Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
Check out summon skeleton. It summons one of 3 skeleton types, but randomized.
Yeah, I could use that if it were spell casting rather than the regular "Train" unit, which I'm trying to do.
I suppose aside from creating a spell, I could create a building which, when created, summons the unit.
Question.
Hi,
Just starting out modding LH, and I'm trying to add a new faction with new racial/blood. What files do I need to include in my mod folder to get the new racial to work? Also, are there any guides or tutorials out there on how to add a new racial, add new traits etc? Thanks.
I've taken a look at both DSraider's "Additional Faction Traits and Races" and Attackdrone's "Fervor" Mods (which are both great by the way), but there's so many files I can't really make heads or tails of it, so any advice would be great. Thanks.
All the Best,
I am still learning myself, but I am pretty sure reading through files that work is the best modding education. I am making a custom blood-trait faction myself, the faction mods of others are showing me what I need to know.
Look for the <RaceConfig> and <RaceType> tags. If you're looking at DsRaider's mod, they're in "Add_RaceTypes" and "Add_Factions"
No prob. I've asked similar questions to yours in the past so I happened to know there was some info there. Let us know if you got get that stuff working.
Not really possible with trained units. I think a Spell (as already mentioned) is about the only thing that has a random effect.
A new blood is quite a bit of work because you have to create a heap of new units to go with it. You create the units and given them your new blood ability.
I'd suggest start out by trying to create a faction ability, that's quite a simple thing to do. Then work up from there.
You could try searching the FE Modding forum (as opposed to this one the LH Modding forum), there is a few threads talking about how to create a new blood trait etc... 99% of it will be the same in LH.
You need:
1. The new blood ability. Look in CoreAbilities for examples.
3. A New Race. Look in CoreRacetypes for examples. I suggest using an existing modeltype as this will be much easier. Modeltypes are what determine what clothes and hair your units can have and what their armor looks like.
2. A new Faction. Use the faction editor ans select your new race.
4. New starting units for that race that have that blood ability. Look in CoreUnits for examples.
5. Go back and edit your faction to give it the starting units.
Thanks davrovana, abob101 and DsRaider, all very helpful advice. That check list will be invaluable.
I think so far I have done part of step 1 on your list DsRaider, so quite a way to go. But after seeing what you and Attackdrone have achieved, I definitely think it's worth it.
sorry if this has been already asked/answered somewhere else and i missed it but i m looking for the following:
i d love a mod that increases the number of soldiers in a unit ONLY IN LOOKS:
what i mean is that a regular unit with 3 soldiers would still be 3 soldier for the purpose of attack/defense/hitpoints etc. but look as if it had 6 soldiers. 4 soldiers would look as if they were 8, 5 = 10 and 6 = 12.
And no, getting drunk to see everything twice isnt an option
reason being that i m no fan of the small scale battles but i also understand that simply changing it so that units come with 6 soldiers by default would overthrow balance completely.
is this possible (perhaps is there already a SMALL mod that doest it - i m not interested in complete overhauls at the moment ) or is the graphical representation always tied to the stats of the unit ?
thanks in advance !
The files you are looking for are the UnitGroupingTypes.xml and possibly the CoreFormations.xml
I do believe however that the graphical representation is tied to the number of units.
How do you edit an existing item? For example, if I wanted to add 3 maximum lightning damage to the Blessed Hammer, reduce Physical Attack by 1, and an OnHit effect of 8 Lightning Damage against units with an IsUndead unitstat, how would I change the code so that the +10 Physical Attack vs. Undead no longer applies? I know how to add elemental damage and defendable elemental damage OnHit to a weapon (because Heavenfall has already provided an example), but how do I remove the old +10 Physical Attack bonus against Undead?
GameItemTypes are largely overwritten when you define it. Just copy the whole item into a mod file and remove the XML for the damage bonus.
EDIT: Actually the first one doesn't work properly, as it does extra damage to non-undead units.
Would this work for the MeleeAppliesSpell?
<GameModifier>
<ModType>Unit</ModType> <Attribute>DefendableDamage</Attribute> <AttackStat>UnitStat_Attack_Lightning</AttackStat> <Calculate InternalName="Calc" ValueOwner="TargetUnit"> <Expression><![CDATA[[UnitStat_BG_IsUndead]]></Expression> <Calculate InternalName="Calc2" ValueOwner="CastingUnit"> <Expression><![CDATA[[UnitStat_BG_IsUndead]]></Expression> <Calculate InternalName="Calc3" ValueOwner="TargetUnit"> <Expression><![CDATA[[Calc2]] > [CDATA[Calc]]]></Expression> <Calculate InternalName="Value"> <Expression><![CDATA[[Calc3] * 8]></Expression> </Calculate>
</GameModifier>
It sometimes seems to do more than 8 Damage though, with no known resistances or weaknesses to Lightning.
Would this work?
<ModType>Unit</ModType> <Attribute>DefendableDamage</Attribute> <AttackStat>UnitStat_Attack_Lightning</AttackStat> <Calculate InternalName="Calc" ValueOwner="TargetUnit"> <Expression><![CDATA[[UnitStat_BG_IsUndead]]></Expression> <Calculate InternalName="Value"> <Expression><8></Expression> </Calculate> <vsHigher>1</vsHigher>
Or is the <vsHigher> only for use when you don't do any calculations?
Just how do you do a comparison between two Calc values and use the true/false to determine whether the amount used for the Value is 0 (previous statement false) or 1 (previous statement true) times the number?
In fact vshigher and vslower should not be used in effect modifiers at all. The code isn't there in the background to do the proper checks. > and < are not accepted operators in a calculation except in AIPRIORITY.
The good news is you don't actually need to do a comparison when you are using calculations in spelldefs. In other words,
<GameModifier> <ModType>Unit</ModType> <Attribute>DefendableDamage</Attribute> <AttackStat>UnitStat_Attack_Lightning</AttackStat> <Calculate InternalName="Calc" ValueOwner="TargetUnit"> <Expression><![CDATA[[UnitStat_BG_IsUndead]]></Expression> <Calculate InternalName="Value"> <Expression><![CDATA[[Calc] * 8]]></Expression> </Calculate></GameModifier>
Note that since you are using Defendabledamage, assuming target has no lightning resistance, your actual damage will range from 4-8.
What do I need to do to do a specific amount of (in this case Lightning) damage?
There's no good way to do that.
Can I use CurrHealth and decrease it by 8?
Yes, but you can't link it to lightning resistance because lightning resistance can be positive or negative.
EDIT: Actually, I'll make it fire damage instead (the most resisted element) so it has a minimal effect on other non-undead attacks. Even though the fire skeletons are immune to it, they can still be hit by the regular damage. Banshees are not immune to Fire Damage though.
Yes, that would be fine. There is lightning attack added to the base attack so that Banshees have a chance of getting hit (and then having CurrHealth decreased).
Question 1: What does DefendableDamage do?
Question 2: How do I subtract from an enemy's current health, and still check first if they are Undead and the wielder is not?
1) deals a normal attack, it is therefore subject to defense, randomization of damage, and resistance modifications
2) Haven't tried to do this, maybe you can play around with the calculations. I don't know.
Is it possible to create an AI only Sovereign that shows up in random games? (Or at least selectable) I've been pondering making a dangerous sovereign/race to fight against
Thanks very much for all your help Heavenfall! After lots of trial and error I've worked out how to give the bonus damage if the enemy is Undead and the attacker is not (by editing the Sov file to give him the Undead unitstat - I also had to delete the Blessed Hammer definition from your Library files). I would also assume now that when you just put a TargetUnit UnitStat you are actually either testing if the UnitStat is positive, or testing that the unit stat is equal to itself, or is equal to 1 (one of those possibilities I think).
Anyway, this is my full code for doing 10 damage to Undead with a regular attack with the Blessed Hammer as long as the user is not Undead. And it affects Banshees as long as at least 1 of the 3 fire damage for the weapon hits the banshee (even though it would avoid all the Physical Attack).
It should also allow people to make a number of conditions for whatever you are trying to do. Since only one 0 has to be in there for the whole expression to be 0, you can easily make as many conditions as you like that all have to be true to affect the GameModifier Attribute.
Btw: do you think it needs to cost more than 120?
I'm trying to make this quest offer me two different rewards. I can't seem to get it to work however as it doesn't give me the resources. Your supposed to go to the starting inn then go to the tower and defeat the guardians. Somewhere along the way you are supposed to be offered a choice between getting crystals or metal but it never gives me the resources. Any help would be appreciated as Quests are not my strongest area.
After plopping this into my quest editor, you will find that your mod types for your treasure should be
<GameModifier> <ModType>Resource</ModType> <Attribute>RefinedCrystal</Attribute> <Value>10000</Value></GameModifier>
I do recommend that you try out my editor when creating quests. It might save you some time and avoid these little errors. (The editor will pretty much let you create any quest you like)
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