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:

  • Experience the new Zero Hour with retoned balances. The new gameplay is not stray far from the original game, you will feel like playing the original game with small differences, but much better.
  • Most bugless Zero Hour! This mod remove bugs and exploits, from that can be used for cheating (non-hack cheats) like SCUD Storm bug or Supply Drop Zone exploit, to minor bugs like eternally flying dead Chinook or Angry Mobs running to molotov bugs.
  • New Faction. Boss General! Try this new General as playable side. The army are based on what you see in the final stage of Generals Challenge, of course rebalanced and not overpowered.
  • New units, structures, upgrades, Generals Powers, and abilities. What makes it called a mod without these? You will find new things across the factions, subfactions, and also Civilians in this mod.
  • Improved AI! To put it simple, you will encounter the AI that different from before. Some of thier strategies may be more effective, the attack waves will more intense.
  • Improved effects and animations. You will find something different in visual and audio aspects. Like the trees can be burned again, or the nuclear missile blast is more massive
  • Additional features for Zero Hour:
    - Expanded option menu
    - Integrated Worldbuilder Mesh Mold Tool

These features may be included as well in the future:

  • Complete Generals-Zero Hour campaigns, improved and adapted to this mod. Also a bonus missions for surprises.
  • Improved civilian properties. Similar like the trees and shrubberies, but in different ways.
  • New Maps to be played in skirmish and multiplayer.
  • Not only the Boss General is the new faction. There will be total three more generals, one each faction. (planned for version 3.0)
  • Additional game modes like in Red Alert 2. (planned for version 3.0)
  • Random crates system. (planned for version 3.0)
  • More additional features for the game

Download NProject Mod v2.6

ModDB mirror: Moddb.com
CnCMaps mirror: Cncmaps.com
MediaFire mirror: Mediafire.com

also the patch version 2.6.1:
Moddb.com


Frequently Asked Question:


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

If you want to be NProject Mod Beta Tester, contact n5p29 via PM.


Also visit this mod cousin: Recolonize

Image RSS Feed Latest Screens
Twin-Gattling Tank Ingame Twin-Gattling Tank Ingame Twin-Gattling Tank for General Kwai
Blog RSS Feed Report abuse Latest News: NProject Mod September Update - News Update

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.

A Year of Development

    June 2008. Learning from mistakes I did in my first mod (called Project:Prototype), I’m starting make another mod for ZH after I joined at DeeZire forum. Unlike the first mod that just put random things (major influence from Contra), this new mod intended on fixing current bugs that occurs in ZH v1.04. But later I found someone already makes a balance mod (I’ll not tell the mod name, but it’s a quite popular mod) but I found it destroy some balances instead making it more balanced, so I found this mod another objective: Refine Game Balances. I watched many game replays, listen players (either n00bs or Pros) comments and opinions, then examine the problem. If I found that problem is a critical issue and need to be rebalanced, then I surely make the fix.

    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.

Read more!

What's Next?

    Is there any special event for the official 1st anniversary of this mod? If yes, like what?
    Yes, there will be a special treatment for this mod first birthday. I’ve planned to release a special content on the next year, what the content is still a secret until next month. And if possible, I will announce NProject Mod mini-tournament held by GRANS Studios. If you interested, you can join the tournament.


    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!

Read more!

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
Classic Generals Maps for ZH and NProject Mod

Classic Generals Maps for ZH and NProject Mod

Oct 09, 2009 Multiplayer Map 9 comments

Special download content for NProject mod 1st Anniversary! Play all good old Classic Generals maps in your NProject Mod and ZH! Fully compatible with...

NProject Mod 2.6.1

NProject Mod 2.6.1

Aug 13, 2009 Patch 4 comments

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 2.6

NProject Mod 2.6

Jun 15, 2009 Full Version 19 comments

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...

Stealth General Theme ShellMap

Stealth General Theme ShellMap

Mar 01, 2009 GUIs 1 comment

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 2.5

NProject Mod 2.5

Feb 18, 2009 Demo 14 comments

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...

Comments  (0 - 10 of 109)
ƦƲƁƔףּƻ
ƦƲƁƔףּƻ Nov 22 2009, 8:21am says:

really starting to love this mod, good going n5p29!!

+1 vote     reply to comment
NeferiusX
NeferiusX Nov 20 2009, 5:05pm says:

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.

+1 vote     reply to comment
n5p29
n5p29 Nov 21 2009, 2:21am replied:

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.

+1 vote     reply to comment
Ferkhat
Ferkhat Nov 3 2009, 9:13pm says:

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.

-1 votes     reply to comment
n5p29
n5p29 Nov 4 2009, 1:42am replied:

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

+1 vote     reply to comment
Sleepin
Sleepin Oct 27 2009, 10:44pm says:

so is this a bug or something,when I play as the tank general The red guards cannot use the bayonets. Please help!

+1 vote     reply to comment
n5p29
n5p29 Oct 28 2009, 5:48am replied:

they should can use their bayonet. maybe you didn't clicked the bayonet ability button.

+1 vote     reply to comment
Sleepin
Sleepin Oct 30 2009, 7:14pm replied:

I did. But the button was disabled for some reason!Wonder why...

+1 vote     reply to comment
n5p29
n5p29 Nov 1 2009, 4:56am replied:

only tank general red guards, or other red guards have this problem as well?

+1 vote     reply to comment
n5p29
n5p29 Oct 21 2009, 4:12am replied:

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

+1 vote     reply to comment
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Platform
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Official Page
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Release Date
Released Jun 14, 2009
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