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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted January 21, 2008 05:13 PM |
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I think it's because I didn't use an LOD texture in the Basilisk mod, as with all HoF / TotE creatures.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted January 21, 2008 05:15 PM |
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Quote: Any way of making NCF creatures be `resurrectable` by Necromancy?
Yeah, by editing defaultstats.xdb in GameMechanics
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Gnoll_Mage
Responsible
Supreme Hero
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posted January 21, 2008 05:27 PM |
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Damn, that's that idea out of the window then, unless sf updates the framework continuously like he does for the random creatures xml.
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Gnoll_Mage
Responsible
Supreme Hero
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posted January 21, 2008 06:15 PM |
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Slot 282 for me please (and the upgraded basilisks can be moved over now I think...).
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted January 21, 2008 06:17 PM |
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Not yet, I still need to update the mod properly. Will do it in a couple o' days.
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Gnoll_Mage
Responsible
Supreme Hero
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posted January 21, 2008 06:19 PM |
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What's still to be done?
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted January 21, 2008 06:21 PM |
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Shadow-fixing, jaw-plugging, folder-adding. I could do it all in about an hour, but I don't have the drive / incentive to bother just now.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted January 21, 2008 07:56 PM |
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Runelord ID!
(yes, I'm demanding as I promised )
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sfidanza
Promising
Supreme Hero
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posted January 21, 2008 08:05 PM |
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282: by Gnoll_Mage
About raising with Necromancy, the only way to avoid conflicts is indeed at the framework level.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 21, 2008 11:18 PM |
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Arg!
I reinstalled Heroes V TOTE, checked and double checked to make sure that there was nothing of this mod installed, and yet I still have this thing popping up to tell me that creature #114 Has no Visual or is Missed.
Are there any mods that replace the Snow Ape out there?
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How exactly is luck a skill?
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sfidanza
Promising
Supreme Hero
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posted January 21, 2008 11:36 PM |
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Yes, a lot.
This problem couldn't come from the NCF anyway.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 22, 2008 12:00 AM |
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Forgive me for being usless, but could you link me to one?
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How exactly is luck a skill?
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sfidanza
Promising
Supreme Hero
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posted January 22, 2008 12:10 AM |
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I don't understand, I thought you had some mod/map installed that is messing with your game. I thus assume your goal is to find which one is responsible, and I don't understand how linking to one mod using the SnowApe slot would help (basically any creature released before the NCF did that, the DM map does that as well).
I rather suggest you take a screenshot of (or list) your folders' contents for data/, Maps/ and UserMODs/, and I'll tell you which files are suspicious.
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Nelgirith
Promising
Supreme Hero
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posted January 22, 2008 12:25 AM |
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Quote: Any way of making NCF creatures be `resurrectable` by Necromancy?
I will do it, but atm I have prefered letting all the creatures as true neutral until we have enough counterparts for every faction.
The reason to this is that to enable necromancy to work on UD Cyclops/Treant/Death Knights, they have to belong to Necropolis and I simply refused to do it for balance's sake.
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Gnoll_Mage
Responsible
Supreme Hero
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posted January 22, 2008 12:39 AM |
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You did realise I meant "make it so that NCF creatures can be converted to Necropolis ones", not "make it so that some creatures can be converted to NCF ones"? I don't think I was very clear.
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sfidanza
Promising
Supreme Hero
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posted January 22, 2008 02:02 AM |
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Ah ok! Then Nelgirith's answer does not apply.
But the technical answer still applies: this has to be done at the framework level (and can be done). It requires however determining into which necro creature a NCF creature will be transformed (or if it cannot be raised, which is the default). I think this decision belongs to the creature maker, and it should be conveyed to me.
I'm actually preparing a framework update to activate all released creatures in random stacks. So let me know quickly into which undead your NCF creatures should be raised, and I'll add them to the necromancy transform table.
What is bothering me, though, is that this will force me to include DefaultStats.xdb into the NCF, which will make it incompatible with other mods modifying this same (huge) file (like AI-tweaking mods). And I don't like that.
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Gnoll_Mage
Responsible
Supreme Hero
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posted January 22, 2008 09:37 AM |
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Yes that's true I suppose. Well if you do want to go ahead with it, I would like the Sun Warrior to turn into a Ghost (and my new 182 unit to become a Lich).
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted January 22, 2008 11:13 AM |
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Id for Runelord please
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sfidanza
Promising
Supreme Hero
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posted January 22, 2008 11:43 AM |
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283: Runelord - by Radar
(Gnoll_Mage, it's 282, not 182, but I guess it's only a typo)
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okrane
Famous Hero
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posted January 22, 2008 01:02 PM |
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I can't get this mod to work...
Could you put up some install information of the master post pls
I run the new exe file and an error about the new creatures comes up...
could you help?
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