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.
#repost
(8 August 2017) Patch 2.0.p.4, see #2015
(4 July 2017) XtraDeconstruct 2.0.p.3 - Repackaged Edition, see #2003
(15 February 2017) XtraDeconstruct 2.0.p. - BMB Compatibility Edition, see #1930
Compatible w/ LH 2.1, 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 2.1 and DLC05 (Leader Pack DLC).
Download page may take up to 20 seconds to load.
Patch 2.0.p.4 [Dropbox]
Fifth stage of grief: acceptance.
Stardock games: 75% to 80% rating.
Rodent Repellent is tagged as tactical. Had it on a quickslot.
That's an installation issue, it means you are missing some original Black Market Bazaar files.
Assuming you've installed XtraDeconstruct plus DLC_MOD Compatibility Files, then you also need to install the original Black Market Bazaar, Champion Bonanza, and Children of Storm Mods.
Follow said mods installation instructions and/or see section "A2. (XtraDeconstruct) - Compatibility Files Installation [XD_DLC & XD_MOD]" in A_UserGuide.txt for some additional information.
You will need to start a New Game for the changes to apply.
Reinstalled all mods and started new game.
Is it normal that fortress cities produce metals when they still got something before in the queue?
http://steamcommunity.com/sharedfiles/filedetails/?id=1110227427
Nah, but I never bothered reporting it to Stardock, felt it was unlikely to be looked into given the long list of issues already reported.
As far as I know, all "Produce" are affected by this, including the original ones (e.g. Produce Mana). Seems to either be an updating issue or a problem with the "ApplyDuringConstruction" tag. The Produce using <ModType>ResourceMultiplier</ModType> (Growth, Research, and Wealth) seems to get updated faster while the Produce using <ModType>Resource</ModType> (Mana, Metal, etc.) take at least one season to be removed once they're put in the queue (and I think you need to go to the city screen to validate and then click end turn; changing screen seems to do wonder when it comes to updating...). In other words, you shouldn't queue Produce, just use them when you have nothing queued.
I've been on the fence whether I should leave them in or not ever since I noticed the problem. If you want, you can delete the new Produce if you delete these files:
...\Documents\My Games\LegendaryHeroes\Mods\XtraDeconstruct\X_Improvements\XI_Produce.xml
...\Documents\My Games\LegendaryHeroes\Mods\XtraDeconstruct\X_Improvements\XI_ProduceCorpses.xml
There will still be the problem of the core Produce, but they're somewhat less powerful. If you choose this path, you will need to start a New Game for the changes to apply.
Thank you, ever so, for continuing to update this mod, Mr. Primal. God bless.
Thanks!
Hey, I found a bug in my game - all traits for my Sov/troops are counted 2x.
http://i.imgur.com/hsU84aW.jpg
Tried to search for it in user guide for your mod, this thread, etc. but found no mention of such bug anywhere.
I'm using only XtraDeconstruct + Black market Bazaar + Champion Bonanza.
Any idea what might've caused it, or how to fix it?
Hello Cruxxor,
This usually happens when step 2 of the installation guide is skipped/missed. You then get trait bonuses from the mod file AND the core files, so 2x.
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"
Doing this will fix the issue for future games. Your current game can't be fixed. In other words, you need to restart LH and start a New Game for the changes to apply.
Looking at your screenshot, I'm also seeing a screen issue. What's your display resolution? If it's 1920x1080 or greater, then read:
H1. (UI\Optional) - XW_1920x1080_Primal
If it's less than 1920x1080, then read (You should also read H2. to H9., but they're optional):
H10. (UI) - XW_UnitDetailsWnd
You should be good after that.
Damn, I have no idea how I skipped that second part.
Well, anyway, did all the fixes, and now it works perfectly I gotta say, quality of the support you provide for this mod (and the quality of the mod itself, ofc) is impressive - this community is truly lucky to have you. Thank you very much!
Great mod. Just a quick thank you for the work you've done. Miss demons and wizard's but that got stuck at 1.8.
Thanks so much for trying out the mod and posting this!
Glad to see this still going on. Just decided to hop back in myself.
Welcome back!
Hi. Just a Quick problem (I hope). I've a problem saving a game. Seems to save fine but reloading it crashes to desktop with the windows error thing. Game running fine other then that. Wondering if you might have a idea where I've messed up. (thinking it's on my end here).
Hum, don't really know why that would happen. The saved game are much bigger because of mods, but it's been like that forever now. You could always upload the saved game file somewhere (e.g. Dropbox) so I can try to load it and see what gives. Should have some time to look at this a bit today.
Has this just start happening, where previous saved games fine or does it do that for all games you start? And does this starts happening on Season 1 or does this start happening much later?
Has happen 1 hour into a game and after several hours of play. Never tried after one turn to be honest. I don't have a dropbox account but do have mega. Hoping this works . I'm not that good with the folder/file stuff.
Not sure what is causing the crashes. Seems to finish generating the map, then it's suppose to add factions, but it doesn't. Could be a stamp, could be a faction, could be something else. Until the issue can be found, I would suggest a few things:
1. Disable auto save in options. Instead, use quick save (ctrl+s) every season. As well, create a normal saved game every 5 seasons as backup. Keep multiple backups so you can go back in time and find a saved game that works.
2. Try reloading after 10 seasons, just to see if the game is fine, don't want you to play hour(s) and find yourself w/ a crashing saved game.
3. Remove Children of Storm Rivermod if it's installed. Need to start a New Game to see the changes. Delete:
...\Documents\My Games\LegendaryHeroes\Mods\ChildrenOfStorm_Rivermod\
4. When you create a game, go to "Customize Opponents" (in the "Who Opposes You?" screen) and remove Ceto (Living Stones) and Edror (Shadows) if they are in the "Selected Opponents" list.
5. Generally speaking, look at "T1. (Others) - Crashes" section in A_UserGuide.txt file. I know it's not related to saved game crashes, but some of the stuff in there would still probably help (e.g. Turn off Steam Cloud for FELH and there's more explanation re: auto save).
You can also package the two custom XML files (Faction+Sovereign) for the Baruu faction so I can have a look at them. Your custom files (Based on Faction and Sovereign names) should be in
...\Documents\My Games\LegendaryHeroes\Race\
...\Documents\My Games\LegendaryHeroes\Units\
Keep me updated.
Hello again. Good news from me as I've got saves working. Tried removing river mod, picking opponents and the T1 crsh section bits but no luck. Got fed-up with it yesterday and deleted the lot. Installed new copy (steam) and now can load saved games. Only tried Relias and oracale cersea so far. Will make a custom later and see if that works too. Hoping I just missed something on install last time.
Thanks though for the help and quick replies.
Glad i'ts fixed. Could have been a conflicting mod from a previous installation I suppose? At any rate, great news, enjoy!
Just to give you guys a heads up, when FELH 4k patch hit at some point today (or whenever), it will break your XtraDeconstruct installation.
You will need to do step 2 (Installation instructions) to fix the XML issues.
With regards to the UI itself, no idea what will happen, will see once the patch is out. Hopefully the code they've implement is flexible enough to work on modded screens (DXPACK).
EDIT1: If you run into UI issues, select Small for UI Scale instead of Auto. [ Options > UI Scale > Small ]
EDIT2: egad, FELH version number has changed (2.1), now I need to update stuff
Didnt encounter any probs, even without step 2, but I ve done it now. Probably my resolution is too small to benefit or get probs here.
Couple of Questions:
Is this Iru T alavar corruptable to a Death shrine or something?
Or is it destroyable to get shard essence?
What is shard essence good for?
A bit ashame to admit but I never so far find out how to create a forge. I assume I need to forge something and be master of a certain element and of course have the tech. I see that my heroes/sovs are able to cast it but the spell is always greyed out. In the hiergamenon I couldnt find a clue.
Some feedback:
I not really like that high-tech late game mount: the pony
Its not that I dont like ponies, just imagine a frost giant riding this small mount, which will probably scale with the level of the f-giant into a giant pony. Also stiff-necked Serrane would throw away here proud warhorse for this circus animal? Nah!
Apropos circus. I think its not fair that only those factions who has animal husbandry should be able to get the acrobat gloves, or in other words be able to cast faster. And I see not really a connection from acrobats to faster casting. That would rather be a kind of ledgerdemain.
I would rename the gloves to something fitting and make it available in the sorcerer tower (for all) which simultanious would broaden the offer there.
Why not make the circus a place where all kind of mounts (for heroes) can be bought before they are even researched. (for a proud price)
I would also incease the local happyness a bit more to counter-balance the slum requirement a bit. Its entertainment after all.
The pony could be a default mount for smaller races like gnomes or faith earth. (somewhat nerfed please), while the f-giants really shouldnt be allowed to ride anything but their beast type mount and maybe some other monster type-mounts. Anything else would look silly and unimmersive.
About outposts:
Probably this is too much I want but I really would like the outpost to be a buildable building for every city. I find myself building boxes to surround it so no wandering little f*cker can destroy it. The bonis are just too big. The AI does not have this advantage but it should have.
About crafting:
I find it it somewhat tedious to find out what crafting skills my hero actually has. Looking at the equipment, eventually bonis in the traits, also the location and the class or race can give bonis. Do you think you can make a crafting overview or something?
Step 2 was to fix XML issues, not screen/resolution issues. Only would have had XML issues had you started a New Game without doing this. All core abilities would have been double value and all core spells would have been double mana cost. Probably would have had other issues as well.
Previous saved games always contain all XML as it was when you started your game, so they are protected.
Haven't seen it in a while, but guessing no since it's a World Resource in the XML, not a Shard.
See above. Pulverize Shard is only usable on Shards.
Shard essence is used for the Sorcerer Elemancy line of spell "Osmosis of ...". Both Pulverize Shard and the Osmosis line of spell are unlocked by the same Elemancy trait.
Create a forge? Crafting? If so, you don't need to create a forge, see III. Crafting (Ctrl+f and search for "III. Crafting" w/o the quotes). If not, I need more precision.
Not possible.
Imagine, the AI used to be unable to upgrade outposts in FELH version 1.? . Took an update written by the CEO himself, no less, to get that in...
If you uncheck "Manual Improvement Placement" in Options > Advanced Options > Manual Improvement Placement, you won't be able to box your outposts anymore. Meaning you won't have an advantage over the AI. Yeah, not what you wanted, but an alternate solution nonetheless!
I can show the Forging unit stat and the Enchanting unit stat with the other unit stats in the unit screen / equiment screen. However, said screen is "full", so if I add two unit stats, then I need to remove two. I suspect "Enrage DMG" and "OP DMG" are possibly some of the least used ones, so they would be likely candidates for replacement...
At the moment there's no update planned, but I can probably upload a file that does this.
Frost Giants (FG) can't ride ponies (nor, I think, Mire Skaths, Ravenous Harridan, and War Boar). They can still research it because there's a "wild mounts" improvement (Pony Stable) which they can build and because it's a prerequisite for the Hatchling Mounts tech. Given where this is the tech tree, I could remove the other arcane mounts techs for the FG tech tree and give it a unique Hatchling Mounts tech. However, this would give FG less improvements to gather the needed wild mounts used to build troops with hatchling mounts. I think it's not worth the effort given it will make wild mounts rarer for FG. If it's an immersion issue, just think of it this way, they build pony stables and trades the ponies for other wild mounts (in this case, hatchling mounts).
I will try to see if Faith Air / Faith Fire can mount ponies and block it if that's the case.
Beyond that and generally speaking, the arcane mounts techs use the "rare" mounts in the original FELH, mounts that you would only get in quests: Mire Skath, Pony, Ravenous Harridan, and War Boar. I'm guessing I added this before I created any mounts myself... There was obviously a humorous component in finding a pony in dark fantasy FELH and Stardock has been known for that sort of, hum, unexpected item (Bunny Slippers anyone?). I'm not a fan of said ponies myself, I used to never equip it on my main stack and would give it to some lone scout, but heh, feels like it's part of what makes the game at this point.
Only factions w/ Undead faction trait don't have Animal Husbandry. In other words, only The Dead (or custom faction w/ said trait). That's about as limited a limitation as one can be. I also feel acrobats can be dexterous and dexterity can be useful when it comes to hands/casting? Maybe I don't know enough about acrobats, dexterity, and spellcasting however. Legerdemain is obviously be a perfectly appropriate word as well, but I was trying to create a "set" with the Acrobat's Pantaloons from Black Market Bazaar mod, so these won't change.
That said, I can show you how to unlock the gloves with the Sorcerer's Tower, that literally one line of XML to add.
Not convinced about this, but I will think about it. The main issue is it will either clutter the shop even more (and require me to duplicate all mounts) or it will need a bunch of spells to achieve it with the current mounts. Neither solution is very appealing as there is 25+ mounts in the game now.
That's not likely to happen, I feel the Circus is already quite good as is and the point of forcing you to take Slums is just that, to give you more unrest!
As said above, don't think FG can ride any of the arcane mounts. But I like your idea of a "pony" mount for Faith Earth.
Would probably add a Mountain Pony in a future update.
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