XtraDeconstruct: Legacy of Magic
by Primal Savage et al.
1. XtraDeconstruct: Legacy of Magic 1.1 Latest News (Changelog)
(18 January 2022) XtraDeconstruct - Legacy of Magic 3.0
1.2 Compatibility Snippet (Extended List)
Compatible w/ LH 3.0, all DLC, Children of Storm 1.8.c, Black Market Bazaar 2.1, Champion Bonanza 1.3...
NOTE: XtraDeconstruct makes Children of Storm compatible w/ LH 3.0 and DLC05 (Leader Pack DLC).
1.3 Features (Extended Description)
Expands LH in a myriad of ways.
1.4 How-to Install (User Guide)
See A_UserGuide.txt
1.5 Endorse XtraDeconstruct (History)
Go to your Nexus Download History to endorse Mods (Thumbs up).
1.6 Download (NexusMods)
Download XtraDeconstruct: Legacy of Magic @ NexusMods (Free).
1.7 More...
CutscenePack fix [Info]
2. Credits & Feedback
(Hellions) ::: (davrovana) ::: (Heavenfall) ::: (Dhuran) ::: (attackdrone) ::: (Vithar133) ::: (Stardock)
Many users gave valuable feedback, this is so they realize that their contribution is appreciated.
3. Bug Reports3.1 General
When you report a bug, please include a saved game and, if possible, a screenshot.
I (often) need to reproduce a bug in order to fix it. Thanks!
3.2 Helpful Sites
You can upload your images to postimage.
You can upload your saved games to Dropbox or similar.
You can upload (copy+paste) your debug.err file to pastebin. This is very rarely needed.
4. Common (Installation) Issues4.1 General
Most common installation issues are covered in the User Guide.
See, specifically:
A1. (XtraDeconstruct) - Full Download Installation Instructions
and
T2. (Others) - Troubleshooting, Known Issues, Knowledge Base, and FAQ
4.2 Specifically
I have reproduced the Installation procedure and some FAQ in this thread, to facilitate the process.
See reply #2, reply #3, reply #5, and reply #2208.
Paladin weapons don't seem to require Paladins, and then there's that issue the someone reported to Stardock that a lot of the correct class were unable to use that class' items. Note, I know you're not responsible for all that, just wondering if you could fix anything.
If I understand correctly, any weapons that have the Paladin note should be swords, and thus not limited to just paladins. That note refers to the fact that those weapons will enable paladin abilities.
I think.
N/A
What is the difference between the new Path feature in LH 1.7 and setting a particular unitstat to 1 and requiring that unitstat to equip an item? Could the class items 1.7 feature have been used using unitstats before 1.7, or does it provide new functionality?
You only implemented the extra initiative for weapons for certain classes in the 1.7 versions of XtraDeconstruct, is that right?
I've noticed that the Sword Attack attribute for the paladin class seems to remain hidden until you actually gain sword attack bonuses from the paladin tree. Is it possible to do that with the ranged attack attribute?
http://i199.photobucket.com/albums/aa108/Sword_of_the_North/2014-08-13_00001.jpg
You'll see the ranged attack attribute on the far end of the attribute section (as you can see, I've yet to level enough to get the character to have the paladin's sword skills).
And...that interlude is a good reason why you don't try licking ice staves. (Or...a good showing that units hold the staves weirdly, you're choice.)
Odd thing is, beyond installing the Ranger mod and applying the χD compatibility patch for the mod, I didn't touch it at all.
Need a bit of help. I have done the following.
1) Verify Integrity of Game Cache
2) Start with a new/clean Mods folder
3) Extract the following:
XtraDeconstruct-1894-1-7d.zip
XD_DLC05_LeadersPack-1894-1-7d.zip
XD_DLC02_QuestPack-1894-1-7d.zip
4) Start a new Game as Queen Procipinee
5) Found a City, then read the path scroll (this is the Mage one).
This causes *all* paths to be unlocked (which I think is by design), but only the Assassin abilities are selectable. I can scroll through all the paths, but no matter what I highlight, only General and Assassin skills are viewable. For example, if I select the Select General, I see general abilities. I select Mage, and the Assassin abilities show up. I have tried using various Wnd's that are included, and that does not help.
Is this how things are expected to work? Does it take another level up for things to sort out?
Also, the ReadMe has a smaller list of directories that should be created, than what is actually included in the zip file.
For example:
A_LHLIB_UnitStat_BG_vL
XtraDeconstruct\Shadows
Is this correct? Are there any additional install files required by this Mod?
XD_Deorcnysse.xml adds the following to the original Champions
<SelAbilityBonusOption>Ability_X_Deorcnysse1000</SelAbilityBonusOption>
The comment says to add this to custom factions.
Will you be adding a file for the DLC05 factions, and modifying the User Guide to include this in custom factions?
Maybe it is already included in the DLC05 compatibility files?
Are players supposed to be able to access the...Sanatorium spell?
Also, the last two sets of spells (the "trading" spells and the sanatorium spell) still say String not found.
In my current test so far, Sanatorium doesn't seem to be player castable (no valid targets). Haven't gotten to Curgen's AI Volcano yet, though.
Can I ask what Resistance - Earth does? AFAIK there is no Earth damage in LH, so did you make one up, or did you assume there was when there wasn't? Also, if it doesn't exist, you'll need to change the Defender skills and the Conductor - Earth, and Conductor - Air, as well as any other place where they happen.
Btw: why doesn't Enzo's Knife from the Loot Pack show the -1 Defense every hit? I know that it's working, because I am using the Maul debuff and damage decreases given the same amount of armor and resistance, and when you use Enzo's Knife the damage stays approximately the same until the hero misses due to Accuracy decreasing.
There's a slight problem with Maimed Leg (-2 Movement). If you get it on a hero with base movement who dies in a battle but you win the battle, you can have a stack that has 0 movement stuck in the wilds somewhere unless you have a spare horse. I'm not sure if -1 Movement is enough, but I just thought I'd raise this issue in case you want to change anything.
I really enjoy the Transmute spells and the Buy/Sell Horses/Wargs/Iron/Crystal etc. spells, and I notice that Path of the Sorcerer has some of these spells too, but I don't there is much (if any) overlap. So far I find Path of the Sorcerer very rewarding and interesting. I know that you didn't make it but I thank you for including support for it in XtraDeconstruct.
I'm not sure if that Protection from Death shield you get from the wisp is working correctly, last time I used it it didn't resurrect any units even if they died before that number of turns had passed. The graphic played when casting it, but there was no "+ Protection from Death" that came up on the units and no hidden modifier either. Unless you know you have fixed it, can you check the code please?
Note: the Defender Golem that has a single target tactical Death Ward works fine (and the Strategic Spell Death Ward), but last time I checked the all-ally Protection from Death did not work.
Thanks for bearing with me in this long post! After you have replied to the previous points, can you check out my last post on the following thread?
https://forums.elementalgame.com/457024
Thanks for a great and extensive mod!
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