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SimonaK
Promising
Supreme Hero
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posted October 31, 2008 06:12 PM |
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Quote: You know, all is working -_- Yous MUSt have the NCF__Core.pak, the NCF__DefaultStats.pak and the MapEditor__Core.pak in your data folder. Then it work properly with all NCF. I know it, because in my games on H5, I saw NCF at the place of random creatures...
And yes, the game ignore the NCF creatures who don't exist.
If not, it would crash all the time.
Just for the game, all we need is NCF__Core.pak
I always use directly the referenced AdvMapObjectShared in map.xdb
even if the map is random. references are randomized by RTMG which will put it by writing them in map.xdb
but concerning random-stack,
I go on to think that only AdvMapSharedGroup folder and NCF__Core.pak
are necessary to play.
There is already long time ago, I had removed the NCF__DefaultStats.pak and the MapEditor__Core.pak files from
my data H5 folder....
Enough time to forget what are their utility.
and all NCFs work in my games.
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TSoD
Promising
Famous Hero
NCF Blacksmith
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posted October 31, 2008 06:58 PM |
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Edited by TSoD at 19:12, 31 Oct 2008.
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Aaaaaah I just understand ! Yes we need to update the AdvMapMonsterShared...
Why are we not releasing a pacth pak for NCF__Core AdvMapMonsterShared ? You're right : I've never seen my wisps or other creatures created AFTER the NCFCore first update has been uploaded. We need to create a patch to fix this.
EDIT : and also :
LISTEN (read ?) EVERYONE !
All the NCF creators MUST, since the very NOW name their AdvMapMonsterShared by "Creature_XXX.(AdvMapMonsterShared).xdb" where XXX is your NCF slot. Then, you MUST place this file in MapObjects/Neutrals/, nowhere else.
No need to modify anciants creatures. This is applied only for creatures made from NOW only.
Exemple :
You make a lycanthrope () ; its NCF ID/Slot is 406. Then you must name you AdvMapMonsterShared xdb file by : "Creature_406.(AdvMapMonsterShared).xdb" and place it in MapObjects/Neutrals/.
You MUST place it in this folder.
Thanks to that, we won't need to update regularly the random seeds !
If you don't name your creature like that, nobody will be able to see it in random stack on "no-RTMG made"-maps !
OK ?
EDIT 2 : I'll make the patch of the NCF__Core AdvMapMonsterShared folder. Ok ?
____________
NCFBank,
the complete and homogen NCF
library.
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SimonaK
Promising
Supreme Hero
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posted October 31, 2008 08:10 PM |
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Edited by SimonaK at 20:27, 31 Oct 2008.
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EDIT 2 : I'll make the patch of the NCF__Core AdvMapMonsterShared folder. Ok ?
no problem.
Quote: All the NCF creators MUST, since the very NOW name their AdvMapMonsterShared by "Creature_XXX.(AdvMapMonsterShared).xdb" where XXX is your NCF slot. Then, you MUST place this file in MapObjects/Neutrals/, nowhere else.
No need to modify anciants creatures. This is applied only for creatures made from NOW only.
Concerning the 150 and high NCFs created for now and already released?
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Fauch
Responsible
Undefeatable Hero
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posted October 31, 2008 08:28 PM |
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Edited by Fauch at 20:31, 31 Oct 2008.
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I think, you should wait a bit, I have the "last update" of it with all my alternative upgrades (and people who downloaded the beat version of my mod have it too) but stupidly I made a mistake when zipping it and the game doesn't read it
Quote: EDIT : and also :
LISTEN (read ?) EVERYONE !
All the NCF creators MUST, since the very NOW name their AdvMapMonsterShared by "Creature_XXX.(AdvMapMonsterShared).xdb" where XXX is your NCF slot. Then, you MUST place this file in MapObjects/Neutrals/, nowhere else.
No need to modify anciants creatures. This is applied only for creatures made from NOW only.
why? isn't it the AdvMapObjectLink which is important here?
(I'll check)
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SimonaK
Promising
Supreme Hero
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posted October 31, 2008 08:35 PM |
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Quote: why? isn't it the AdvMapObjectLink which is important here?
(I'll check)
yes..and it's still exact.
but this idea is to avoid the need to release the mod again and again each time a ncf is released...
so their name is already defined...before the creature is created.
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Fauch
Responsible
Undefeatable Hero
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posted October 31, 2008 08:37 PM |
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whoah it's the advmapmonstershared which are referenced
why is there a link to advmapmonstershared in advmapobjectlink then?
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SimonaK
Promising
Supreme Hero
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posted October 31, 2008 08:40 PM |
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Edited by SimonaK at 20:41, 31 Oct 2008.
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Quote: whoah it's the advmapmonstershared which are referenced
why is there a link to advmapmonstershared in advmapobjectlink then?
I think the link still important and now files in advmapobjectlink must reference the new name (with slot).
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Fauch
Responsible
Undefeatable Hero
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posted October 31, 2008 09:07 PM |
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hum? where do we put the creatures which are above the tier 7?
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SimonaK
Promising
Supreme Hero
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posted October 31, 2008 09:31 PM |
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Edited by SimonaK at 21:43, 31 Oct 2008.
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Quote: hum? where do we put the creatures which are above the tier 7?
heuuuuuu....
If created file named Level_8.xdb or Level_9.xdb, etc works then we're f**** lucky....
if not then .EXE needs to be opened yet.
but probably that this time the modification requires a hard work.
but also, perhaps it's ok to put them just in Any.xdb file....
EDIT:
hey, I think there is a error in the logic.
How doing to know which is the tier of a creature before its existence?
Solution is referencing all slots just in any.xdb file?
Even not. this is really not a good idea.
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Fauch
Responsible
Undefeatable Hero
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posted November 01, 2008 02:52 AM |
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Edited by Fauch at 02:53, 01 Nov 2008.
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SimonaK
Promising
Supreme Hero
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posted November 01, 2008 07:23 AM |
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TSoD
Promising
Famous Hero
NCF Blacksmith
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posted November 01, 2008 04:20 PM |
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Well, I re-explain -_-
The file that MUST be at a precise place and named with "Creature_XXX.(AdvMapMonsterShared).xdb" is a AdvMapMonsterShared, NOT a AdvMapObjectLink
The one used by the game when generating random groups of creature is ONLY AdvMapMonsterShared.
Look at this file,
MapObjects\_(AdvMapSharedGroup)\Monsters\Any.xdb for example.
<?xml version="1.0" encoding="UTF-8"?>
<AdvMapSharedGroup ObjectRecordID="19">
<links>
<Item href="/MapObjects/Haven/Peasant.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<Item href="/MapObjects/Haven/Militiaman.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<Item href="/MapObjects/Inferno/Familiar.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
[...]
(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<Item href="/MapObjects/Darkness/Fallen_Angel.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<Item href="/MapObjects/Darkness/Chaos_Angel.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<Item href="/MapObjects/Darkness/Apocalypse_Angel.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
</links>
</AdvMapSharedGroup>
It IS THE file which is used by the game for random creatures groups generating. It refers ONLY to AdvMapMonsterShared.
Then, the ONLY file that must be named and placed in a general way for ALL is MapObjects\Neutrals\Creature_XXX.(AdvMapMonsterShared).xdb, where XXX is your obtained NCF slot. Then it is easy for me to do a patch : I have just to put at the end of the list
<Item href="/MapObjects/Neutrals/Creature_409.(AdvMapMonsterShared.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<Item href="/MapObjects/Neutrals/Creature_410.(AdvMapMonsterShared.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
<Item href="/MapObjects/Neutrals/Creature_411.(AdvMapMonsterShared.(AdvMapMonsterShared).xdb#xpointer(/AdvMapMonsterShared)"/>
...
And this for ALL the slot that aren't used yet, at NOW. Then, ALL the slot refered there MUST have a correct AdvMapMonsterShared, that use the way I give ! If it mustn't, it will not appear in ranom creatures groups generation.
Understood ?
____________
NCFBank,
the complete and homogen NCF
library.
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SimonaK
Promising
Supreme Hero
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posted November 01, 2008 04:27 PM |
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I dont't think to understand because we cannot know the creature tier before its creation.
ex: creature_410 ...we put it in level_4.xdb or level_7.xdb...?
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TSoD
Promising
Famous Hero
NCF Blacksmith
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posted November 01, 2008 04:31 PM |
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Hum indeed it 'll be hard to know this before
But I'm sure there is a way to generalize all of that...
The thing is to discover HOW...
____________
NCFBank,
the complete and homogen NCF
library.
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JapanGamer
Known Hero
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posted November 01, 2008 07:10 PM |
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C:\program files\ubisoft\HOMMV 1.6 (regular/patched)
Directory (folders only)
BIn
data
datals
DuelPresents
Editor
Editor Documentation
hwcursors
music
profiles
registration
video
Where do I put mods for 1.6? I dont have a path usermods like the faq says.
I will gladly fill out a customer service survey for the proper guidance
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Pictures of god
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted November 01, 2008 07:15 PM |
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I'm not sure if Mods work in UserMODs folder without TotE.
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SimonaK
Promising
Supreme Hero
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posted November 01, 2008 08:56 PM |
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Edited by SimonaK at 20:58, 01 Nov 2008.
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Quote: I'm not sure if Mods work in UserMODs folder without TotE.
no, it doesn't work. UserMods is just for TotE.
a MOD may be also putting in data folder with .pak extension.
So in theory H5 1.6 can be modded but just for MODs made especially for this version and only for.
Majority of Mods aren't compatible because they made for TotE.
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DarkCrystal
Promising
Supreme Hero
Staright out of line
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posted November 02, 2008 10:03 AM |
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Hi people!
How can I modify abilities?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted November 02, 2008 10:22 AM |
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So far the only known method is to edit RPGStats.xdb which will affects all creatures in the game using this ability
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted November 02, 2008 10:26 AM |
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There's no such file
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