Now updated for LH 1.8 compatibility. Download here via Nexus.
Updated to version 1.8a, includes compatability with LH 1.8 as well as a number of bug fixes, enhancements and balance tweaks. See here for the full change log.
http://demonsandwizards.wikidot.com/
http://demonsandwizards.wikidot.com/main:changelog
Heavenfall – For the BG Unitstats library, a few bits from Children of Storm, some ideas borrowed from the Goetia Mod, the Cacus Giant, lots of invaluable advice and assistance regarding modding FE/LH. Go checkout Children of Storm if you haven't already (http://childrenofstorm.wikidot.com/).
Davrovana - Faction, Sovereign, Champion backstories.Nightmurderer03 - Lots of ideas, unit designs, beta testing and feedback.
ManiiNames, NaytchSG – beta testing the early versions.jeffqyzt2 – Champion backstories.parrottmath – Maul debuff mod and his outstanding contribution to FE/LH modding.DsRaider - Some faction traits, some bits from AIPlus, inspiration from his various great mods.Primal_Savage - For the ClotheLootFix and lots of help with LH modding along the way.OliverFA_306, GfireflyE, Murteas, Brainjuggler, Naidrev, LordTheRon (and lots of others) - for providing ideas, feedback and discussion which is invaluable when working on this stuff.fsemprini – For the Summoner Path selection graphic.brich1212 - for the original Ranger path mod.
Stardock - for an awesome game
@6357brussell - are the other D&W gfx working ok, i.e. ability icons, spell icons etc?
Check that the file "trait_tree_unit_summoner.png" is in your Mods/Gfx folder. If you've installed the mod correctly the default location for that file would be:
...\Documents\My Games\LegendaryHeroes\Mods\Gfx\Demons and Wizards Gfx\DW_Summoner_Gfx\JB_Misc_Icons
Confirm that it's there?
Then try taking that file and copying it to this location:
...\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\Gfx\Screens
That's where the default ones are located. It won't hurt to copy the file there just to test. Make sure you restart the game after copying the file.
See if the Summoner path selection graphic appears if it's there in the core location?
Let me know how that goes and we'll take it from there.
@FoShizNat - hmm weird. I'm sure we can figure it out just might take a while to gradually eliminate things.
What I'd suggest, not that I think it will make much difference just so it's been checked... is to verifying the integrity of the game cache. That basically just re-validates all your local core files.
Load your Steam client, go to Library.. right click FE:LH on the left menu and select Properties. Local Files Tab then click Verify Integrity of Game Cache. I don't think that will change anything but probably worth doing in any case.
Next question, what happens if you uninstall ALL Mods... but leave the "Use Mods" checkbox turned on.... do you get clay pits then? That will tell us if there's something dodgy, like maybe a stray file sitting somewhere that is stuffing up your clay pits. Try that and let me know how that goes?
Abob I think 6357brussell means the icons that are in the character creation screen (like on the 3rd screenshot in your opening post) nature, beast and battle. I can't get those to work too. What have I done wrong? I've checked the install procedure a few times and all files and folders seem to be where they need to be.
Conflict with another mod perhaps?
Another mod would not conflict with this procedure. Do you see a scroll bar on that page?
Yep got that just tackling the Summoner path gfx one first.
Does your Summoner Path gfx appear ok LordTheRon ?
For sure. Can you guys clarify whether you get the scroll bar in the magical proficiencies section? Can you select the new spellbooks and they have no icons or you don't see the books at all?
Oh dear... I feel a stupidity award coming up... Not behind my computer now but I'm pretty sure I just missed the scrollbar. Will confirm this later tonight.
Everything else is working just fine, so I'm pretty positive I just missed the scrollbar.
Yes sir everything is showing up in game just with blank spots where all icons should be. Pictures of the monsters are blank also. The spells and shard progression shows up in the magic research tree but they are white with no icons. Reinstalled version 3 and it worked fine last night. Had to move the gfx files in version 3 from zip folder to the Documents/My Games/FELH/Mods/GFX folder to get it to work properly. Have tried that with version 5 and it didn't help. Will try your core file suggestion after work today. Thank you for your hard work and making this a much better gaming experience.
So was the clay pits and the new resources not showing up a problem experienced by just one player? Or was it more widespread? I'd love to give this mod a try, but I just need to make sure that the resources will work.
Ahem, yep found the scrollbar, working as a charm!
@StevenAus, I found a clay pit right next to my city so no problem at all. Only played for half an hour, but loving it. The new spell books are fun and there's so much to summon now.
Great work once again abob, thanks very much! Will post more after I've played more. Sadly not that much time the upcoming days.
When I uninstall all mods but still leave the "Use Mods" checkbox on, I get my clay pits back, so maybe some stray file somwhere? I verified my game integrity and it said "1 file was not validated and has been acquired"...tried things again, still no clay pit.
With that in mind, it couldn't hurt to do a full reinstall because things seemed fishy. I cleaned out everything and re-downloaded + re-installed the game from scrath...got everything back up and working except as soon as I put back on D&W_0.5, clay pits go poof and still no shadow/beast/nature/battle shards to be found. Also just tried the modified JB_CustomshardsNewBook.xml with the question marks on the cloth map and still nothing.
Just a quick clarification, I know that the JB_CustomshardsNewBook.xml needs to be in the data/english folder... but does it also "need" to be in the mods folder as well? No, right? i currently still have a copy of it in the mods folder as well from when i had extracted everything to begin with.
Lastly, my hardisk is partitioned, therefore my FE:LH mod stuff are all in my C: drive.... C:\Documents and Settings\User\My Documents\My Games\LegendaryHeroes\Mods
However my JB_CustomshardsNewBook.xml goes into my D: Drive.... D:\Steam\steamapps\common\FE Legendary Heroes\data\English
That shouldn't be an issue right? I guess i'm getting pretty desperate for solutions/answers ha.
I appreciate you helping me out
Definitely not, that's exactly how mine is.
Aha! That will probably stop the new resources appearing, because it doesn't work from the mod folder. Get rid of it... make sure it's *only* in the core folder and you might get the new resources....?
*waits with baited breath*
@LordTheRon... that's great, cheers.
It'll work, if you have any problems just let me know and we'll sort it out.
What would *really* be helpful would be if everything in a mod could just go into a single folder so we don't have to copy gfx files around separately. And if everything could be modded from the mod folder. To quote HF:
Speaking of separate folders, why does /Mods/Gfx/ even exist? It is the only folder scanned for graphics files (.hkb .dds .dds). Whyyy? Again, it just means we have to spread our mods out over another folder.
One of these days I want to have a look at creating some kind of installer so it's easier to do get mods up and running. Or if we had Steamworks or whatever it is that distributes mods... that would be awesome.
@abob,
!!! just deleted the JB_CustomshardsNewBook.xml from the mods folder and clay pits and shadow/beast/battle/nature shards now!!! WOhoo! I can't believe that was the cause of all the hassle .
I guess it just never clicked into me. From the instructions readme.txt, it said:
-- "...due to a shortcoming of the way the FE:LH handles things, there is a step for copying a file to the Core folder..."
and also,
-- "2) Locate the file “JB_CustomShardsNewBooks_Core.xml” (should be in Documents/My Games/LegendaryHeroes/Mods/Demons and Wizards) and move it to your Legendary Heroes\data\English folder..."
So when I "move" the file to Data\English, windows "copies" it, and it never occured to me that i needed to cut it out otherwise it would actually cause a conflict. But things work great now. TY
@abob, got it working now. Re-downloaded the file from nexus, unzipped to mods folder, moved gfx files to mods/gfx folder, removed unnecessary files(read me, guide, ect.) and everything is working fine. thanks for your help and a great mod.
p.s. I use steam workshop for my Civ 5 and Rome 2 mods and its a very good tool for modders and users.
@FoShizNat - that's great. I will update the installation instructions to make it clearer.
@6357brussell - great. Re. Steam Workshop, i've never used it but whatever it is, sounds useful. I'll post a request for it later in the SUpport forum but I think it's unlikely we'll ever see it for FE:LH
Glad you guys are up and running
Yeah, I think if any of the custom resource site files are in the mods directory it stuffs up resource generation for the map, even if it is already in the proper place in the core files. So you might want to change directions so that you "move" that particular file, or "copy" that particular file to the core files directory and then delete it from the Mods directory.
Do you know when you'll be updating the mod for the Undead DLC? I very much appreciate all the work you've put into the major v0.5 update, but I read your comment about the Undead being affected by spells and thought I would ask if you have a "likely" timeframe for those changes, or if you'll have a well-deserved rest for a while. Either response is fine.
PS: Do you mind if at some stage I make custom spellbooks for L1 of the new schools? If the devs include my new feature request for usable items, I could even make the Allegiance-specific ones only usable by the correct allegiance, but the least I can do is make sure Kingdom factions don't sell the Empire Spell Traits and vice versa. I'm thinking of including Life and Death magic in this setup too (for example, there is already a Tome of Light in one of the mods).
Btw: I would consult with you as to their cost in the shop, they don't have to be as cheap as the elemental tomes.
Just have to pop back in to say - Excellent mod changes. I love it! I just wish I could make a shadow/beast mage from the beginning. Abob, you've really done something excellent here. Definitely has reached "can't play without it stage".
Have to start a new game, Stupid Magnar overwhelmed me early with his summoned army. Have to say that was one of the more fun "losses" I've suffered.
I'm actually out of town on a holiday for a week as of tomorrow
When I get back, Undead DLC compatibility will probably be the first thing I will do. Don't think it will take long because I think Dhuran has already made his Undead revamped mod compatible, so i'll take a look at that and borrow some stuff... thanks in advance Dhuran
You mean like the Decalon ones? Go for it. I haven't looked into it, not sure how difficult it would be. The new spellbooks have some subtle differences to the deafult ones but I think it should work ok.
Hiya Murteas, not sure what you mean can you clarify.... do you want to make a new Sov that has Shadow and Beast spell schools.... you can do that.
?
What are the differences? They are traits are they not? You can give unit traits with usable items, so I was just going to use similar code to add the new L1 traits. Let me know if there is a different setup.
BTW, i've not had lots of time to actually play the mod with 1.4, i'd be keen to know if anyone has seen the AI uses tactical summons with this mod....?
Thanks.
Hmmm yeah should just work I think you're right. I think i'm getting confused with henchmen spell abilities. To create Henchmen Adept spell abilities like the other schools would be a bit of work.
But yeah the books should be fine I think don't mind me.
You do know that Henchmen can learn full spell schools from Tomes too (unless they have the Adept line of the same kind of magic, although it might still be possible, I haven't tested that one)? They are considered by the game as champions in every respect, except you train them rather than get them from Fame Milestones or Quests.
When designing a sovereign and selecting spell schools, just scroll down a little. The new schools are there.
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