Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
N/A
There also may be an issue with cloud storage. Be sure to turn this off for this game when doing modding. It seems to keep the files you delete, sometimes it keeps these files even after you have deleted them.
Thanks.
I actually used the Fevor mod as a base.
As you can see, so far everything is looking good (except the color). Just a few more tweaks and I'll release the mod.
[url=http://postimg.org/image/xxwepbq89/full/][/url][url=http://postimage.org/]free upload pictures[/url]
Damn thumbnail won't work!
My intention wasn't to be brash or impolite. Apologies if anyone got offended.
There is a way around this, but it consists of spawning a quest. The quest is a simple choice dialogue and if you have a particular resource unique to your kingdom / empire. You recruit that particular hero as that cost. As abob101 stated, the "simple" answer is no. I can probably think of other ways to do it, but that is the only one that comes to mind at the moment.
I was hoping one could add the <prequisite> tag to a champion. Link it to a sovereign with specific blood ability.
So question - I just add:
<ProductionRequirement> <Type>Resource</Type> <Attribute>Faith</Attribute> <Value>10</Value> </ProductionRequirement>
To the UNIT?
Couple of things:
You can assign the Cloth Map color using this tag:
<ClothMapColor>62,68,79</ClothMapColor>
This comes from the MultiplayerColor.xml that exists in FELegendaryHeroes/Data (note the lack of /English). I haven't tried adding it to a raceconfig file, but as it exists alongside ZOC colors, this sort of makes sense.
As for the FactionColor tag y'all are alluding to, I'm not seeing it either, in any of the Core Race Config or other files. It also may or may NOT be automatically generated by the Custom Faction creator, although it seems to be automatically assigned somehow via race/faction choice in Sov creation.
NOTE THAT, if you look (under the appearance tab?) in the custom faction builder tool, you'll see an option for Faction Color, under the color chooser for building, skin color, and such. Assigning a color to that picker will generate this tag in the raceconfigfile for your custom faction:
<FactionColor>153,0,204,255</FactionColor>
(in this case, I picked some purple/pinkish color 'cuz it was gaudy)
NOT assigning a color to that picker may or may not generate that tag. Interestingly, I didn't see a picker for ZOC, but I was in a hurry at the time to report back as soon as I checked the faction creater.
Said tag becomes part of your raceconfig file, in the LegendaryHeroes/Race folder. Soooo, I'd imagine that you could add that particular to your custom faction and that SHOULD assign something. Interesting that said tag isn't part of the core races/sov files, though... so I'm not sure where the game assigns those colors for the core Sovs/Factions... you shouldn't need to mess with core files anyways!
Yay. Working!
http://s18.postimg.org/4izfuoxyh/Legendary_Heroes_1402603952.jpg
I even got my custom hero to show up immediately, without having to tweak anything.
I'm gonna have to tweak it a bit. Teh sword in the middle is not visible enough.
That said, my mod is almost done, thanks to you guys. I'll release the first (probably buggy) version very soon. Probably today.
Is there a way to mod champions so that the cannot use accessories or mounts?
Is it possible to make an armor that has different apperance based on gender?
Yes.
If you notice that each armor piece in the artgameitem.xml the tag
<SupportedUnitModelType>
There are Male and Female model types. Thus, if you create a special armor that has two variants one for male and one for female, you can support one unit type vs. the other unit type.
This also allows one to set unique armor looks per factions. Look at Tarth Leather vs. Gildar's Leather. They have very different looks.
Most armors already do this. Armor appearance is based on UnitModelType and males and females have different modeltypes, ex <UnitModelType>TarthanMale</UnitModelType>. ArtGameItem.xml is where this is set.
Question:
I made a spell that starts a quest, a quest with gives you an option to recruit one of 3 heroes.
I was wondering if it is possible to make changes to the heroes depending on the Sovereigns level?
Champions have the <SpawnRating> tag, which is basically their level, and the level at which they will appear, and the values used in-game are 1,3,5,7 and 9.
I honestly don't like this mechanic, as the window for getting a champion is VERY small. Not onyl do oyu have to be the right level, you also have to get the right emount of Fame right THEN.
So how to adress this?
- Make multiple variatios of the same hero with different <SpawnRating>? Would work, but how do you prevent duplicates?
- on the other hand, I could try to handle it within the quest, if I knew how. Any way to check for hte Sovereigns level? If not, I can do the silly way of ASKING the player "what level are you now?" and giving the appropriate hero
I don't get what you're saying here...?
If you're level 5, but don't have enough fame to recruit a level 5 hero, and only get it once reach lvl7, you will never be able to recruit any of the lvl5 heroes.
From all the testing I did, the <SpawnRating> determines which heroes will be available.
You've lost me. Are you saying that is how the game currently works?
Because if so, that's not right.
This is correct. But it's got nothing to do with your own level. If you reach the first 3 fame milestones, and your Sov is still level 1, it doesn't matter... you will get a level 1 then 3 then 5 champion. Likewise if you get to level 7 in the first few turns somehow.... then after that you reach the first 3 fame milestones, you will still get a level 1, 3 and 5 champion.
New question.
What do I need to do to have a unit appear in the build list, but
- that unit uses equipment not avaiable to other unit
- that unit itself cannot be designed
If I set the <isavailableforunitdesign> to 0 on an item, will any unit even be able to use it? Or does it only remove it from the unit designer?
Likewise, what effect does <canbedeisgned> have?
Lastly, what's the best way to handle unique, rare units?
can there be made into squads of custom size (2-3 max?)
So I'm thinking this:
<CanBeDesigned>0</CanBeDesigned> <AdditionalTrainingTurns>20</AdditionalTrainingTurns>
<IsStartingUnitType>1</IsStartingUnitType>
<GroupingType>UnitGroupingType_Party</GroupingType>
Will this make my unit producable, limited to a 3-man squad?
The tag you are looking for is
<IsUniqueButBuildable>1</IsUniqueButBuildable>
<CanBeDesigned>0</CanBeDesgined> Removes that unit from the design list entirely.
Look at the unit "Unit_BoundHoarder" for more details.
This unit cannot be designed, but it can be built. Not sure if you can fix the party size as I've not experimented, but I think you have the right idea with the <GroupingType> tag.
If the tag <IsStartingUnitType>1</IsStartingUnitType> is set then you should also include another file denoting the RaceType that can use the creature
<RaceType InternalName="RACETHATCANUSETHATCREATURE"> <StartingUnitType>INTERNALNAMEOFYOURUNIT</StartingUnitType></RaceType>
I've added units with my Female Henchmen mod. It has most everything you need to add a unit to the game. It creates a new unit model type, gives the correct clothes for design and shows up to be edited. There are limitations with FE:LH that I was unable to get it to work the way I would have hoped, but it should give the general idea on adding a unit.
Adding mucis?
I have a few nice tracks in the .mp3 format, and I made a new music file for my faction (and speciifed the new tracks in the RaceConfigs)
But it doesn'tshow up. I can't hear the new music. Does anyone have any idea (I put the music file in both mods/Vaynar/LayerdMusic and in the core directory LayeredMusic too)s
I've messed with the <LayeredMusicGroups> tags a bit (found in CoreLayeredMusic.xml in the /English folder), and have had partial success writing a custom file for a faction. As an example, I pointed the game at Fjull's theme (placing the music the LH/Layered Music Folder that is next to the Mods Folder, so not the core Layered Music folder), and this music plays every time I visit the shop with that faction:
<LayeredMusicGroup InternalName="ItemShop_Theme1"> <MusicLayer InternalName="FG"> <FileName>11_Fhjull_Theme</FileName> <Volume>70</Volume> </MusicLayer> <MusicLayer InternalName="BG"> <FileName>11_Fhjull_Theme</FileName> <Volume>80</Volume> </MusicLayer> </LayeredMusicGroup>
I think research is also working more or less correctly. However, the other themes are a bit more random, so I'd only hear them every once in a while. To be clear, I have my 'faction specific layered music file' in the Mods folder, with the music in the LegendaryHeroes/Layered Music folder(not the core/Layered Music folder) for the Layered Music Groups, so since it's firing some of the time at least, I *think* it should work from here. It just may be that Elemental has the playlist set on random...
I'd be interested in what others here have figured out r.e. naming conventions and such for the Layered Music tags.
While I'm here, I've made a custom cutscene file, which is partially working, and I've also made a couple of custom effects graphics. Most of my 'new' backgrounds aren't showing up though, although my Sov Picker background of choice does show up when selecting a new Sov. The game is a bit stubborn about finding the rest of these though. In the cutscene.xml and similar files, graphics are actually 'addressed' in the relevant tags, eg gfx/backdrops/KingdomHall.png or whatever.
So my question is, has anyone figured out the 'proper' way to point to files that are placed in the Mods folder, in those few instances where the game asks for directions? Sure I COULD ask people to place them in the core folders, but I like keeping things simple when possible...
Steam burying things inside the Steam folder makes addressing from the 'top' a little more tricky, so I'm wondering how the game knows where to find the mods folder, so I can use the same addressing protocol.
And of course, everyone's E:LH install will be a little different. My install is on my F: Drive, and I'm sure that while many will have theirs on the C: drive, well you get my point.
Is there any way to mod the game so that a certain faction is assured a hero at a given level?
There are several ways to ensure a faction obtains a specific hero... not sure if it is possible to specify the exact level of the hero. What exactly did you have in mind? Were you thinking that once you reach a certain fame point this particular faction will get Whoseit at level 9... that can be done just not in a clean fashion. Or you could do a solution using spells in the game and summon the hero and you have control over when and how the hero is summoned. Each of these will probably require you to create a faction specific resource.
Yep a specific hero, at a specific level.
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