page to read the details. They are separated into two articles, click the "Read more!" to see the real articles.
August 2008. I first release this little mod on DeeZire. On that time this mod just enable Boss General as new playable faction, and apply some bug fixes that reported at "Coding Mistakes and Useless Things in INIs by EA" thread in DeeZire forum, also major fix for the popular Scud Bug. Since at the time DeeZire forum a little dying, just around 5 members still active in the forum (I found only Redemption, beng, Yayo01, CommieDog, BlueGalactic, and me), only a few people that know this mod.

A new general appeared in NProject Mod 3.0
What is NProject Mod 3.0?
NProject Mod 3.0 (NPM 3.0) is the next level of NPM installment. Because it’s no longer fits with the early target of this mod (fixes and balances with some new units and features), sort of an expansion pack for NPM.
In this mod version you will find two more generals, one of them is shown above. There also game modes, more additional features, and much more new units. Also, in this mod version, General Leang will also have several changes so she will be no longer an unholy faction but a China faction.
For a little spoiler, there are some things that I’ve made but not released until now can be found in the "_test new units" map, like GLA Airfield, Tomahawk Storm, etc. Those "secret" stuffs will be released in NPM 3.0!
Special download content for NProject mod 1st Anniversary! Play all good old Classic Generals maps in your NProject Mod and ZH! Fully compatible with...
hotfix patch for NPM 2.6 that improves existing generals challenge missions and fix no victory bug if you play as boss general. some changes on some skirmish...
NProject Mod first official release. This mod fix almost all bugs in Zero Hour, improves AI and effects, retoned balances, add new stuffs for all factions...
This shellmap is used in NProject Mod. Adapted version so you can use this shellmap in original ZH. This shellmap makes your main menu load faster because...
NProject Mod promotional download at ModDB This version is the newest and the most stable version of NProject Mod. The previous version can be found at...
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
really starting to love this mod, good going n5p29!!
One question.... Have you given America the apache or anything else beside just the commanche, as recon chopper in real life it just doesnt fit the role of assault like the apache........ and no buring me for saying that because i know all about the rah-66... i did a report on it in school. And one more thing i would love to see is the black hawk, thats practialy the stable of the us airforce, its damn near the only thing you see over iraqi skies.
no and never.
there's no really need to add new helicopter for usa (for now). I've already planned to make spy drone can be moved anyway.
it just a game anyway, not real life.
Are you guys making everything your selves? Because most of the stuff shown in the images are from other mods or the lost models from zh or generals.
besides the unused ZH/generals models, I made everything else by myself (like the new twin gattling tank and heavy toxin tractor).
but there also some public models (like the spy plane and the new firebase).
as I wrote in the readme, there might be some things in this mod that similar with the other mods, but I'm not copying any mods
so is this a bug or something,when I play as the tank general The red guards cannot use the bayonets. Please help!
they should can use their bayonet. maybe you didn't clicked the bayonet ability button.
I did. But the button was disabled for some reason!Wonder why...
only tank general red guards, or other red guards have this problem as well?
ah, now I see. I've just testing it by myself.
it's looks like if the tanks that disabled when low-power built after the low-power event they will be not disabled.
I will try to fix it. Thank you very much.
~n5p29