Figured we needed a thread for questions that didn't need to take up valuable room from talented mod'rs.
So, this isn't directly a modding question, but it's related.
Vetrar's roaming is both annoying and constant. I can't download the Wildland Boss Fix due to being in China at present and thus dropbox being blocked. Could someone reupload it to mega.co.nz, or Nexus, or send it to me, or even just explain how to fix it for myself? For the life of me I can't find where their behavior is controlled in the XML, if it is at all.
Alternatively, can someone explain where in XtraDeconstruct it's handled so I can swipe the code? I was able to grab that off of Nexus, and I've been poking around inside X.D's files as well, but I'm rather new to this and there's a lot of them.
Also, is there some kind of a master guide to modding FE:LH somewhere that explains where to find things?
Hello !!!
Happy new year...
I have a question...
Is it possible to modify the type of cities Pioneers & Sovs found when they "Settle" ???
I tried to mod in a new city hub , and modified CoreRaceConfigs' NewCityHubType and/or CapitalHubType to match it, but then: "need 0 (null) for the new settlement" appears in a tooltip for the "Settle" button... Did iforget some code to add somewhere ???
Thank you all...
Forget it(except the happy new year !!!): Me being myself again... I made a bad copy-paste...
Hi
Is it possible to modify the bonuses of existing traits without editing core files? Like General giving 35% bonus XP instead of 25%.
I could add new abilities to the existing traits, and change the text to 35% but the trait in the unit window still says 25%.
N/A
Hi - hopefully not a dumb question; certainly unable to find the answer elsewhere by searching:
All the Mod tutorials about editing Models or changing their textures require the "Havok Content Tools" - but it appears these were recently made not available by Havok themselves - and there doesn't appear to be any other way to edit / read / write the .hkb file assets in the game?
Am I right in thinking this means that there is now no way to do so?
Yup.
Oh dear. It's a sad, and rather ironic endpoint for a product line that started out with such high aspirations for easy moddability. Still, FELH remains a great game that's very customizable.
Shouldn't someone have updated the pinned posts in this forum with all the 'false lead' tutorials about modding assets? Can't think it's good for newbies to the game to think assets can easily be modded later, then be disappointed (after all, Ultimate Edn was just released a month or so back).
I'm still holding out hope that someone has a copy of Havok Content Tools 7.1 32-bit. The original exe, I mean. Should be ~320 mb.
Very recently just got back into LH, and have been modding it to my preferences. However, while doing so I've encountered a problem I've no idea how to fix due to my complete lack of experience with it.
Now, I'm not too big a fan of the spiky armour for the Kingdoms' Plate and the Empires' Champion armour. Therefore, I've tried to mod it. I've copied ArtGameItem.xml to the mod folder, and I've done the following: Kingdoms and Empires share Light Plate, the old Empire Light Plate becomes the new Kingdom Plate. I wanted to test it before then ending it by also making the Empires and Kingdoms share Champion's Armour. Problem is, the test seems to reveal that what I thought was the correct approach to this, causes some problems.
The way I changed the armour visuals, was to find the GameItemTypeModelPack for Empire Light Plate and Kingdom Plate, and then completely replace everything below the <SupportedUnitModelType>s with the same sections from the GameItemTypeModelPack for repspectively Kingdom Light Plate and Empire Light Plate.
However, merely replacing the vanilla <GameItemTypeModel> with the one I want to replace it, doesn't actually seem to replace the model ingame. Instead, it gets added on top. This means that if (for example) Amarians are outfitted with Plate Armour, visually they are wearing Empire Light Plate and the vanilla Kingdom Plate at the same time.
Here's the changed text that provides that effect:
Anyone have any suggestions for how to fix this?
Thank you.
Could anyone please tell me how to create new bloods/races?
So, I just had a quick question about how the game uses the xml files. I edited the spells core file to reduce the stamina needed for Tame from 7 to 1. Loaded up a new game to test and it worked. Then I decided 1 was too low and I wanted to increase it to 2 and also increase mana cost from 40 to 50. So I made those changes and started a new game to test, but it still had my old changes (1 stamina, 40 mana) even on a new game. I searched the internet for an answer as to why this is happening with a new game, when my core spells file says 2 stamina, 50 mana. Could not find an answer. Finally, after an hour of tinkering I decided to replace the core spells file with my vanilla backup and fire up a new game, and the game went back to 7 stamina, 40 mana. Then I changed both of those at once to 2 stamina, 50 mana, and started a new game to test and it worked.
My conclusion is that anytime you make a change to a core file that has already been changed before, you first have to revert back to the vanilla core file, start a game, then exit and make all the changes to the core file at one time. Starting the game with a modified core file seems to lock in the changes (not only for saved games but for new games as well) and the only way I have found to get the game to reset is by reverting back to the vanilla core file and restarting the game.
I was hoping someone could tell me if I am understanding this correctly, whether there is an easier way to do it, and maybe a brief nontechnical explanation of what the engine is actually doing with these xml files and how it remembers old changes that are no longer there even when you are starting a new game.
No, you don't have to do a "clean run". I'm going to guess that you made a backup of the original XML or the copied XML and put it in a folder inside the core installation directory. If you did so, the game would only read one file with the same name in the XML directory and its subdirectories. If you make backups, keep them out of the game's installation folder.
Also remember that you not only have to start a new game, but also restart the client after your changes are finished.
Thanks for replying. My backups were in a completely separate folder on my desktop, totally separate from my Steam and FE directory. So no worries there.
Ahh, that may be the step I missed. Thanks! Just to clarify, by "restart the client," you mean I need to restart Steam?
No, just Fallen Enchantress
How do you restart the Fallen Enchantress client? Is there more to it than just restarting the game? Cause I did restart the game and start a new game but it still did not pick up my changes until I reverted to vanilla for a "clean run". You say that's not necessary so I must be doing something wrong. Just not sure what.
EDIT: For future people with the same problem, it appears when you restart Fallen Enchantress, you may need to Run as Administrator at least once after changing Core Files for the changes to be baked into the new game. Restarting normally did not work, at least not for me, but restarting with Run as Administrator did work.
Can someone please help me with a very basic modding question/problem? I was tweaking a few spells in the Core Spells file, just to adjust the stamina and mana numbers slightly. At first it worked, but when I tried to make further changes, the would not take in game, even when I restarted the game, rebooted the computer and started a new game. In game is still showing the old numbers for stamina and mana for the spells I have changed.
I don't understand how this can happen when I have changed a core file and restarted the game with a new game. The game must be storing the old information someplace, but where?
Any help you kind folk could give on this basic modding question would be very helpful. Thanks.
EDIT: Problem solved. It was the UAC causing all the problems. I didn't initially suspect the UAC since I had installed the game outside Program Files, but the solution was to Run as Administrator. This baked in my changes and I only had to Run as Administrator once and was thereafter able to run normally. What a headache, but I am glad I finally got it solved.
Greetings, guys.
I've just started modifying XML files, so still got a lot to learn in modding FE:LH. I want to ask, in editing a custom race/faction's XML files, what command should I put in to give them selected starting techs, so I don't need to research them in-game? (for example, leatherworking and weaponry)
Thank you in advance!
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