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SimonaK
Promising
Supreme Hero
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posted January 28, 2009 10:37 PM |
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just a warning:
some originals creatures are modified by the Fauch's 3rd alternate upgrades mod...
I know that base skeleton is one of those ones.
perhaps you have this mod in your game.
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Warpman
Tavern Dweller
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posted January 31, 2009 08:35 PM |
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Nope. Not using this one. But I managed to add all the necropolis changes into one archive and Made it usable for mod enabler! YAY! 30 skeletons\week! Better life steal for vampire lords! More usable manes!
btw. I also added the ethereal dragons edition to it! so thx again!
the only con is that now all the 3rd model images are 1\4 of the size of a normal ones XD but it' doesn't affect gameplay at all.
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Nebdar
Promising
Supreme Hero
Generation N
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posted February 04, 2009 01:00 PM |
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Is it possible to make balista a creature so you can move it around the battlefield and having it more than 1
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Warmonger
Promising
Legendary Hero
fallen artist
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posted February 04, 2009 01:58 PM |
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It has been done ages ago in the first creatures set for NCF, Nelgirith Creatures Pack.
However, ballistas working as neutral creatures have nothing to do with ballista supporting hero during battle.
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Nebdar
Promising
Supreme Hero
Generation N
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posted February 04, 2009 02:06 PM |
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Quote: However, ballistas working as neutral creatures have nothing to do with ballista supporting hero during battle.
Ach so even when it will be an neutral creature it won't take advanatges of Heroes special skills
Is there a way to tie and creature balista with hero skills and abilities or make that the hero can have more then one balista
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kainc
Famous Hero
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posted February 04, 2009 06:25 PM |
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Edited by kainc at 18:30, 04 Feb 2009.
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A-hay. Where can I find Inferno heroes skills and abilities .xdbs? To be more specific, let's say I want to mess around with Brimstone Rain's or Swarming Gate's stats (damage, number of shots, or whatever there may be). I have found some editable stats from gamemechanics\RPGstats\DefaultStats.xdb, but I guess they are not there?
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted February 04, 2009 08:13 PM |
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What you can edit about those things, you can edit in DefaultStats.xdb. So if it's not there you can't change it.
But Swarming Gate is there, but it is named "CriticalGating"
<CriticalGatingConstantProb> Initial Chance to trigger
<CriticalGatingPerLuckPointProb> Chance increase per Luck point
<CriticalGatingPortionBonus> Number of Reinforcements to multiply when it triggers. It is set to 1 which means double forces (original + original*1)
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Warpman
Tavern Dweller
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posted February 05, 2009 01:34 AM |
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It is there but many mods change it so any changes to the defaultstats file will result in conflicts.Believe. I know. My pood necromancers can't use their megacool thingie with 1.00% life steal.....because of many mods changing defaultstats....
so try to find a mod with this file changed and edit it inside the mod. yeah, copyright(btw are mods of other people copyrighted?) copyright but this will allow you to add required changes easily. And avoid conflicts.
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kainc
Famous Hero
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posted February 05, 2009 11:09 AM |
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Edited by kainc at 11:24, 05 Feb 2009.
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Yeah I know, changing wrong values can really mess up the game. But since I'm not totally unexperienced modder, I know what to look for the thing is, almost every skill, ability, etc. have different ID name in those files, so I can't simply search the ability name that's used ingame. One solution is to search for example with "demonlord" and see what's inside those elements.
Are the skills and spells (what they actually do) hard coded? Like is there a way to add COMPLETELY new spells or abilities?
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Fauch
Responsible
Undefeatable Hero
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posted February 05, 2009 01:11 PM |
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Quote: It is there but many mods change it so any changes to the defaultstats file will result in conflicts.Believe. I know. My pood necromancers can't use their megacool thingie with 1.00% life steal.....because of many mods changing defaultstats....
so try to find a mod with this file changed and edit it inside the mod. yeah, copyright(btw are mods of other people copyrighted?) copyright but this will allow you to add required changes easily. And avoid conflicts.
fusion the defaultstats files.
after all it's a text document. copy / paste any part of another defaultstats file you need in your own defaulstat file.
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Asheera
Honorable
Undefeatable Hero
Elite Assassin
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posted February 05, 2009 03:14 PM |
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Quote: Yeah I know, changing wrong values can really mess up the game. But since I'm not totally unexperienced modder, I know what to look for the thing is, almost every skill, ability, etc. have different ID name in those files, so I can't simply search the ability name that's used ingame. One solution is to search for example with "demonlord" and see what's inside those elements.
Well, that's a good start, but I also kinda figure out by their name and value what skill/ability they represent Quote: Are the skills and spells (what they actually do) hard coded? Like is there a way to add COMPLETELY new spells or abilities?
Yes, they are Hard Coded unfortunately. We can edit only a few variables they let us through the DefaultStats.xdb
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kainc
Famous Hero
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posted February 08, 2009 08:45 PM |
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Edited by kainc at 20:46, 08 Feb 2009.
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Thanks for your answers!
Now, one major one left. I'm going to use grim riders model in my mod, but the thing is, how can I remove the mounted rider and just have the lizard as my new model? There's a basilisk or something in NCF topic and I tried to browse its files as an example... the thing is, I have no clue in which point the rider has been "dropped off". I guess this is not done by normal alpha channel tweaking.
I also need to mount a certain hero, Raelag for example, to a Stronghold hero's animal ("the giant moo-moo" ) but have no clue how it's done.
Thanks already.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted February 08, 2009 09:03 PM |
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First you need to duplicate everything so the original rider and mount are unaffected. Then you have to completely wipe the Rider's alpha texture. That means turn the whole thing transparent. Then you turn the Raelag model into an effect and attach it to the mount.
But if you're using the Stronghold bull, there's one with no rider available already: its model is named KujinsBull (you know how to change models, I'm sure?).
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kainc
Famous Hero
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posted February 08, 2009 09:25 PM |
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Quote: Then you turn the Raelag model into an effect and attach it to the mount.
But if you're using the Stronghold bull, there's one with no rider available already: its model is named KujinsBull (you know how to change models, I'm sure?).
Ok, I found the bull, that's a start But I have no clue how to turn a model into an effect. Attaching is done normally changing for example KujinsBull-arena-idle00 by adding value /xxxx/xxxx/*this_is_Raelag_as_effect* into the <Effect>?
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted February 09, 2009 05:17 PM |
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That's probably the hardest thing in modding to try and explain - I could teach you, but the fastest way is for me to do it, and you can investigate how I did so. Or the Planeswalker NCF creature would be worth studying, since it uses an effect-mount.
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kainc
Famous Hero
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posted February 09, 2009 07:46 PM |
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Quote: That's probably the hardest thing in modding to try and explain - I could teach you, but the fastest way is for me to do it, and you can investigate how I did so. Or the Planeswalker NCF creature would be worth studying, since it uses an effect-mount.
You're right. Well, I guess I'll have to search and try how Planeswalker is done.
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DarkCrystal
Promising
Supreme Hero
Staright out of line
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posted February 09, 2009 09:19 PM |
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If you won't manage to understand, ask me, I'll do it.
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Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted February 09, 2009 10:15 PM |
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Easy enough to do (when you know how), but much harder to explain in a text forum
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kainc
Famous Hero
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posted February 10, 2009 09:19 AM |
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Now that I was able to unmount a rider (Agrael) I think I can find out how one could be added as well (I really want to learn more about how stuff works) but thanks anyways. I'll turn to you, DarkCrystal, if I can't do it.
btw. how does .xdb differ from .xml? the structure is somewhat the same.
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DarkCrystal
Promising
Supreme Hero
Staright out of line
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posted February 10, 2009 01:44 PM |
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No problem, but can you explain exactly what the problem is?
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Sometimes I'm about to yell: "It is flat you idiots!" But I don't wanna die in fire.
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