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.
XtraDeconstruct 2.0.n.
Download [Nexus]
ReadMe [Dropbox]
**RELEASED (16 January 2017)**
NOTES
___________________________________________________________________
XtraDeconstruct [χD] 2.0.n. - N like eNd Edition Changelog____________________________________________________________________
[*] Equipment: Acrobat's Gloves[*] Sovereign Profession: Harvester[*] Spell (Air1): Missile Magnet[*] Spell (Air2): Illusions[*] Spell (Air3): Curgen's Grip[*] Spell (Air3): Electrical Storm[*] Spell (Air5): Whispers of the Vindicator[*] Spell (Earth1): Root[*] Spell (Death4): Eternal Night[*] Spell (Fire4): Perils of the Flame[*] Spell (Life3): Tree of Life [Kingdom][*] Spell (Life4): One Thousand Suns[*] Spell (Life4): Purifier [Kingdom][*] Spell (Life5): Fungus Tapestry[*] Spell (Mage): Esprit de corps [Savant][*] Spell (Mage): Melt [Pyromancy][*] Spell (Mage): Unity of Minds [Harmonious Wavelength][*] Spell (Water5): Bewilder
FIXES[*] Additional fixes for Deorcnysse[*] Berserk (Self) Battle Wisdom Growth issue fixed[*] City Essence issue (Debug Message) fixed[*] Crematorium now also blocks Water Adept III Spells[*] Loot items/icons should now match the actual items received for all installation packages[*] Madness! Battle Wisdom Growth issue fixed[*] Snowstorm now also blocks Fire Adept III Spells[*] Some typos fixed[*] Spellbook (.dxpack) Screen issue (Debug Message) fixed (900x700, 900x800, and 900x950)[*] Wall of Rock (Beekeeper) now working properly (Previously: Wall of Rock (Gravitational))
MODIFICATIONS[*] Creatures: Troll Shaman gain Bloodlust Spell (+50% Maul Chance, Enchantment)[*] Equipment: Augmentor, Elementium Ore, Sorcerer King Eye removed[*] Equipment: Channeler's Cube, Magi's Neck Chain, and Astronomicon removed[*] Equipment: Path Scrolls now disabled by default (Can be re-enabled)[*] Hiergamenon: Entries for Champion descriptions removed[*] Improvements: Expansion Bureau now +1 Logistics (Previously: +2)[*] Optimization: Some stuff disabled or removed to reduce mod size and AI choices[*] Mods: Many icons modified (Necromancy Revamped, Path of the Paladin, Path of the Sorcerer Spells)[*] Path (Assassin): Some Path of the Assassin abilities removed (Bottom rows)[*] Path (Commander): Treasure Hunter III and Wealth III removed[*] Path (Defender): Chaos/Life/Order Resistances removed[*] Path (General): Eyes of the Eagles and Alerted removed[*] Path (Gravelord): Some AIPriorities adjustments[*] Path (Paladin): Some AIPriorities and balance adjustments[*] Path (Mage): Shuffled some abilities[*] Spell: Bodyguards, Counterintelligence, and Domestic Surveillance now require an essence slot[*] Spell: Ether Gauze Cooldown now 99 Actions[*] Spell: Guardian Winds (Air) Cooldown now 99 Actions[*] Spell: Heavenfall removed (for now)[*] Spell: Lifelessness now requires Life Disciple (Previously: Life Master)[*] Spell: Lightning Blast now does less DMG[*] Spell: Spy Spells (e.g. Burn Fields, Disinformation, etc.) resource costs generally halved[*] Spell: Swiftness Cooldown now 99 Actions[*] Spell: Wall of Thorns will now look different on the battlefield[*] Spell: Windmills now +0.5 Beer per Essence per Season[*] Spells: Reagent Spells now disabled by default (Can be re-enabled)[*] Spells: Some Air/Fire Researched Spells removed[*] Spells: Some Spells now require at least one of a specific Shard (A/D/E/F/L/W) to be cast[*] Spells: Undocumented Tweaks[*] Wonder: Channeler's Legacy now sets a City's Essence value at 4
Just in case some are using the "Subscriptions" tab to keep track of replies in this thread: version 2.0.n. is officially out.
Quick tech tree question, you have a link to the tech tree in the User Guide, but that's a single tree, is there somewhere we can see the various races tech trees so when we assign one to a custom faction we know what they are and aren't going to be able to research?
Thanks for keeping up with this, have to go thru the changenotes, still digesting version K!
Noted you went through a lot of effort and eliminated the comments in the code, I thought the machine would not read those, hence not affecting performance, but it somehow does?
>>
Yes, those "path scrolls" optionally enabled, I thought those were put in to help keep the AI on track, does it still use them?
Unfortunately, not available no. I would need a Tech Tree Viewer for FELH to do this or some program w/ better functionalities than cut and paste. However, you can always check the tech listing in A_UserGuide (same section as the link), it lists the requirement for each techs after the number sign (#), so it should be possible to have an idea of what race and/or which faction strength are needed for some of the techs.
They shouldn't, which is why I've never removed them. And maybe they don't, but I was worried about the multi-line comments; some were hundreds of lines.
At the end of the day, all I know is this version is running smoother for me and this was one of the big changes I did; figured I would list all changes so at least users have an idea what changed and what didn't.
Path Scrolls are now disabled by default. You can re-enable them if you rename XE_InvitationScrolls.NO to XE_InvitationScrolls.xml...
The AI doesn't use them anymore, unless you re-enable them by changing the file extension.
What I started noticing at some point was that the AI didn't seem to care about path prerequisites anymore. In other words, it seems the AI is picking abilities from all paths based on AIPriorities and I don't know why this is happening.
Since the path scrolls weren't useful anymore, I removed them, but it's easy enough to restore them I think.
Question on Henchmen, can you give them to anyone other than Altarian Blood? Tried assigning the Altarian tech tree to a Wraith blood custom race and took the Henchmen perk, but the Henchmen tech never showed up to research.
Hey, here's how it works for Henchmen (and Iron Golems, Juggernauts, and Ophidians) Faction Strength vs Race Generic 3rd Unit.
Men¹ Race + TechTree_X_Altarian = Henchman Generic Unit (Race Generic 3rd Unit) + Henchmen Editable Units
Any Race but Men + Any TechTree but TechTree_X_Altarian + Henchmen Faction Strength = Henchmen Editable Units
¹Men Race is the basis for Altar Faction.
This is what the Henchmen Faction Strength !WARNING! means when it says "Do not combine w/ Men Race (Altar)".
For Iron Golems, Juggernauts, and Ophidians, there are similar warnings applicable to different races (and TechTrees).
Ok, that got it, thanks. When I saw the warning, I thought it was just to not use that faction.
BTW, I just noticed that when you go to build the apothecary, the tooltip says it costs -10 Unknown.
Further question on henchmen: Got the tree changed and they show up in the research, however once researched I can build the prebuilt ones, but do not get a henchman option in the designer.
I noticed that on Lord Relias it shows Train Henchmen under his traits and nothing under Altar for henchmen. On mine, I have nothing on my sovereign, but show Henchmen in my faction's strengths. Would that be the reason I can build the existing ones but not design them? Further, is there a workaround that allows my custom faction to build henchmen in the designer?
Relias-Shirayn-GenericAltarSovereigns Train Henchmen Sovereign trait is only cosmetic/informational and doesn't do anything. Altar Henchmen are unlocked by the Men Race. Because Altar Henchmen are unlocked by the Men Race, they have access to a Generic 3rd Unit (Henchman) on top of the usual Female/Male Generic Units. You can use that Generic 3rd Unit to create Henchmen from scratch.
Further, is there a workaround that allows my custom faction to build henchmen in the designer?
Custom Factions (and Sovereigns) based on anything but the Men Race and using the Henchmen Faction Strength get their Henchmen from the Faction Strength, so they do not have access to the Race-related Generic 3rd Unit (Henchman).
However, you can very well modify an already designed Henchman and customize it to your needs:
Train > Design > Select one of the Henchman (e.g. Shieldman, Torchbearer, etc.) > Edit
Hey Primal,
It's been awhile since I've played but when I saw you had released your final version of this great mod I just had to fire it back up! I was just about to come post saying only that and thanking you for all your work on this when I noticed a bug (at least I think, a long while back I thought I had a found a similar but was wrong). Anyway it appears spells are costing 2x the amount of mana that they should. At first I thought maybe I had an installation error somewhere (the previous incident a long while back I had path of the sorcerer mod and this one installed). Anyway, I uninstalled the game, deleted the full folder under "my documents" and then reinstalled the game. Spells worked correctly. Then I installed the most recent version of this mod (without any other mods) and spells cost 2x as much mana again. I tried it with a couple different sovereigns (Procipinee and Relias) and it happened for both of them with several different spells. So I'm wondering if htere is a bug somewhere or if you had any other insights into what might have gone wrong (perhaps on my end).
Thanks!
Hey mikechmi, if you're paying twice the mana, you probably inadvertently skipped Step #2 of the installation. After having done it, you'll need to restart LH and start a New Game.
____________________________________________________________________ A1. (XtraDeconstruct) - Full Download Installation Instructions ____________________________________________________________________
...
2. Installation (Copy+Paste) Locate the 0_NO folder: ...\Mods\0_NO\ Copy all files found in said folder (Ctrl+A, followed by Ctrl+C) Locate the Core folder: C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English\ or C:\GOG Games\Fallen Enchantress - Legendary Heroes\data\English\ Paste all previously copied files (Ctrl+V) If/When asked what to do, click "Copy and Replace" If/When asked if you still want to merge folders, click "Yes"
That explains it, thanks. I thought it might be something like that, just wanted to be sure I wasn't missing something.
Wow, right as usual Primal. I'm an idiot, not sure how I misread that . I had managed to change resolution/screen sizes just fine and add in the layered music, but somehow misread those most basic of installation instructions. Thanks for all your work on this and keeping folks whom misread the installation instructions able to play it So far I'm liking it and it does seem more stable than the previous versions I've played.
It's interesting that I missed that one line in one of your previous replies; it should be "-10 Beers".
Anyhow, are you still having that problem? If so, that's because you're missing the XtraDeconstruct resources file. If you're missing the XtraDeconstruct resources file, you probably inadvertently skipped Step #2 of the installation (See reply #1913).
You'd be surprised how often that happens (skipping/misreading step #2).
Short question:
I know playing the campaigns/scenarios is not supported by this mod and if one wants to do either campaign it's better to use vanilla game.
The question however is: after installing final version of XtraDeconstruct mod according to the installation instructions - is it ok just to disable mods from the options menu and restarting when you want to play the campaign? Or do you have to uninstall the whole mod (including the '0_NO' file replacement part) from your computer in order to play the campaigns without problems?
Thanks for advice,
Regards
Ganoes
1. Disable mods in the options menu
2. Delete all the files (if you want to be safe delete everything that is files and folders) in:
C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English\
3. In Steam FELH Properties (Local Files) "verify the integrity of the game cache"
When you want to play the mod again just do step #2 of the installation guide again and reactivate mods
You were right, when I installed on my new computer I managed to skip that step Beer now shows properly.
When installing the newest update do i need to go through the steps for custom sovereigns again?
Hey, haven't added anything new that would require doing that, so no.
C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English\3. In Steam FELH Properties (Local Files) "verify the integrity of the game cache" When you want to play the mod again just do step #2 of the installation guide again and reactivate mods
Thanks for the information!
BTW, which setup is considered the ultimate version of FE:LH right now? I know XtraDeconstruct is the way to go, but what about Children of Storm and other, smaller mods? Do they add to the experience or rather bloat the game unnecessarily? How well balanced is CoS for example? Do you guys use other mods than XtraDeconstruct?
You can try one game w/ just XtraDeconstruct to get an idea of what it's like, but at some point you will want to try this package:
https://forums.elementalgame.com/474417/page/1/#16
If you run into any problems installing all this, just ask.
Quick install question, if I am using Xtra and decide to try out Children of the Storm, can I just install it, or does Xtra need to overwrite some CoS files to make it compatible?
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