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.
Maybe the Protection from Death has been fixed, I last observed the non-effect a week or two ago.
Thanks for answering all my questions!
One thing I could do to prevent the Spell of Making is make the Forge of the Overlord or the Spell of Making require 100 of each shard, which would never be attained, even in a Dense magic map of the largest size.
N/A
Yes, I saw those new settings, and except for Difficulty, I'm using the highest setting in each one. I'm playing on Difficulty 2.5 with 4 opponents because the map is bigger than standard (you said Setting 5 or 6 would be a real challenge, however I like to build up my heroes with heaps of quests and monsters, and collect all my Quest and Event heroes, plus the Unlikely Heroes modmod I made, with No Experience Split and eventually go against the fully built up opponents, but so far the Spell of Making keeps coming up ). In my latest game, I used the Ranger's "Web" ability to fix 8 out of 9 enemies in one battle I had, and my Bacco the Beggar with Enzo's Knife and almost full Champion Armor (which I bought from them before I DOWed, heheh) to mostly avoid the big-hitting Hammer units. It will be even better when Enzo's Knife stacks properly! And the one time I got hit by a 3 or 6 members remaining hammer unit, I took 70 damage but still had 20 remaining. And I had Rachel and other healers to heal Bacco up throughout. I won the battle without any losses apart from my unit that the Ranger (Mouse from Unlikely Heroes I made into a Ranger) summons at the start of every battle. Even my Greater Demonshrill unit (5 members) made it through without dying.
Just wondering, do you have any idea why the Spell of Making is being cast in my games? AFAIK there is no mod that would enable the Spell of Making if you have the pre-game option switched off.
Bacco's Hammer is a Commander Hammer, but Bacco has the Warrior class. All hammers and mauls are specialized for Commanders, but should Bacco's hammer be a special case?
I've noticed in battle that the "cards" on the side that show character-turns/some spells still show the weapon bonus autocasts (which still have to be run through pre-battle).
Ah. Didn't notice (I haven't done much training in this game) that yet.
Also, will units you get from a quest (Panca/Wilbur's Archers, for example) be upgradable? Kodrin's Squires seem tobe upgradable, though I think they're the exception.
Well I verified the game cache and only 8 files needed to be reacquired, and there were 8 files in your .dxpack collection, so I don't think there was any corruption of my files.
Has anyone else found that the Spell of Making was still being cast when using XtraDeconstruct or other mods?
Otherwise I'll need to put it down to a quirk in the way all the new factions, other mod features etc. work.
I've never seen it happen (but I play against lower difficulty AIs).
Do you use the leader pack DLC? Maybe it's a problem with that? (I've stopped using that in lieu of CoS, so yeah, can't actively test that one).
Indeed, even on Ludicrous Magic Strength it wouldn't be attained
There actually does not seem to be a coded shard requirement for the Forge of the Overlord or the Spell of Making, so I would say that is hard coded. However I have a file in it which has (as you suggested):
<SpellDef InternalName="SpellOfMaking"><AIData AIPersonality="AI_General"><AIPriority>0</AIPriority><AITag>Victory</AITag></AIData></SpellDef>
That should work.
No, I haven't bought the leader pack DLC.
I never found the AI players to build the Forge of the Overlord when Spell of Making is disabled AND playing without mods, so I guess it is just a peculiarity that mods introduce.
You know, that seems like it should have been something set at the start.
I suppose, though, that might make it impossible to cast if you set the magic strength too low.
I've been wondering something. I've noticed that, when I go into the Ledger tab of the governing window, the cities don't get organized by Conclave/Fortress/Town any more. In fact, they all seem to still be classed as villages. Is there a reason for this?
Edit: After a quick glance, it seems to be due to you renaming them as "2. Conclave/ 3. Fortress/ 4. Town/ etc.".
Is there a reason you did this? I'm mostly just curious.
How do you set the shard power requirements for a spell? I tried <SpellResourceCost>, but that doesn't get the shards to show up as in your example above. And wouldn't having them as a cost take them away, or only for one turn?
It seems like the Ranger path compatibility download doesn't have the ranger files, but the paladin's files.
Is the ranger stuff having the paladin's stuff specific to 1.7f release?
Also, PrimalSavage, how are the monsters more challenging? What, for example, would be the difference between Challenging World Difficulty before and now?
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