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.
Add:<SelAbilityBonusOption>ReanimationRituals</SelAbilityBonusOption> To:XM_CoS_Factions.xml (EmpireofUndead)XD4_Factions.xml (EmpireOfTheDead) You may end up having access to duplicate Altar-Shrine-Temples for The Dead (Because both ReanimationRituals and Gravetouched unlock a new set of Altar-Shrine-Temples). Not sure how that will work out with the Shards.
Hmm maybe not worth the risk then...
Also when my first class hero class pick popped up everything was available except for Ranger and Sorcerer to select. Am I missing something?
N/A
You need both the Compatibility Files (XD_MOD_PR and XD_MOD_PS) and the Original Mods (Path of the Ranger and Path of the Sorcerer) for the Paths to be activated.
Got it thanks!
Last question I hope Is there a file in Deconstruct similar to Elemental Defs in the English folder?
Specifically I would like to mod:
<MinDistancesBetweenCities_TinyMap>5</MinDistancesBetweenCities_TinyMap> <MinDistancesBetweenCities_SmallMap>6</MinDistancesBetweenCities_SmallMap> <MinDistancesBetweenCities_MediumMap>6</MinDistancesBetweenCities_MediumMap> <MinDistancesBetweenCities_LargeMap>6</MinDistancesBetweenCities_LargeMap> <MinDistancesBetweenCities_HugeMap>12</MinDistancesBetweenCities_HugeMap> <MinDistancesBetweenOutposts>6</MinDistancesBetweenOutposts> <MinDistanceBetweenStartingPoints>18</MinDistanceBetweenStartingPoints> <MinDistancesBetweenImprovements>3</MinDistancesBetweenImprovements> <MinTurnsBetweenDiplomaticContact>12</MinTurnsBetweenDiplomaticContact>
Perfect thank you!
Looks great! Looking forward to the next update!
Found a small bug the Treebane axe does not have a picture in the unit details box...
I don't think I modify the ArtDef/Icon associated w/ Treebane Axe. Make sure to move the "Black Market Bazaar Icons" in the \Gfx\ folder as instructed: ********InstallationExtract the contents of the .rar file and place each folder as follows:- Black Market Bazaar ---> My Documents/My Games/LegendaryHeroes/Mods- Black Market Bazaar Icons ---> My Documents/My Games/LegendaryHeroes/Mods/Gfx...******** If you did that already, then I need to know which Race you are playing as in order to pinpoint the problem.
Did not do that thanks!
Several in-game crashes:
http://pastebin.com/SNWScYPy
http://pastebin.com/t2KtTX5b
http://pastebin.com/bfWTLPNV
On a different note, you should not set "World Difficulty" above Insane. XSavage difficulties should only be used for "Typical Intelligence of Opponents". I know they show up in both screens, but if you hover over any XSavage difficulty levels in "World Difficulty" it should say "DO NOT PICK".
Ah crap did not know that. How will it affect my current game?
Hey Primal,
Maybe you can help me again? I was wondering how to make a spell auto cast at the begging of combat like fear from dragons and such?
Also, how hard would it be to make the elemental lords tougher/harder to kill?
Thanks Primal, I'm going to fool around with this and see what happens.
Got another question Primal. Im trying to add +2 mana/season to an item but it does not seem to work?
<GameModifier> <ModType>Unit</ModType> <Attribute>ProduceResource</Attribute> <StrVal>Mana</StrVal> <Value>2</Value> <Provides><![CDATA[::: +(2 per Season) Mana]]></Provides></GameModifier>
Is it possible, am I missing something?
I downloaded the Denizens faction; I'm currently playing a game as Vestalla with them as an opponent. Looks interesting, though designing custom factions and sovs with them and Faith factions are hard because you can't see their heads.
OK so here's some ideas I have for future updates:
Feedback appreciated.
Regarding the Denizens Sov, you would probably have to edit the texture file if you want to change anything color-wise; I don't think the creation menu color choices will work. Equipment-wise, everything is invisible, so head gear or other gear wouldn't really matter because they won't show as the model isn't compatible with the equipment models available in-game, which is why I had to make everything invisible. I guess what I'm saying is seeing the complete model in the creation menu doesn't seem that important, unless I'm missing something?
The Faith Air/Fire are the giant races of LOM, so I wanted to portray them as such. It's likely possible to edit the camera angles to get a full view, but otherwise, you should be able to edit the </ModelScale> found in XXL_4_FaithAir.xml and XXL_4_FaithFire.xml . If you change them to 1.000 it should work (Most of them should be 1.333 or 1.150).
Regarding the ideas:
Will see.
Alas, Stardock only.
Without the Faith Trait Buildings, you will get the last Researched Air/Fire Spell on Season 1000 as it requires 2000 Research. Might as well forget about it. With the various buildings you should be able to get it much earlier. I feel those Spells are fairly powerful.
As to Dragons, what's not to like about having a special Creature like that for your Faction! The special Creature is suppose to be different from one Faith Faction to another, but it just happens that Air/Fire are very similar as they are both Giant Factions w/ a Dragon as their special Creatures. That was a bit the reason why I started w/ those two (Because similarities). Eventually I could have added other Special Creatures through those Abilities, but at the moment that seems a bit far fetched to say I'll do that anytime soon. In the end however, how does that compare to other Faction traits such as "Adepts", "Archers", or...
Also, the generic idea behind the Faith Traits is that they reproduce Factions as close to Lords of Magic as possible. Obviously I'm not 100% bound by that, but that was the goal anyway.
That being said, I could see the various Research Resources being used in additional ways. I will consult the voices in my head, who knows what will come out of this meeting.
Look in:
C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English\Core Stamps\
and select the files that replicates (Not necessarily code-wise, just the general idea, to use it as a guide) the type of Wildland you want to create (e.g. Scrapyard). You will find there's a "S" file, which is a sort of container Stamp and a "W" file, which is the Wildland Stamp. e.g.
S_Scrapyard_Blank_01.xml
W_Scrapyard_01.xml
You may end up needing to create specific Tiles through the editor in order to fulfill your vision, but otherwise, it's quite straightforward. You'll also have to create an entry such as the one found in
Wildlands.xml
and then everything else that might be needed Creature/Bandit-wise.
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