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hauptmann
Tavern Dweller
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posted October 19, 2014 08:12 PM |
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alright, i have managed to implement most changes i wanted, but there are still a few issues i could use advice on:
how can i buff the ammo cart? can i increase the attack bonus it gives to ranged attackers?
can i duplicate abilites to change the stat and give it to some other creature? for example there is the arcane archers ability "force arrow", which ignores 50% targets defense. now i want to give another creature the same ability but enhanced to 100% penetration. is that at all possible?
can i give perks benefits to creatures? like giving pit fiends the ability to cast fireball with with the benefit of the "master of fire" perk?
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zavar
Hired Hero
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posted October 20, 2014 02:04 PM |
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Edited by zavar at 14:09, 20 Oct 2014.
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hauptmann said: can i give perks benefits to creatures? like giving pit fiends the ability to cast fireball with with the benefit of the "master of fire" perk?
really only an advice, not tried:
The first thing I would try to copy the line:
<spellIDs>
<item>HERO_SKILL_MASTER_OF_FIRE</item>
<spellIDs/>
into the PitFiend.xdb.
But that perk needs the Destructive Magic skill to appear in the game with the modified heroes, so.... maybe not a good advice.
hauptmann said: there is the arcane archers ability "force arrow", which ignores 50% targets defense. now i want to give another creature the same ability but enhanced to 100% penetration. is that at all possible?
To add another creature the force arrow to another creature simple copy the line:
<Abilities>
<Item>ABILITY_PIERCING_ARROW</Item>
<Item>ABILITY_NO_RANGE_PENALTY</Item>
</Abilities>
the chosen creature, i think... but really only an advice, not tried
The piercing arrow must have a something.xdb file somewhere to modify. But maybe wiser thing to create a new file with the 100% and link that in the creature file.
To modify the ammo cart, the first thing that come to mind the Archery perk from offense skill. Maybe you can work with it. Or give an idea what to copy into the ammo cart file.
Like the html codes in frontpage
I am not a professional modder, but i always work like this
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Fauch
Responsible
Undefeatable Hero
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posted October 20, 2014 04:30 PM |
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hauptmann said: can i duplicate abilites to change the stat and give it to some other creature? for example there is the arcane archers ability "force arrow", which ignores 50% targets defense. now i want to give another creature the same ability but enhanced to 100% penetration. is that at all possible?
no. unless you use precise shot maybe, and increase the range.
hauptmann said: can i give perks benefits to creatures? like giving pit fiends the ability to cast fireball with with the benefit of the "master of fire" perk?
somehow. I think if you have a haste specialist, inquisitor also benefits from the bonus. if your hero has teleport assaut, it will also benefit a creature able to cast teleport. it doesn't work with all spell perks and I think the hero has to have the perk.
you may be able to give banshee howl or benediction for a creature to cast (as spells, not perks)
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hauptmann
Tavern Dweller
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posted October 21, 2014 10:15 PM |
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I managed to make mass spells into AoE spells simply by changing the entry for "targeted" from "false" to "true". at least it worked for mass righteous might, but i expect it will work for the other ones too.
the area automatically becomes 4x4 squares, so now light magic will only be able to buff half the army with half an action, which i find most satisfactory.
on the other hand it raises the querstion whether the A.I will be able to use it in its new form.
also, i would like to adjust the healing value of the first aid tent, but haven't found any text line in the defaultstats file or anywhere else. help on this one is appreciated as always.
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Dagon
Adventuring Hero
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posted November 01, 2014 12:14 PM |
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Quick question:
Is it possible to add an effect of Dragon Eye Ring(...increases initiative of all shooters in hero's army by 10%) to other artifact?
If yes, how to do that?
I was looking in the data.pakGameMechanicsRPGStatsDefaultStats.xdb - but I haven't found line related to this effect.
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Hayven
Famous Hero
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posted November 02, 2014 12:16 PM |
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Well... maybe if you change this artifact's type to DRAGON_EYE_RING... but it may cause lots of bugs and won't allow to leave old effect.
The other way - hexes
____________
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zavar
Hired Hero
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posted November 05, 2014 12:48 PM |
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Hy.
The situation:
I made a custom icons and custom specialities for the clone heroes from the campaigns, Glen, Giar, Guarg, etc.
I rewrote the necessary things in the map objects folder, i made the unique dds-s, for 128 aND 64 sized icons, i made an unique xdb files next to the dds files, with the new path.
With The 128 images have no problem. They shoved in the game, But, the 64s are only a white icons in game (it used when heroes visit a city, and the start of the game)
Any idea why?
I try everithing... i think. I check the path millions of time, and last i copy the same path for the 64s as the 128 icons, like the ToE heroes, but no, no, no, no they are still only a plain white rectangle in game....
If I did something wrong, the 128s why shoved? If everything right with the 128s and they are shoved in the game, then why not the 64s?
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Hayven
Famous Hero
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posted November 05, 2014 05:18 PM |
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Well, are you sure you have used correct compression type? And I hope you didn't create mipmaps, did you?
____________
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zavar
Hired Hero
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posted November 05, 2014 05:35 PM |
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Edited by zavar at 19:00, 05 Nov 2014.
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I replace all of the heroes portrait, not only the campaign heroes portraits. All of the same compression, i made all one day, with the same save-settings.
But i have problems only the added not original 64 icons.
I can't figure, what the problem. I try delete all of the profiles, because a suspected cache but no effects.
Any texture-cache somewhere?
And noticed one thing:
I put into the game a completely new hero to check its possibility. Succes, i start a game with it, but now, after two weeks, it is not appear when start a new game
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frostymuaddib
Promising
Supreme Hero
育碧是白痴
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posted November 05, 2014 09:38 PM |
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If I recall (and if I understood your question ), there is no need to set smaller dds portraits for heroes. Just place big ones (128 dds), and they will be automatically resized ingame. For example, this is what I put for my hero:
<FaceTexture ref="/Teksture/Mardigo.(Texture).xdb#xpointer(/Texture)"/>
<FaceTextureSmall />
As for Mardigo.(Texture).xdb:
<?xml version="1.0" encoding="UTF-8"?>
<Texture>
<SrcName href=""/>
<DestName href="mardigo.dds"/>
<Type>TEXTURE_2D</Type>
<ConversionType>CONVERT_TRANSPARENT</ConversionType>
<AddrType>CLAMP</AddrType>
<Format>TF_8888</Format>
<Width>128</Width>
<Height>128</Height>
<MappingSize>0</MappingSize>
<NMips>1</NMips>
<Gain>0</Gain>
<AverageColor>-1620558793</AverageColor>
<InstantLoad>true</InstantLoad>
<IsDXT>false</IsDXT>
<FlipY>false</FlipY>
<StandardExport>true</StandardExport>
<UseS3TC>false</UseS3TC>
</Texture>
And that' it.
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN
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zavar
Hired Hero
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posted November 06, 2014 03:23 AM |
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frostymuaddib said: there is no need to set smaller dds portraits for heroes. Just place big ones (128 dds), and they will be automatically resized ingame.
Previously i also tried this, thank you, but i also got white icons in the 64 pixel position.
Incomprehensible.
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zavar
Hired Hero
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posted November 06, 2014 03:30 AM |
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Edited by zavar at 13:41, 06 Nov 2014.
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This is the problem:
You see, the portrait in one place showed (128), but in the other place not (64), even if the path for is the same 128 sized dds, but why?
And if i add a completely new hero, which originally not in game, this is the same situation. Only the big image shoved, and the small one in the adventure map, the others white.
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frostymuaddib
Promising
Supreme Hero
育碧是白痴
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posted November 06, 2014 02:09 PM |
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Well, I'm not sure why is that happening. Can you send me the hero you were adding, or just dds file and it's xdb?
____________
"Occam's shuriken: when the answer is elusive, never rule out ninjas." -- Dr. Gordon Freeman (Freeman's Mind)
"lol" -- VERRIKER VON ERWINSSEN
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zavar
Hired Hero
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posted November 06, 2014 02:55 PM |
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I try to link here from google drive, but not success
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Hayven
Famous Hero
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posted November 06, 2014 02:58 PM |
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Edited by Hayven at 15:00, 06 Nov 2014.
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Zavar, hungarian words are so long... (for example - Tamadas=Offence=Atak, Vedekezes=Defence=Obrona) Funnily, 'luck' is in polish 'szczê¶cie' (where 'ê' is pronounced like united 'eu', close to 'en' and '¶' is a soft version of 's' - try to say 'shi' and it would be something like that) which is close to your 'szerencse', I guess
Fot the texture - did you modify the original xdb file with path to DDS? Try if any original texture would show. Once with original xdb and DDS, then if there's no problem with original DDS and your xdb and with your DDS and original xdb. Either should work.
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zavar
Hired Hero
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posted November 06, 2014 03:07 PM |
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Edited by zavar at 19:01, 06 Nov 2014.
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Hayven said:
Fot the texture - did you modify the original xdb file with path to dds? Try if any original texture would show.
I have no original xdb files, because this portraits/dds,xdb files not in the original game. I create new xdb files. From old ones. But the path is right.
The average color line how important in this files?
Hungarian grammar is exciting and therefore I can not learn English, so different
We borrow a lot of words from other languages, here lived some
influential neologist.
Hungary was a melting pot of nations and languages. I had greek and
polish ancestor to.
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Hayven
Famous Hero
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posted November 07, 2014 07:43 PM |
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Quote: The average color line how important in this files?
I guess it has nearly no importance.
Have you tried to do the test I mentioned in the previous post?
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zavar
Hired Hero
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posted November 11, 2014 04:13 PM |
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Edited by zavar at 18:48, 11 Nov 2014.
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Hayven said:
Quote:
Have you tried to do the test I mentioned in the previous post?
Yes i tried a lot of 'control method' to find the problem, but I did not find out what is wrong. I gave up.
But.
I solved it by a far-out way: I deleted all the Data/MapObjects and Data/Maps folder, i also deleted the unlock campaign heroes mod.
Now, original campaign heroes not avaible, but their cfg files are copied, i put all into the MapObjects folder again, with a new name. And i create new text files with new names. Now for example Freyda called Fayina, Duncan called Dömötör, but their specialities the same, so i dont mind (And now i can do any changes in the caracter files, without any risk) No more clones, but some new hero.
Their .dds files are already long finished, only i changed the path. Now all images shown in the game, no problem.
A strange thing: if i use 'New txt file' in explorer for the new hero name, the new hero name not soved in game, only if copy an existing hero name.txt file, and rewrite the name.
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hayven
Famous Hero
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posted November 12, 2014 04:32 PM |
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Well, it's a matter of encoding.
When would you show your mod to us?
Ps. I senat you a PM, check your HC inbox.
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zavar
Hired Hero
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posted November 12, 2014 11:35 PM |
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Edited by zavar at 23:55, 12 Nov 2014.
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hayven said:
When would you show your mod to us?
Too late i deleted all of them last week, I start from the beginning, because of the strange and unacceptable problems i found. I can't create separate mod archives with my works, so i modifiing for example the DefaultStats.xdb file for years, or other files in the data folder, but i can't remember which lines.
I have only one 'handmade' mod now, except to try add new heroes for the game: i put mummys in the piramyds next to the golems.
And working a gargoyle mod, replace the originAL decalogue-gagoyles to stone imps, but it never worked in ToE
I am a very amateur modder, just keep trying thing, and randomly works. But i am a restless soul, i like to test my ideas
For now I'd be happy if we could play with 8 hero in LAN, with a possibility by picking them from a wider selection. But stuck again. No custom heroes in custom multiplayer maps. And i can't find the 'code'.
A lot of nice mod here, in the forum, but since 2007- 2008, almost all deleted.
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