Presenting the Undead Rising 2.1!!! A Dragonlance Mod Team Production.
Created by Raven X and worked on by Raven X, Dhuran, and Impinc!!!
Download Here: http://www.filefront.com/17344915/Undead-Rising-2.1.zip/
Please follow the Install Directions Carefully. I will gladly help if I can, but, as many of you may know it's rather hard to explain things to people without actually being there in person. All folders are labeled so it should be really easy to figure out where things go. Enjoy!!!
Installation:
1. Place the folders "UR" and "Gfx" in: Documents\My Games\Elemental\Mods .
2. In that directory you'll see the folder "Gfx". When placing the Gfx folder from the mod in there you may be asked to over-write, do so. Don't worry, it will not over-write anything else you may have in the folder, it will only place the new files in the folder.
3. Place the "UR" folder in Documents\My Games\Elemental\Mods .
Note: You may need to hunt down and delete any old files from previous versions you may have. Those files are old and don't work and may cause problems if you install the new version over them as the new version's files have been re-named to a new standard naming convention.
MAJOR Credits and props go to Impinc for helping me out with the Fix for the XML's for this version!!! Thanks Imp!!!
Zombies!!!!
Zombies are now in league with the forces of the undead. Notice the flesh damage and bones sticking out. Not to mention some extra blood and gore.
Undead Rising 2.1 features a Fully Functional Undead Faction. The faction of "Ravenloft" from the D&D realm by the same name. Ravenloft is more precisely known as the "Demiplane of Dread" and it is populated mostly by powerful undead creatures and Lords of Darkness. One of these lords is a powerful Vampire named Strahd and it is he who leads the forces of Ravenloft in Undead Rising 2.0. You can either play as the faction yourself or place it in the world and it can fight against you and the other Elemental Sovereigns. The AI will use both the custom Skeleton Skin OR the Custom Zombie Skin when creating units, so expect to see both. The Mod also allows the player to create either a Skeletal or Zombie Sovereign.
Here's Strahd's Story taken straight from his Sovereign Background in the Mod. This explains how the forces of Ravenloft got to the world of Elemental to begin with, enjoy:
Strahd is the Vampire Lord of Ravenloft. Trapped on the Demiplane of Despair, the ancient Vampire longed for a return to a living world, fresh with the blood of the living to sustain his eternal hunger. The Dark Powers that have kept Strahd a prisoner of Ravenloft for so very long have finally slipped up in their ever vigilant watch to keep the ancient Vampire trapped in their dimension. Using a great planar gate and the life force of many many innocent people, Strahd was able to open a planar gate that swallowed all of his capitol city. When the gate finally sealed its-self, Strahd, and in fact his whole city, were transported to a new world in a new dimension. The World of Elemental. Now Strahd has only one goal. To defeat the channelers and drain their life essence. Then he will assume his place as the New God of Death in the world of Elemental. Who can stop him and his ravaging hordes of undead minions?
Lord Strahd with a Undead Skeleton and Zombie on the Faction Selection Screen.
Empire of Ravenloft Description.
Undead Keep Under Construction.
Undead Keep Finished.
A Note on Creating New Units:
When creating a new Undead Unit, if you click "Design" and get a Skeleton and want a Zombie, just click "Cancel" and then click "Design" again. There is a 50/50 chance of getting either skin to show up. Enjoy the faction of Ravenloft!!!!
Special Thanks:
Everyone give a very Special Thank You to Impinc and Dhuran from the Dragonlance Team, because without their knowledge helping me this Mod would Not have been possible. Thank You Impinc and Dhuran!!!! Also Special thanks to Heavenfall for a last minute Clothing Hotfix!!!
This is wonderful. You are wonderful.I have a feeling I'll be using this quite a lot.
Great work!
I hate the undead ........................and they hate me. What a combination! Great work!!!!!!!!!!
Looks nice Raven.
Just one suggestion to help try and simplify things a bit, I had a look at the zip file and the files need to be saved all over the place. At this stage you can pretty much put all the files in the Mods directory but graphic links would need to be re-referenced. The XML files will need to be renamed but it won't interfere with the content and would make it much simpler to install and manage.
The file nomenclature that tends to be used at the moment is author_description.xml so if for example, CoreRaceTypes_Undead.xml was renamed to RavenX_Undead_RaceType.xml it would be easier to group the files together in the Mods directory.
Hopefully down the track there will be a method for keeping mods segmented more easily from each other.
I tried the mods folder and it didn't work. I even tried maintaining the file structure and still no dice. I don't know if I'd call 3 root menus "all over the place" though
I admit though the naming conventions Are "all over the place" which is fixed for the 2.5 update which we should have ready next week some time. The 2.5 update will include an entire undead necropolis with a few tiles also done by the Modding Communities Excellent tile maker, John Hughs. If they ever get the file structure working right through the Mods folder, if I figure out what I'm doing wrong trying to maintain the file structure, then eventually it'll all be working right from the mods folder.
This is major. If we can't get modded races to work from the Mods folder, we're going to be screwed later when we have 30 races with files all over the place in our folders and we need to remove one.
Looks great! I'm looking forward to a mod with Zombies
Well, it needs to be implemented, that's for sure. Calling it "major" might be a tad of a stretch though. Some things do work from the mods folder. I notice if I put my skins files in the mod folder, units previously made with those skins show up, but I can't get the skins to work in the Sov creator. So I know the Mods folder is reading some things. As long as the modded files has unique names in the XML I'm not too concerned with cluttering up the install folders. I can see how it might frustrate some people though.
This has Zombies. You can stop looking forward and start using it Download link is at the top my friend.
Just a heads up for those downloading this version, for now, until I get a update out, please leave out the files in the "Items" folder if you'd like the clothing options for the other races to work. What this means is the base units won't have any clothes, but once you research armor and weapons you'll be putting those on them anyway, so them not having clothing options doesn't matter much for now. This will be fixed in the upcoming 2.5 update.
Thanks everyone and keep enjoying the Undead
~ Raven
just a note on the flow of the Sov background - 'slipped up' sounds a bit incongruous with the mytic tone of its context - perhaps "... for so very long have erred allowing Strahd to tear his dimensional bonds asunder" or something like that?
Otherwise - great mod
Updated and working for Elemental version 1.09. Enjoy everyone
Fixed
Hotfix has been applied so it no longer breaks the Wraith clothes. Thanks Heavenfall !!!
Glad to be of help. Of course I was glad to help, since you helped with the elf race textures.
There's an end-tag missing in UR_CoreHairHatsAccessories.xml.
</GameItemTypes>
Just fixed it. Was it causing any errors? Added in the tag and fixed the url to a new download.
I'm never gonna be able to keep an accurate download count lol.
Very nice! Im a long time fan of Ravenloft and it's nice to see it brought to Elemental! I cant wait to see what the future brings for this mod ^^.
No idea, my XML editor informed me about it when I was snooping around in the files.
RavenX, do you think you could reduce the likelihood values in UR_CoreSkinsUndeadZombie.xml to 0? They're causing issues with the Altar faction when designing new units.
If I change the likelyhood value to 0 it won't show up when the undead make units. It should be set to 50/50 for the undead modeltype alone. The other modeltypes and races shouldn't be using them by default.
Nm, fixed it. If anyone else wants that fix just re-download and overwrite the previous files. Thanks Heavenfall.
By the way, in your description it says
There is no need to press cancel, there is a randomize button right next to the portrait. It looks like two spinning arrows.
Ahh, yeah. I didn't think of that honestly..lol. Oops.
Hello RavenX,
Great work on this mod!
I have uploaded it to UltimateElemental.com so you have an alternate download location (not FileFront.)
Here it is:
http://www.ultimateelemental.com/downlaods/download-mods/Elemental-War-of-Magic-Downloads/mods/large-mods/Undead-Rising-2.1/
Also, on behalf of the Master of Magic mod team, can I ask permission to use your 3d models etc for our mod?
Thanks!
ravenX> what I have seen looks awesome for 'evil' players. Quick question: have you done aything with the spells? Specifically, I am thinking that the achilles heel of the faction (in EWoM) would be the low populations, and the low number of 'dead' remains to reaninmate into skeletons/zombies. Is this tied to population in general, or to thg 'ancient battlesites' and recent battles. What I am getting at is the something that FfH did: make each SOV (et al) very different - with differing everything / play style, strenghts and weaknesses, etc. In that spirit, what about a SOV king/emp that can only get 'new' minions by raising the dead. Zombies from just killed, and skeletons from longer dead (including the ancirent battlesites, graveyards,). This would make the undead SOV play differently that a breathing king/emp. Perhaps the higher undead (lichs, etc.) would come from 'exploring the higher level tombs?
Of course, using the cemetery/battles site to raise minions would 'use up that notable site. (Unless it becomes an 'improved resource tile in a settlement).. and denys its use to breathers who seek the sites for the metal shards from which uber weapons are forged.
Just an idea to fine tune ravenloft to the EWoM setting.
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