Magister Modmod

I didn't try out the Icebreath, but it ought to. If not I will break open the KFM and check out things in there.

The paths are all defined relative, so as long as you change the KFM and NIF lines to read proper for where you move the graphics to you are set. (the part you can break most easily is if you move the KFM away from the files which it calls, since generally the relative path is that the other files must be in the same directory).

As for why I use the Pray button, it is because the ONLY things I change are the graphic units themselves since I am just testing it in here and will move it elsewhere (and define a new button) later. For now, I am just praying that it works ;) (and it sticks out amongst the other unit buttons in the Civlopedia). That is also why the unit which the new graphics show up on is called SS, it places it on the first pedia screen right near where my cursor is when I select the UNITS section.
 
You know, Iceball is in the pak (along with fireball, toxicball_green, and toxicball_purple, in the Dragon file of the Effects file of the art file). I think that is related to the icebreath, but I'm not sure how it works (I believe that I had messed around with this just before the mod started crashing)

Oh, It might also be a good idea to make an iceball unit for the dragon to create instead of a meteor. The "Breath Fire" spell doesn't seem particularly fitting for an Ice Dragon. I may just remove the spell entirely and give the dragons the promotions they would need to cast other spells. I might give the current dragons fire II or III and sorcery (fireball or meteor shower) while Drifa instead gets Ice III Sorcery (Blizzard)


I take it it doesn't really matter that all the other civ-specific graphics in FfH 2 are defined in the ...Desktop\pak\art\units\civs\civ_name\unit_name format instead of ..Desktop\pak\art\units\unit_name\civ_name? Also, are the whole files needed for the civ-specific graphics, or could I just use the files in the civ-specific part? (I'll probably just have the mammoth riders be civ specific graphics for the Illians and Doviello, so can I just use the Illian's and Doviello's folder's files)
 
Normally I don't have effects enabled since I run on my laptop which is a tablet, so not so hot on the graphics side of things. But I loaded it up with Drifa as is and she does do Ice Breath effects while attacking. So you don't need to worry about the effects folder, whatever they need is already there.

Actual location of the files doesn't matter one whit, as long as you call them properly and they have the right paths relative to one another for the KFM (basically all the KF for the unit in the same folder as the KFM, and one NIF of the same name as the KFM, even if you do not actually use THAT NIF at all.).

You don't need the Amurite folder if you aren't going to use the Amurite Mammoth rider, but you do need all of the war elephant files in the Mammoth Rider folder, that is where your KFMs are at. You only need the one copy of those though for the Illian & Doviello Rider as well as for the riderless Mammoth.
 
It seems you can serve two masters


When I compiled a dll for my modmod I decided to go ahead and allow humans to be vassals of an AI. I may have commented out more than I meant to, because I was accepted as a vassal of both Ethne and Cassiel at the same time (I was stinger than both of them, I just wanted to see what would happen)



I do think I hate one and love the other though. Ethne is demanding a new resource nearly every turn (she already has all my palace mana), while Cassiel just decided to gift me a technology, and then gave me a reasonable price for 4 more techs.

Edit: Yeah, that settles it. Cassiel just gifted me a resource, then Ethne immediately took it away. The next turn he gifted me another tech, and she demanded another resource. I may have to start refusing soon
 
U're going to laugh Rex because your link also does not work

but thank u for the infos :lol:

I can wait
 
His link worked for me.

I was planning to release the next version for patch n/.31, but it may be a while before ot gets released. Also, it seems that Kael has decided to way too much from the game imho (I'd rather see him bring back old features). I may go ahead and work off of the latest version of .30 and release a new modmod in about a week. I am a little concerned though, because I'll definitely require SDK changes and the latest uncompiled DLL I have to work with is for patch h. Some SDK fixes from patches i, j, and k might not work.

I really wish he had released it as patch n (or l) before making the cuts. He had added several functions I really wanted to use.
 
U're right his link is working

Maybe I was in adimensional pocket when I use it but now It is working. :eek:

Anyway thanks for the answer. :)

and apologiez to Rex :D
 
I added the Disciple of Mulcarn and Drifa the White Dragon yesterday, including their graphics. Drifa works fine (except that with the scale xienwolf's file used he is tiny, and rather cute. I changed the scale to make him ferocious again), but the Disciples of Mulcarn are a bit odd. They are not animated, they move as if they are one solid piece with arms always outstretched. When you select them it still shows the details for the previous unit instead of it, even though it is clearly selected and can be moved. When it gains xp and gets promotions they don't disappear after being chosen. The unit can get the promotion, but the higher level promotions never become available. Their civilopedia only shows the pic, with no sections for the text or details, like was the case for Carbulin the Assassin in AoI before the last BtS patch. (I haven't written anything for civilopedias yet, just changed the names so I can later come in with the textkeys, but they seems to be working fine for Drifa and the other units I added.)
 
I added the Disciple of Mulcarn and Drifa the White Dragon yesterday, including their graphics. Drifa works fine (except that with the scale xienwolf's file used he is tiny, and rather cute. I changed the scale to make him ferocious again), but the Disciples of Mulcarn are a bit odd. They are not animated, they move as if they are one solid piece with arms always outstretched. When you select them it still shows the details for the previous unit instead of it, even though it is clearly selected and can be moved. When it gains xp and gets promotions they don't disappear after being chosen. The unit can get the promotion, but the higher level promotions never become available. Their civilopedia only shows the pic, with no sections for the text or details, like was the case for Carbulin the Assassin in AoI before the last BtS patch. (I haven't written anything for civilopedias yet, just changed the names so I can later come in with the textkeys, but they seems to be working fine for Drifa and the other units I added.)

The arms-out-animation part is normally either a missing or incompatible KFM. Not sure about the other odd behaviour though (I've seen incorrect KFMs cause crashes, but not what you've mentioned here).
 
I just loaded up the Disciple using the Zip I posted here, and it is working fine for me. So I guess just check to make certain that your KFM reference is written in correctly, and ensure that you don't have a modified Axeman file in your art folder which is overriding the one from the PAK.
 
Ok, I might have assumed that the axeman kfm file was in the same place as its nif and change that when I changed the path from your modules to correspond with where I actually put the files.

(By the way, I easily found the AoI .dds buttons for the units, and am using them instead of Pray)

Edit: It is all working now.
 
It was working, then I used Winmerge to include most of my last version in the current one. Now it crashes just before a game loads, and I'm not sure why. It still lets you start the mod (the crash that delayed my patch h version happened when the program loaded, this is just for loading a new game, iirc) and look in the civilopedia though. I noticed that the civilopedia is not showing the bottom half of any unit (or hero) entry. It shows the picture, the requirements, the upgrades, the unitcombat, and the stats, but not the the history, background, strategy, promotions, special abilities, etc.


Edit: Since Kael plans to release .31 on Friday, I might just wait until then and base my modmod on .31 as I had planned (I sure hope he releases the DLL quickly)
 
Hi Magister,

Is it possible to make a playable civ that is actually a business that transcends the borders of other civs. I was thinking too hard yesterday and came up with the idea. The business would be able to establish itself in cities all over the map selling it's good and services similar to the guilds except you are in control of units, buildings, techs, etc.?

Thanks
 
Umm....Maybe, but it would require huge changes in the SDK. It is certainly beyond my abilities. It could be interesting, but I'm not sure if the "business-model" really fits in FfH. Of course, the Elohim might be good if they weren't a real civ with their own cities, since they of course didn't have real empire but rather small communities of monks and the people supporting them throughout the lands of other empires. (Of course, I think they did at least have one city and there was a nation that sheltered the monks more than others)
 
Ok, I managed to get the Civilopedia working again (it shows strategy, history, special abilities, promotions, etc now), but the game still crashes while loading. For some reason it wasn't telling me that I had forgotten to define the promotion which I had already made Dimensional3 grant to all summons (granting dimensional affinity). It wasn't displaying any errors until I made a minor change to the Dragon promotion (making them immune to Fear), which doesn't seem related at all.

I'll probably wait and start over on .31, but I would really like to know what is causing the crash. It is apparently unrelated to the promotion xml problem. Maybe an error in python?
 
I'll probably wait and start over on .31, but I would really like to know what is causing the crash. It is apparently unrelated to the promotion xml problem. Maybe an error in python?

Have you got a copy of the working code from before the merge? If so, revert to that and try adding the changed code one part at a time to see what causes the problem.
 
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