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Thread: [MMH5.5] New Artifact Framework | This thread is pages long: 1 2 3 4 · «PREV / NEXT» |
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funked15
Hired Hero
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posted August 10, 2015 12:54 PM |
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Can you tell me where I've gone wrong?
http://www.mediafire.com/download/d1wjobhknc9mffg/The_Giants_ARMG.h5m
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 10, 2015 01:01 PM |
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You did it right, but this map is not compatible with MMH55 (and many other mods), it includes a copy of a critical gamefile artifacts.xdb.
This is an example of VERY BAD mapmaking! A good map doesn't modify the game.
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lotihoti
Famous Hero
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posted August 10, 2015 01:17 PM |
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Tip for feature projects:
If you use the "shared" Buttons and Change something in there, ALWAYS create a copy and modify that file.
NEVER change the existing components. If you change them, you change ALL game components on ALL other maps.
Always create a new folder, create a copy of the file and modify the copy.
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funked15
Hired Hero
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posted August 10, 2015 02:48 PM |
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Ahh I see. Good to know it was not my inability to follow lotihoti's straightforward instructions!
Don't be too hard on the map, it's very old.. circa 2008 I think
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lotihoti
Famous Hero
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posted August 10, 2015 03:43 PM |
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you could try to delete the gamemechanics folder
Should solve the problem... May some existing functions in your map then dont work anymore but hey: you can choose new artifacts
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etore
Adventuring Hero
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posted August 13, 2015 12:19 AM |
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I uninstalled beta 2 (using Windows Control Panel) and installed RC1, both were installed over an original ToE GOG installation.
I played 3 maps (3P-Belt, Maahir's Gambit and New Enemies) and the backpack artifacts never worked.
None of them, regardless their type (money, creatures, etc).
The 50% bonus for 4 artifacts from Dragon Set did not worked too.
I have no other mods or files on the game folders.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 13, 2015 12:50 AM |
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etore
Adventuring Hero
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posted August 13, 2015 01:28 AM |
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I loaded previous saved games (where backpack artifacts didn't worked) and tried your tip.
Ingame @H55_WTF() always returns "H55 is running fine"
Just after starting the game, the console in the game menu shows:
"Executing ..profilesp2pdir.cfg
Executing ..profilesautoexec_a2.cfg
Unknown command name 'random_auto'
Try 'help' to list available commands
usage setvar 'name' = 'value'
usage setvar 'name' = 'value'
Executing ..profilesstart.cfg"
There are the following lines in the ..profilesautoexec_a2.cfg:
//Randomize start
random_auto
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 13, 2015 01:34 AM |
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Quote: Ingame @H55_WTF() always returns "H55 is running fine"
I think that means they do work, have you read the descriptions carefully and check especially what happens day 1.
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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zmudziak22
Supreme Hero
Heroes 3 Fan
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posted August 14, 2015 08:59 PM |
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Artifacts work as should but artifact sets not. In TOE 3.1 game updated information about artifacts being equipped(artifacts from sets)
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xuxo
Responsible
Known Hero
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posted September 02, 2015 05:39 AM |
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I've created a low poly model of the generic artifact Heroes VI (1456 -> 144 polygons), I have already passed the Archangel mesh should run smoothly. Texture including of course
Artefact Generic.zip
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted September 02, 2015 03:12 PM |
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xuxo
Responsible
Known Hero
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posted September 02, 2015 04:37 PM |
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Edited by xuxo at 16:39, 02 Sep 2015.
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I've sent you is a mesh created by archangel and ready to use. If you check my topic Pre-Rendered Textures, really I have introduced new models, you can try and include them in 5.5 if you want.to replace the texture and geometry in bin / geometries you're using should work. If you duplicate the model but replaced the original chest haha
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 09, 2016 09:16 PM |
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Magno, could you tell me where is the metadata for the artifact sets?
I need the file which says "This <set name> consists of the following artifacts: <artifact1_name>, <artifact2_name> etc..".
P.S. Also does Angel wings are in this mod or you have forbidden them?
The artifact says it grants +2 morale and luck but the actual artifact fields in ARTIFACTS.XDB say
<Morale>0</Morale>
<Luck>0</Luck>
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 24, 2016 08:14 PM |
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Sorry I totally overlooked this post, the angel wings are considered an ultimate item, not placed by rmg normally or appear in merchants. Also to prevent issues with map designs. I will think about those morale boosts.
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted December 28, 2016 01:04 AM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 28, 2016 10:33 AM |
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I fixed that manually in my files.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 13, 2017 02:36 PM |
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Angelic alliance artifact cannot be picked from the ground, was reported today. A player made a map with all artifacts and he picked them up one by one to check what they do. AA works if it is directly given to the hero from editor.
Is this deliberate?
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted January 13, 2017 03:09 PM |
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 15, 2017 10:49 AM |
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magnomagus said: was the artifact container copy pasted from the MMH55_AdvObj.h5m map? because it is easy to do something wrong in the editor.
I did test the issue on the custom map. I put 2 castles there and made a game.
I went to the ultimate artifacts row and right clicked on them.
All of them are good except the second one which has nothing in description. When opened with map editor it says this is the Angelic Alliance.
When it is picked up "Cannot be picked" error pops but the item itself disappears from the map. When I opened hero inventory it was empty.
Did a test on all other artis placed on that map. Everything is fine there.
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