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This section will inform and instruct you on the in game features of the mod
Here is a list of the updated and changes of the Civil War Mod Version 1.1
Confederates now have American names (only a few Russians fighting for the Confederacy ;)
New Graphical User Interface (Main screen)
New music and sounds have been added for the use in missions
New objects have been added (tables, chairs, tents, etc)
New Weapons added (Shotgun, Derringer, Lorenz, LeMat, Shotgun...read about the weapons at the CW site)
New injury sounds (the sound a person makes on upon inflicting an injury)
Single shot weapons now how 60 rounds of ammunition
Most Rifles now have the "melée" ability
New VMI Cadet unit added
New Zouve units added
New civilians added
New Civil War era binoculars added
New watch, compass, and "radio"(papers) added
Cannons no longer have "night lights"
Soldiers now have more LODs to improve performance
All weapons now have a magazine model (if you drop a magazine for some reason it wont be that ugly pouch)
Gettysburg Island has been modified for improved performance
New groups have been made
Formations modified
Weapons accuracy issue has been resolved
Confederate uniforms have been added/reworked
Weapons
Weapons in this mod are based off the real weapons used in the Civil War and the 1860s era. Most weapons will take a decent amount of time to reload like they actually did. This includes muskets, cannons, and even pistols did not have a high rate of fire.
After fixing the bayonet for the first time, the aim-view is activated by the “space” key. If you drop the weapon or pickup another one the bayonet script is disabled. Therefore, only use your given weapon if you wish to use the bayonet. Any switch and it's gone for the rest of the mission. If you pick up that same type of weapon you had at the beggining of the mission your bayonet will work again.
Except for the revolvers and the Spencer Repeating Carbine all weapons are single loaders. Reload time is set to a realistic duration off app. 13 to 15 sec.
Muzzle smoke is scripted to the soldier, not to the weapon. Therefore no matter what weapons our CW men shoot, they will smoke like hell. This also explains why all rifles and pistols smoke the same way.
All prone animations were replaced with standing animations. So your soldier cannot go prone. This also means wounded men are always standing, but will not shoulder their weapon as AI treats them as crouching. This does not apply to men armed with pistols, as anims for these were not changed.
Pistol animations were not changed as they are in Resistence's O.pbo, which is huge. This has an effect that if a soldier equips a pistol, he can go prone. Officers that have the pistol as default weapon were forced to stand using the "setunitpos UP" command. Becouse that is always in effect they never go to safe mode, and never put away their weapon. That's the price of balancing the game... You want to use an officer standing straight, surveying the battlefield, remove his weapon with removeallweapons this; this addweapon "binocular"

All rifles (except the shotgun) now have a "melee" attack mode. Press spacebar while you have a rifle equipped and you will now be able to stike an enemy with your weapon.

Bayonet

Three main rifles use the bayonet in our mod
(you do not need to download it separately):
-Springfield
-Enfield
-Lorenz
The bayonet is a script initiated from the command menu of your soldier.
In action use the menu selection "Fix bayonet" or "Order: Fix bayonets", if you are squad leader, and soldiers will fix bayonets to their rifles, charge the nearest enemy and stab him.

If you want to have other units use the bayonet as well, you need to place the following in the init field of any group leader in the editor:

[this] Exec "\CWMusket\scripts\FixBayonet\FixCommand.sqs"
all units in the group with a Springfield will attach their bayonets

[this] Exec "\CWEnfield\scripts\FixBayonet\Fixcommand.sqs"
all units in the group with an Enfield will attach their bayonets

[this] Exec "\CWLorenz\scripts\FixBayonet\Fixcommand.sqs"
all units in the group with a Lorenz will attach their bayonets

If you have a unit with mixed weapons, place all of these in the init field.

NOTE: You can still fire the rifle when bayonet is fixed, just press SPACE to activate aim first. To stab an enemy, just run close and point the rifle at him, the stabbing script will then run automatically.

Sounds
Many new sounds and even music is included with the Civil War mod. Some of the sounds and all of the music is accessible in the mission editor. However there are a few more sounds in the CWsound.pbo that are accessible. Here is a list of all the sounds in the CWsound.pbo:
Ammolow1.wav
ammolow2.wav
ammolow3.wav
ammolow4.wav
battleam1.wav
battleam2.wav
battleam3.wav
Bugleadvance.wav
bugleassembly.wav
bugleretreat.wav
fight1.wav
fight2.wav
fight3.wav
fight4.wav
fight5.wav
fixbayonet1.wav
fixbayonet2.wav
holdfire1.wav
holdfire2.wav
holdfire3.wav
holdfire4.wav
holdfire5.wav
holdfire6.wav
move1.wav
move2.wav
move3.wav
move4.wav
move5.wav
move6.wav
move7.wav
move8.wav
move9.wav
move10.wav
openfire1.wav
openfire2.wav
reinforcements.wav
retreat1.wav
retreat2.wav
retreat3.wav
retreat4.wav
retreat5.wav
retreat6.wav
surrender1.wav
surrender2.wav
surrender3.wav
surrender4.wav
takeprisoner1.wav
takeprisoner2.wav
takeprisoner3.wav
takeprisoner4.wav
takeprisoner5.wav
volley1.wav
volley2.wav

WARNING: Some addons will not function without other addons being installed as well. 1. Basically ISLANDS, OBJECTS and WEAPONS will function on their own. 2. SOLDIERS will need WEAPONS to be installed. 3. ARTILLERY will need SOLDIERS and WEAPONS to be installed. They have all been tested to work individually, but you may find some not working if they are in conflict with some other addons of some other mods. If they do not work right away, relocate your other mods to a temporary folder, so they are not used, when you wish to use the American Civil War Mod.

QUALITY DISCLAIMER:
Most addons you will find here are not nearly as beautiful as some addons you will find for OFP nowadays. We made them to the level our modding ability permitted us. We have, however, paid special attention to balancing historical accuracy and playability. You will find weapons to be slow to reload and innacurate to fire, soldiers fighting standing up, clouds of smoke coming from muskets, bayonet charges, etc... which should make the immersion into American Civil War era style of fighting pretty accurate.