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.
N/A
Found some very minor bugs. Rejuvenating Fusion doesn't remove a random inury (tried repeatedly after exiting and reloading game). It just adds 1 to 3 to max hit points.When using accessories that are meant to e.g reduce enemy's Defence by 1 point per hit against them, instead there's still a '+1 Defence" comes up over them instead (that one was the same in 2.0e but forgot to mention it before).
Mostly working perfectly though
Slightly worse one - whenever i try to fight a battle against groups of The Vengeful Dead the battle comes up without any of the skill buttons visible, and with only a single sword if you hover over enemies, and the only way to finish the battle is to auto-resolve it.
Yeah i installed all the compatibility files along with the 3 mods - id it the same way i'd done for 2.0e when it was working - and 99% of stuff works fine
Character definitely had injuries too - maybe my save game is corrupt or something then? don't know. It certainly crashes sometimes on my laptop but i had that problem without mods too
Hi Primal!
I recently purchased a new computer, with decent "stats", so I decided I could try this mod again (I was having deal-breaker performance issues with the old rig). I noticed the mod progressed immensely, kudos!
I need some help though. You gave me some suggestions to customize my installation the last time but they seem to no longer apply, because of the major mod restructuring. I've read the readme and I've been trying to remove the Recruit Champion techs: following the Readme I deleted XG_Lairs_Champions.xml, XT_Lairs.xml, and disabled CoreGoodieHuts (renamed to NO both in the mod's and the game's directory). Yet, the techs still show up in my techtree, is that supposed to happen or did I do something wrong? I tried starting a new game and all.
Also I'd like to remove - if possible, I remember it was the last time - all the spells to sell or transform resources: I can't find any hint in the readme.
That's it, thanks for any help and thanks for the gigantic work of course!
This looks pretty impressive. Quick question about installation. Step 2 of the installation instructions says "2. Installation (Deactivation)". I am confused about what that means. Is Step 2 is what you do when you want to deactivate your mod, or is it part of the installation and activation of the mod? Can you please clarify so I don't screw something up when I go to install. Thanks much.
Thanks! That makes sense. The parenthetical "(Deactivation)" confused me, but it makes sense that step would be included in the installation. I will make sure to read the rest of the sections you mentioned before installing.
Quick question.. While I have my workaround, it's a bit of a pain, so wanted to know how hard it would be to pull just 2 features of Xtra and just use them with the base game. I'd like to see if I can run the XP for heroes in cities and the improved resources (food, production, essence) for tiles as yours tend to add up to a higher number than base.
Anyway I D/Led the latest update and checked it out. Took one look at the Nomad Faction Strength and added it to Vestalla; also reworked the history. Basically, when the Krax refugees settled in the Central Wastes, they negotiated alliances with a number of local nomad tribes. They eventually intermarried and the resulting Halfbreeds became the founders of the Dominion. I updated the Race file in the Dropbox; I also changed the Logo and color scheme; I was inspired by a write up on a Civ4 mod called Alt Religions; here's what I used:
"Vaalkazism holds that the god Vaalkaz was once a mortal warrior, rhe greatest warrior the world has ever known. In fact, he was the first man to ever ride a horse in battle. However, His greatest feat was His ascension to godhood. This was accomplished by defeating another god, Tharak-Nul, in personal combat. During his battle with Tharak-Nul, Vaalkaz's right hand was cut off and cast into a fire of divine strength. Such was the toughness of Vaalkaz that His hand didn't burn, and once He had defeated Tharak-Nul He was able to reattach His hand, which was now bright red in color.
Vaalkazism is a martial religion. Vaalkazians are always seeking to test themselves in battle. Any city with a sizable population of Vaalkazians is likely to produce more experienced military units.
The symbol of Vaalkazism is the Red Hand of Vaalkaz."
The Vestallan Military is named the Order of Vaalkaz. Also the flag is the Burning Hand.
BTW I love Nomad mounts; cheap, steady and not prone to headlong dashes. Also Nomad Mount + Great Crossbow = Versatile and powerful unit.
Anyway, since Kashadda is a Shaman, I'll test out the Totem abilities. Do you have a list of the Totems? I'm curious what the effects are.
Question: are Spy abilities accessible to all factions? I got zapped by those abilities a couple of times from non spy factions.
Anyway an idea: equipment for Sovs, champs and TU's to sail on rivers as roads. Maybe a small boat item or unit trait?
@Primal
Thanks for the tips! Indeed I didn't realize I had to remove both branches. So, time to try a new game now
In this specific case, "Deactivation" is short for "Deactivation of some Core (Local) files" and is used as a header for the second installation step to differentiate it from the first installation step. However, I can see how it can be confusing for some.
Actually glad this came up, as now I know why I was having so many problems. I was also confused by the Deactivation tag so didn't do this step when installing.
I'd suggest removing the heading and just making the file copy the next step of installation.
Here's the Link to my LH Dropbox; all my custom races/units are here.
For whatever reason I've got a horrible experience with this mod. Not content-wise, cause that is epic and I really like the changes you brought to the game.
Let me start by saying that went through your user-guide, tried all your recommendations in terms of settings and changes when it comes to crash. Sadly, nothing really helped.
Biggest Vanilla map, with 9 AIs and everything set on highest/dense runs smooth. No problems, no crashes, sometimes a hiccup, but for the greater part, it's flawless.
With this mod loading times for turns increase tenfold and get ridiculous the further I get into the game (I expected them to be a bit longer, but it just feels WAY to long for the turns). I tried different map-sizes, went down to 3 AIs, less random events, less quests, less wild monsters. And the biggest concern, which mad it horrible, it ALWAYS starts to constantly crash at about 40 A.C.. Up till then it often runs without any big problems, sure it's loading slow and all, but never crashes. After 40 A.C. it can crash every turn, every 5 turns, or ever 10 turns. I restart, load, it crashes again. I restart, load, it goes well for a few turns and then crashes again.
The game's on an SSD, I've got 16GB RAM, 3.3GHz quad-core i5 and a Nvida970, which makes me doubt it's my hardware.
The mods I used was yours with BMB, Champion Bonanza (this one only cause I read somewhere that the game can crash after a certain amount of fame cause there aren't any champions left or something) and the snaking mod. Other than following the install instructions I only deleted the compatibility folder of Children of the Storm, cause with it still there I had some buildings pop up in the build-menu, which probably shouldn't have been there.
Do you have any idea or tips left? Or at least something that could make at least the constant crashing go away?
@Primal: I think JamesDyk just worded his post poorly, his troubles are only of a technical nature.
@JamesDyk: the mod is resource intensive. Try this little trick I learned: hit EndTurn from the clothmap view. Wait for everything to have moved, and then zoom in again. It changes EVERYTHING for me. Still, I think you should play on smaller maps and with fewer enemies.
@Primal again:
I wanted to post a few comments. Well, on the technical side, what I said above. I'm surprised I hadn't found that hint anywhere... maybe it's just my setting. Anyway, I *am* playing conservatively, right now I'm on a game with a Medium map and 3 opponents. It used to crash nonetheless until I started the End Turn ClothMap trick, and now I'm confident I could even dare a bigger map. It's the first time I managed to get into the later stages of the game with this mod, it might well be that this trick solves 90% of my performance issues.
Second, the mod is truly great and this is why I'm willing to accept a reduced gameworld in the first place. Actually, the mod really makes the game a lot, a lot closer to what it should've been it's what I should say.
I don't have extensive experience with it but a lot of the problems I used to have with the game seem to have been fixed. The hero paths especially are great and feel like the player has plenty of options and builds to explore.
Now, about my very personal wishes for future versions of the mod, if I'm allowed to just vent some for what they're worth
One thing I've never been happy about with this game is how Elemental spells have been grouped. This is a issue with the original game, not the mod per se, still I think it's not a crime to hope that a mod one day will fix it The problem as I see is that the groupings really make little sense. I can have a warrior hero who still has access to fire books and thus might get to cast the most potent fire spells down the road. Yet, some other fire spells, for seemingly no reason, are unlocked only by the pyromancy thing in the mage tree. Conversely, I may have a mage with pyromancy casting high level fire spells, but not other simple fire spells because he doesn't have the fire books in the general skill tree.The way I see it, it should be either one way or the other, spells that are so similar in nature should all be grouped together under a "fire only" class, be it the the books general line, or a pyromancer line for mages only. As it is now, I find it very confusing, especially when the elemental abilities like Aeromancy, Geomancy and the like lie not on separate paths and you have to select one as a requisite for the other. This truly feels like a weird choice to me. I mean if one were to be a pure "fire mage" he should be able to go just the fire way, without messing with other elements.
Another thing I'd like is that the utility spells could be more easily removed. I mean, I'm fine removing what I could the way you kindly pointed out to me, but still there are the Beer spells: I know I can just ignore them, but well, I might have some slight OCD issues, I'm afraid. And by the way, I know those spells can be handy, I understand why they have been put there, I just feel like while playing the temptation to use them might be too strong and might trivialize the hunt for resources.
Anyway, these are just my two cents, as I said I'm more than fine with the mod as it is, it gives truly new and proper life to the game
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