Stormworld
a high fantasy mod pack for FALLEN ENCHANTRESS by Heavenfall, with help from EviliroN and jshores.
(Stormworld has also been converted to Fallen Enchantress: Legendary heroes in Children of Storm)
Download
Wiki with installation instructions
And they forged counterfeits from our frame, creatures vile and
obscene, who hungered only for violent congress. These beasts they
loosed upon the land, where they multiplied, no matter how fierce
the Ishroi hunted them. And soon Men clamoured at our gates,
begging sanctuary, for they could not contend with the creatures.
"They wear your face," the penitents cried. "This calamity is your
issue." But we were wroth, and turned them away, saying,
"These are not our Sons. And you are not our Brothers."
from the Isûphiryas (Great Pit of Years)
R. Scott Bakker
Kingdoms
Empires
Rivers
Reliquary
Champions (no Wiki pages)
Monsters
CreditsVarious people have helped with different bits. I have tried to include everyone who have made more than a "comment" in the past. If you feel your name is missing, contact me.https://forums.elementalgame.com/user/2990919 seanw3 - spitballing and feedbackhttps://forums.elementalgame.com/user/3155540 EviliroN - proof-reading and ideashttps://forums.elementalgame.com/user/3823385 jshores - tiles and ideashttps://forums.elementalgame.com/user/2394776 Aeron Astari - art for Reliquary itemshttps://forums.elementalgame.com/user/3364067 RavenX - skin for elves and zombieshttps://forums.elementalgame.com/user/698520 Murteas - Quest Wizard, Logos for Elves, Living Stone, Gnomes, Frost Giants, Lizardmenhttps://forums.elementalgame.com/user/4202839 fsemprini - Icons for Reliquary items
3d models attributions:
Bow of the forest - "reliquary_bowofforest.hkb" and "reliquary_bowoftheforest.png" by Gabriellanzer: http://www.blendswap.com/?author=3036
Pollaxe - "reliquary_hache.hkb" and "reliquary_hache_skin.dds" by Clarabox: http://www.blendswap.com/?author=2895Ancient sword - "reliquary_ancientsword.hkb" and "reliquary_ancientsword_skin.dds" by Aquila: http://www.blendswap.com/?author=23194
Crossbow - crossbow.hkb and crossbowskin.png. Released by Lamoot: http://opengameart.org/content/low-poly-crossbow
3d models attributions released under Creative Commons Attribution Share Alike 3.0:
Venusians - mesh_venusian.hkb, venusian_skin2.dds, venusian_skinwings.dds by thecubber: http://opengameart.org/content/open-tempest-3d-venusian-model-textured
Kami - all files in /Kamiguard/ folder, all files with kamiguard_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Faerie - all files in /Kamiforet/ folder, all files with kamiforet_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Darkwasp - all files in /kitinvolant/ folder, all files with kitinvolant_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/
Gasques - all files in /Ryzom_Gasque/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzomshields - all files in /Ryzomshield/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzombracers - all files in /Ryzombracers/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Vampignon - all files in /Vampignon/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Electroalg - all files in /electroalg/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
RyzomCrustacean- all files in /RyzomCrustacean/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
RyzomGibbai - all files in /RyzomGibbai/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Ryzomshark - all files in /ryzomshark/ folder. Made for Ryzom MMO http://www.ryzom.com/en/
Note: The below method demonstrates how to change a Hair model from using the Hair material into using the Trans(parent) material. It can be used to alter it to any of the other materials available in the kumquat class. hkobject attribute name will obviously differ from file to file.
First, open up Havok Preview Tool and drag the hair model you want to use into it. The hair models are linked in the CoreClothes.xml file and look like this
Next, in Havok Preview Tool, click File->Save and select Format: XML (Cross Platform Text). Click Browse button and then in the next screen select "Save as type" -> XML Files. Give a filename (whatever). Click Save. Click OK. Close Havok Preview Tool.
Now you have converted the model into Havok XML. Now go into Explorer and open up the file you just saved.
Search for the "kumquat" text inside the file. There may be multiple occurrences. What you are looking for is what looks something like this
in the above XML, change
into
if the number was already 5 (or anything else) you are at the wrong material. Search for another kumquat material entry like above until you find the right one. The number corresponds to the material entry in the XML above it - 5 = trans. 1 = Hair.
When you have changed the right number, save the XML file and close it.
Open Havok Preview Tool and drag your .xml file into it. Go to File->Save and select Format: Win32:MSVC (4101). Then click Browse and select "save as type" "binary HKX files". Enter a filename that is something like YourNewHair.HKB. Click Save. In the pop-up make sure that .HKX was not appended to your Filename. If it was, remove it. Your file should be named YourNewHair.HKB, nothing else. Click OK.
Now you have converted your file back from Havok XML into the format the game uses. Hook up your new 3d model as you normally would in the XML but note the differences below (bolded)
Now your hair should appear in-game.
Great! Thanks a lot for this.
I was thinking up a few things for the wolfmen race. I have no clue that what is duable but I figure since you wanted to go with the barbarian thing and to compensate for having leather armor you could increase every group size by 1 person so they would have larger units. Another would of be to give them the ability to recruit wolves and wargs this would give them a great scouting edge with wolves and if they can unlock great wolves a decent unit to buff their army with howl. Another would be to make it so they could only ride Wargs as mounts since most horses would probably not allow something that smells similar to a wolf near or on them.
I wonder if perhaps the fae are a bit over-powered, everything considered. I started up a new game last night, with a city in a dead end valley. Rounded the corner out, and within 20 spaces was a unit of 6 fae. I had a 3rd level champion, sovereign, and warg. Each cast Coal Stones or something very like it. Sovereign and warg were dead before the end of the first turn; champion went down as soon as they got within distance and did their garlic breath number. And joy of joys, two paces away from them was another unit of 4 faes. They're very aggressive; I only had to move my unit within view of theirs for them to follow. The combination of abilities, numbers, and aggressiveness is impressive.
They're getting nerfed hard next release.
Ok I followed your steps, placed the new hkb in with the other shadow stuff. Created a new xml and copied the above code with proper name changes. The hair appears as an option but when I select it the game crashes. I'm not sure what I'm doing wrong as I tried twice and got the same results. Any clue what I might be doing wrong?
What does the debug.err say? Also upload the files so I can look at them.
HF: trait suggestion.
Potent poison, for higher level spiders, should reduce poison resistance on top of the increased poison damage. basicly working like dodge against accuracy or spell resistance against spell mastery.
It is fairly easy to get more than 100 poison resistance by now (drota, plus hel of hygiene plus goblen is 150 poison resist already)
Interesting idea, but there are no high level spiders in this mod.
I'll keep it in mind, but generally I don't like the idea of messing with those absolute values.
HF, love the mod! The factions you did are great! VVell done, sir!
I notice vvhen creating a custom faction for a custom sovereign, several Empire races are unavailable (trogs, urxen, quendar) unless I specify Empire Ideology. And a blank "Special" faction is listed.
The first one isn't my fault, the second one is. Just ignore it, there's no Special race to create factions for.
^ I'm glad you brought that up, dwilson. I apologize if I'm missing something obvious, but with this mod activated, I no longer have any access to ANY default sovereigns from the base game when starting a new game (custom sovereigns are unaffected). While I have made a few custom sovereigns and factions, that seems to have no impact on this problem. The only thing that brings the default sovereigns back is deactivating/removing this mod.
(EDIT: and indeed, I did gloss over something while installing the mod )
Other than that, the experience has been painless, in fact quite enjoyable! Thank you for all your brilliant work on this. And I'd truly look forward to seeing a big, hairy, hulking, wolfman race down the line. I'm imagining them with scratching and biting attacks, and abilities like beserk.
http://stormworld.wikidot.com/#toc4
Uploaded 1.5m, a beta build that requires the .exe Frogboy posted in https://forums.elementalgame.com/437369
Also note that for those preferring manual installation instead of using the Mod Manager, there is a new sub-folder requiring new installation procedures (read about it on wiki under installation).
http://stormworld.wikidot.com/versions#toc1
I ddin't check, but I wonder if having 150 poison resistance doesn't give you bonus health, when poisoned.
you don't have high level spiders, but you have Drota and normal assassins, they could use it for levelup (like jump I,II,III)
like this
venomous attack I +2 poison damage and +0 poison potency
venomous attack II + 4 poison damage and +50% poison potency
venomous attack III +8 poison damage and +100% poison potency
It said that it could not update the yournewhair.hkb to the current version. Here are the files I was using.
http://www.mediafire.com/?bdh6bf38rqzdz
Can you show me the original HKB and the Havok XML file as well?
Done uploaded the other two files.
Trying out the Golems. Question about traits: These both look really cool, but seem totally useless against anything other than enemy heroes. Spending one of your three possible unit traits on something with very limited application is questionable IMO, unless I am missing something?
This on the other hand is a truly wonderful thing:
My last comment is on 'Machinelord'. What can you actually capture with this thing? Sand Golems? Most constructs seem to be magic-immune and so make this less than useful?
The havok xml file is vastly different to what I get when I convert it from hkb to xml. Are you sure you downloaded havok content tools 7.1 32-bit? Edit: You got the wrong files from intel, make sure you get the right one and try again.
Yes, they are anti-champion traits. Golems play with no magic and would suffer too much against champions without those traits.
Machinelord - everything that has "Race: Construct". Catapults and roaming golems, particularly from the golem wildland.
Lol, I thought it might be something like that. I probably did not download the right one. The link you gave me goes to this page http://software.intel.com/sites/havok/en/thanks.php?file_type=1&a=1354139285&b=4cce53bac47e3a96d346ed38829888fa
after that I was tired and so just choose the top one that had 2012 figuring that was the latest version. Getting the 7.1 now.
Now Mod Manager can handle it!
With actual configuration file inserted in beta release (Stormworld BETA-4-1-5m just downloaded), new Mod Manager realease work fine
to me.....
[edit]
please double check it, I could be wrong
It works fine, I tested it before release of course.
Thanks I now have a shadow with hair. I was wondering if the shadow is suppose to have all those darker blocky parts or if I have the mod installed wrong or a bad setting?
Thanks again for all your help with the hair thing.
I was excited and I wrote the post after the first positive test...edited the post as a precaution
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