I just recently started playing FE and played E:WOM a while ago. I have noticed talks about re-inputting Dynasty Mode and building off of it and I like the ideas of using it to increase diplomatic fields. This will be my first MOD and the first time I have looked into the FE game files. Alas do not be discouraged for I have worked with StealthBot and Diablo LOD with the creation of MH, MF Bots and Chann Bots; SO I do have knowledge on how to tweak and write code. If someone could please point me in the right direction to find the Dynasty info in the files (I already know about elemental.defs) I would greatly appreciate it as this would save so much time. Also if you have any ideas or input as into how you think the dynasty mode should be tweaked please let me know and if it is in my realm of capabilities I will look into and maybe add it.
To my knowledge FE was built off of the main framework from E:WoM so the changes shouldn't be to hard if I am guessing correctly.
I could not find any modding tools besides FrogBoys Mod Editor (Btw neat lil tool, I have started playing with it today) and I am using NotePad++
The problem is that we don't have any access to scripts or way to input new code. The only way in, so far, is through XML. So basically, we are in a situation where you can either do it through XML, or you can't do it. We can also make new 3d models, textures, maps, tile designs, effects, and alter size of UI, but none of that necessarily helps you.
So the first step would obviously be to turn dynasties on in elementaldefs.xml. What was said when dynasties was removed was that it would be simple to put back in for modders, and yet noone succeeded. A dev hinted later that there may be missing UI pieces. Anyway, once dynasties are active you should be able to marry sovereigns to champions of a different gender. That should kickstart the dynasty system, but it never did for me.
Yeah I see what your saying. I was able to turn dynasty on and get it to work and was tweaking the ratios to try and get children and it never worked. The Missing UI would explain that perfectly. But what if you manually took the UIs from E:WoM and put them into/and or created the file path it needed to run correctly and then tweaked the code some more?
(Turning 0=False to 1=True) I was able to marry in the game. Also changed the birthing turns and marriage turns for testing. <EnableDynasties>1</EnableDynasties> <Dynasty_MaxNumChildren>4</Dynasty_MaxNumChildren> <Dynasty_ChanceToMarry>0.1</Dynasty_ChanceToMarry> <Dynasty_ChanceToGiveBirth>0.1</Dynasty_ChanceToGiveBirth> <Dynasty_TurnAgeGrown>100</Dynasty_TurnAgeGrown> <Dynasty_TurnAgeOld>200</Dynasty_TurnAgeOld> <Dynasty_MinTurnsBetweenChildren>10</Dynasty_MinTurnsBetweenChildren> <Dynasty_MinTurnsUntilMarriage>20</Dynasty_MinTurnsUntilMarriage> <Dynasty_ChanceToChangeAllegiance>0.67</Dynasty_ChanceToChangeAllegiance>
I am running a test right now to see if the I got the Dynasty Table to popup with the other tables in the Kingdom Report section. I believed I got it to work but I will find out now.
It depends on if they kept the references to the UI pieces in the .exe, then it MIGHT work. Although you still face the issue of not having a button to access to see the dynasty trees. Unfortunately I don't have E:wom installed anymore so you're on your own.
Yeah the issue of not seeing the option for Dynasty Tree is what I am working on right now. Once I get the table to show the Dynasty option it will be cake from there besides just tedious trial and error. If I make progress on it I can keep you posted on my actions if your curious about it. I do get it to work will I have to setup it up as a MOD like your StormWorld as in the part of being put into a MOD folder and running scripts out of that instead?
Oh and for future reference did you use UDN to edit the DX files and create the graphics for the races you made in StormWorld? the reason I ask is for future modding if I choose to step into it that far what would be good programs to use. I currently only use basic coding programs that I use for school so I do not much about the MODDing world.
Unfortunately whenever you modify the elementaldef.xml you need to mod the core file iteself and so you can't use the mod directory.
I do wish you the best of luck on this. And generally, it is best to put all gamefiles in the MOD folder whenever possible (that way it is easily reversed if someone decides to stop using your particular mod), but some files sometimes have to be changed in the core files/core file locations in order for the changes to take effect (trial and error).
I actually looked at trying to mod the interface a bit for a mod a while back, but this would have required purchasing certain productivity software from Stardock, and I was poor at the time.
I can't remember now which Stardock software it was (some desktop builder as I remember), but I'm sure someone here might know.
I could always put it into a MOD folder and have the ReadMe tell you how to go about doing that so it would be safe correct? I ask this as I do not want to be that one Modder that ruined peoples games or cause any friction on the forum. OR since I am editing so much thats built into the game I would have to put a install/uninstall option for it.
And for things like that if Stardock didn't put security on it couldn't you use a 3rd party program i.e. UDN for changing DX files or HexEditor to edit the .exe after you change the scripts?
You are correct, but you must remove the elementaldef.xml from the core directory. I'd prefer that you not break peoples games here either, but the disclaimer for you is to make a back-up file of the elementaldef.xml, The rest of what you do might be able to put into the mods directory. I tend to avoid all modding that requires a change to the core files period, but I know some elements then just can't be done. In that way, the work around is to create senario maps where you can set-up custom elementaldefs for youself to use and edit in these situations. The only issue I've found is that one cannot pick a random sovereign or a random map or any difficulty options (unless someone at stardock would like to correct me and tell me how).
OK, I'm pretty sure it's DesktopX that was recommended to me at the time:
https://www.stardock.com/products/desktopx/
Of course, this suggestion was circa 2010, so I don't know if the interface files are still moddable with desktop x.
Also, this WOULD require changing core files, so any such mod should have explicit instructions about backing up the original file before replacing it, as well as the mod file, in case the player patches and the interface files are 'changed back'.
To make matters worse, if someone did patch and the interface file was left alone, but other critical core files were changed, well this might break your interface/break the game, so yes a STRONG warning should accompany any interface mods.
Not sure if Parrotmath's suggestion would work for interface mods r.e. attempting to do it all in the Mods folder, so this'd be trial and error I think.
I don't know what UDN is. For the dxpack files I used desktopX, and for 3d files I used maya and 3ds max, plus various freebies. Gimp for textures.
Since you're going to be including new .dxpack files, you should just go for an install dir modification. Can't read .dxpack from /mods/.
So as it stands I should create a Warning Label for users and inform them of the changes that way they know to replace my MODDed files with their original game files.
Do you know where the .exe script files are located so I can save time searching?
Thank you I will check it out as I am using only Notepad++ and Hex Editor.
Don't think we have any access to the script files for the .exe (Only thing we have real access to is the .xml files, if you find any let us all know)
Again, you are venturing where few modders have dared tread, so I wish you the best of luck and success on this! I'm just an .xml jockey myself, and I'm trying to remember what it was I wanted to 'fix' back in the E:WOM days that required an interface change...
My tech tree consolidation mod (changing from 5 tech trees to 4, plus the fifth tree that redirected tech points to arcane research or gildar as I remember) for E:WOM ended up working pretty much as well as hoped, but as no one really plays that game anymore, wrapping up that mod hasn't been a priority, since it would probably be for just me...
Ahh, I think I remember now. I was trying to create a spell that allowed the caster to learn a spell list or something... this was only supposed to work once, but unfortunately I couldn't quite work this out. Don't remember all the details, but it involved the character creation interface, and possible duplication of spell lists as I remember... unfortunately, the flurry of patches resetting all the files constantly at that time, and the beginning of 'hack a feature' burned me out and I set this mod aside. Heavenfall and others did try to help, and I also had another issue with the 'calc' feature not working for items. Spell effects don't work well as always on items using stats as bonus modifiers, such as a ring that adds 30% of your con to your defense, long story but a long standing/lingering issue that Modders have been hoping for a solution for. Sorry, rambling on there.
Again, very much looking forward to your progress on this. If you could keep this as a standalone (deals with Dynasties only), I'm sure a lot of modders would love to use this along with their own mods!
Would explain why I can not find any. If I do find them I will post it for everyone.
The standalone idea is a good one. And Thank you for your help I will keep posting updates to how far I get it to work. Right now I am going through both game files and comparing them to see what is missing/different for Dynasty. So far the children and for the tree option is the hardest right now.
Thank you it looks like I will drop a small amount of cash onto this but in the long run I think it will be worth it.
Keep in mind the UI dxpacks are called directly from the .exe. Again, unless the LH still has the references for the missing pieces, you simply won't be able to do anything. And even then it is a very long shot. You can check if the references still exist with a hex editor on the .exe and look for the filenames.
I found the dynasty code in both the E:WoM and FE in the .exe. Now all I have to do is make sure it matches the same in FE as it does in E:WoM and if I am right; since I have already carried over some basic E:WoM Dynasty stuff I should be able to see some results in FE. But I will have to adjust the .exe which will take some time. After I adjust the UI DXpacks that is.
Are you working on FE or FE: LH
Regular FE as of right now, but i think once everyone upgrades to FE: LH I will have to tweak some more so get it to work with that,
That's probably the best approach, as E:FE is pretty much a done product now, while E:LH will likely have several rounds of patches after it is released. Once that game 'settles down' patch wise, then I'd recommend porting your work over at that time.
The LH fans may have to wait, but for sanity reasons this is what I'd recommend.
I will be greatly impressed if you get this to work, my hat is off to your efforts sir.
Lol yeah I don't want to have to go in every few weeks when a new patch comes out. That would just kill me lol.
Thank you, and I will try my hardest.
Yea, dynasties! i likey
Just so people who are watching can know the status I am now editing the Kingdom window. Children and what not are still not producing.
Once the system has been activated in elementaldefs there is a cheat hotkey to spawn children, ctrl+(a letter, can't remember which).
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