[MOD] MagisterModmod

I believe there is an earlier post about BUG or something being incorporated into magister's mod that affects end of turn as well. I think it is something to do with naval combat? I'm sorry I can't be more help.
Most likely it was a feature that freezes graphics during "end turn" process. Caveman2Cosmos has had that implemented for along time, and yes when they introduced it, it did cut down EoTT. Those guys making the Caveman2Cosmos are real wizards in modding the Civ4. I can play with 30 civ on a much bigger maps than anyother mod even offers, and my EoTT are riddiculesly short, like just maybe 5-10 secs. They also implemented another amazing feature with BUG called memory paging, which helps alot with MAFs. It just amazing what those guys are doing.......too bad I have the "fantasy bug" right now, and want to play some FfH.

EDIT: Sorry I miss read you post. None of the features I mentioned are actually present in this modmod, but these features would be cool to implement.
 
Most likely it was a feature that freezes graphics during "end turn" process. Caveman2Cosmos has had that implemented for along time, and yes when they introduced it, it did cut down EoTT. Those guys making the Caveman2Cosmos are real wizards in modding the Civ4. I can play with 30 civ on a much bigger maps than anyother mod even offers, and my EoTT are riddiculesly short, like just maybe 5-10 secs. They also implemented another amazing feature with BUG called memory paging, which helps alot with MAFs. It just amazing what those guys are doing.......too bad I have the "fantasy bug" right now, and want to play some FfH.

EDIT: Sorry I miss read you post. None of the features I mentioned are actually present in this modmod, but these features would be cool to implement.


That would be amazing to see in this mod. I've been playing since the first FFH and Magister has done a stellar job improving on the core game. Really nice to see active work and people discussing this.
 
Hey I was wondering have done this to the .dll files https://developer.valvesoftware.com/wiki/Optimizing_DLLs . Another modder told that this improved "end of turn times" by 50%. I'm only asking because I just getting to the "interesting" part of my game where I am about to go war with.....well everybody really.....but since I am playing on a big map, and with 20 civ(some are dead already) the turn times have gotten really bad. One "end of turn" cycle takes 2-4 minutes.

Most likely it was a feature that freezes graphics during "end turn" process. Caveman2Cosmos has had that implemented for along time, and yes when they introduced it, it did cut down EoTT. Those guys making the Caveman2Cosmos are real wizards in modding the Civ4. I can play with 30 civ on a much bigger maps than anyother mod even offers, and my EoTT are riddiculesly short, like just maybe 5-10 secs. They also implemented another amazing feature with BUG called memory paging, which helps alot with MAFs. It just amazing what those guys are doing.......too bad I have the "fantasy bug" right now, and want to play some FfH.

EDIT: Sorry I miss read you post. None of the features I mentioned are actually present in this modmod, but these features would be cool to implement.

It is something you should definitively bring up to lfgr to see if he is willing to implement such improvements in MNAI. MagisterModmod uses the MNAI DLL. I am no expert on C++ and have not tried making my own DLLs in about a decade.

How would the seraph fire sword do with Brigit? I'm trying to combine these and having a hard time. It's a better looking sword and I would think the fire effect would be in Brigit's sphere.

Oddly I cannot seem to find any reference to the sword in the Block List of the Seraph, and Brigit's sword is not connected to her hand the way most weapons are.

The Angel of Death uses the same sword as the Seraph though, and it is connected the normal way. It was not hard for me to copy that into Brigit.

When looking for the Angel of Death sword I accidentally opened the files for the Valkerie first, and decided to try their sword too. I may want to tweak its texture or gloss, but I think I like the shape of this better. I may want to use it for the regular Seraph too

Edit: When I tried copying the Valkerie sword into the Seraph hand (after finding his hand, which was hard enough) another Sword object magically appeared there. I was then easily able to copy it with the flame effect intact.

So far my attempts to add the flame effect to the Valkerie sword have not worked out at all.

Could Magister or someone tell me how this looks in game or where the file path for this is? I've tried the base FFH directory and Magister's. I've used the same file path as I have for other units, but for some reason this won't show up so it's hard for me to test this.

I'd also like to change the legs that are on the spiderkin to legs from the giant spider. It opens with textures fine in nifskope, but when I open it or make changes in blender it's looking for a texture, teamcolour.bmp that I can't find.

The file path should be pretty clear from CIV4ArtDefines_Unit.xml
Code:
       <UnitArtInfo>
           <Type>ART_DEF_UNIT_EATER_OF_DREAMS</Type>
           <Button>Art/Interface/Buttons/Units/Eater of Dreams.dds</Button>
           <fScale>0.46</fScale>
           <fInterfaceScale>.5</fInterfaceScale>
           <bActAsLand>0</bActAsLand>
           <bActAsAir>0</bActAsAir>
           <NIF>Art/Units/Civs/Sheaim/Eater of Dreams/TaoistMissionary.nif</NIF>
           <KFM>Art/Units/Civs/Sheaim/Eater of Dreams/TaoistMissionary.kfm</KFM>
           <SHADERNIF>Art/Units/Civs/Sheaim/Eater of Dreams/TaoistMissionary_FX.nif</SHADERNIF>
           <ShadowDef>
               <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
               <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
               <fShadowScale>0.85</fShadowScale>
           </ShadowDef>
               <fBattleDistance>0.35</fBattleDistance>
               <fRangedDeathTime>0.31</fRangedDeathTime>
               <bActAsRanged>0</bActAsRanged>
               <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
           <AudioRunSounds>
               <AudioRunTypeLoop/>
               <AudioRunTypeEnd/>
           </AudioRunSounds>
       </UnitArtInfo>

Note that if the unit has a path under the optional <SHADERNIF> tag, that basically overrides anything found in <NIF>. I think it may use the NIF only under really low graphical settings if a SHADERNIF is available.

I just tried copying your files into place and deleting
<SHADERNIF>Art/Units/Civs/Sheaim/Eater of Dreams/TaoistMissionary_FX.nif</SHADERNIF>, but the results don't look great.



I'm not sure about any teamcolour.bmp, but there is a folder called FfH2 Art\interface\teamcolor containing images of various flags and buttons which are references in C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Magister Modmod for FfH2\Assets\XML\Art\CIV4ArtDefines_Civilization.xml.


I attached a photo showing the Eater of Dreams art you shared, versions of Brigit with two different swords, Sphener with wings from the Angel of Death, Mardero and Meshabber with wings based on Hyborem's. The Hyborem style wings are not animated to flap like Hyborem's do, but they do move with the unit just fine and look better than Mardero's old wings.

Edit: I just added a second photo showing the burning Seraph sword as part of the previous Brigit/Sarabride art, and also how Balors and Belphegor look with wings.
 

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Here is what I have for the spiderkin. When I import to blender, the texture is lost and I don't see how to add one back. I think this is much better though. I still can't the eater of dreams to show up in game either.
 

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Hahaha, you read my mind. Mardero was what I was going to work on next. There are some horns that I saw while going through these files that I think could look better for Mardero. I need to check on something for his hands as well. I took those wings off with him specifically in mind. Does the nif for the eater of dreams looks ok to you? I was using civ4artdefines, but I never knew that about the shader nif portion. Once I changed that, i got the same result that you did. If we could get that to work, I think those would be much better for him. They're pulled of of the avatar of wrath. Now that I can see them in the engine, I might be able to do a little more. As always, my hope is that you can do more with these. I've been very pumped seeing what you've done with all of these units so far.

Those pictures are great. I think a lot can be done for the Mercurians and Infernals. I want to play around with different heads on some of these units too. I can't open the infernal marksman in blender. That unit has a nice head that I think could be reused well. Meshabber was another that had a good head as well as the infernal phalanx. That one I did detach and upload. I also made another mesh where the horn is lowered.

Check out the folders for the orc paladin and grigori hunter. I edited and removed two masks that I thought could work for the masks of the black coven. I meant to point those out to you earlier. Let me know of anything else that might be useful to you.

Here ya go. I got the eater of dreams working. It was the same issue as the spider. The texture from the FFH base is teamcolor.bmp for some reason. Changing that to the actual texture fixed it. What do you think of the eater and spiderkin?
 

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Ok, tell me how this looks. The tentacles are attached and seem to move with him. The base model doesn't have eyes or really a face to speak of. I took govannon's eyes and nose and used those to replace the eater's face. If you zoom in all the way in the game, you can actually see them which I think looks pretty cool. You're much better with textures than I am so please edit this as you see fit. The face does not look good in nifskope, but looks nice in game. I thought you might be able to merge the palettes. Well, really anything. The models look great once you've tweaked them. I've been thinking about another body that could be used or incorporated into this one. Maybe something from the Sheaim models as they look great. I can scale the parts easily too. Let me know if you want anything larger, smaller, rotated, added, or removed. The file I've been using now is taoistmissionary_fx.nif. I've zipped the contents of the folder so you could see everything. I'd like to do something with Wode too. Maybe something with a mask for him since he does have one.
 

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To be honest I'm not really a fan. I don't imagine the Eater of Dreams as literally having spider legs, but rather having a sort of psychedelic illusion of extra human arms (kind of like Dr Strange) as his magic ties into the world of dreams and makes it hard to tell dreams from reality, or because its dimensional magic allows multiple versions of the same unit to bleed through from several parallel realities.


I don't mind giving the Spiderkin a model with more spiderlike arms, but it is not a unit that appears in the game often so I would not consider it a high priority. It was only meant to be Kael's homage to another modmod.


Canonically the other members of the Coven of the Black Candle thought Wode made the masks and was behind one of them, but that was really Esus himself. Wode only acquired a mask when he stole Alexis's, which appeared to be made of strips of human flesh crudely sewn together into roughly the same of a face. I let him keep a Mask in the modmod but canonically he did not keep it long, as he hid it in the Ruins of Patria before fleeing to the Umbrawood and dying beneath his Oak.

The spider legs might be a bit more fitting for him than the Eater of Dreams, as he was called "King of the Insects," but he is still a human being whose main talent is for illusion and deception.
The thought just came to mind that it might be good to use the Fly effects from Mary Morbus, as all sorts of insects were said to swarm around him in life and around his grave in death.
 
Those are tentacles from the Avatar of Wrath on the eater of dreams. I don't like how they look currently with how thin they are. I'm going to thicken them a bit. I've added more to the eater as well. As they are the archmage unit for the Sheaim and the Sheaim have planar gates, I thought it would be appropriate.
 
Here's what I have for the heart stone.

Let me know if this is good enough for you or if I need to alter the shape in any way. I've left it as is.
 

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This is still the default body. I removed the chopsticks and rice bowl from the mesh and left the textures untouched. The animations look ok unless you're staring at it and he tried to eat out of the rice bowl. Then there is clipping through the shoulders. Changed the fabric hanging down from the front to spines. The tentacles are translucent similar to the originals. The head is from the Sheaim adept.
 

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I thought the Donal head was good enough without any helmet, but that putting his face inside a maskless helmet looks terrible. I'm disappointed that you did not provide a model with neither that helmet nor he sword.

Tristan's spear looks comically small there. It needs to be scaled up at least 2x

When I went to edit it I noticed that the effects on the staff were not set up to stay with the spear and that it was hard to keep it in the hand when trying to resize or move it along an axis. I also noticed that the spear often moved straight through the shield during the fidgeting animations.

When I took the version with no weapon and simply copied the whole Spearman_Spear_Attached branch from the Order High Priest into this model's BIP R Hand, it looked a lot better.



I just attached my current version of Tristan, the 3 archangels, and their Matronae form. (The Brigit texture was not included as it is just the vanilla version.)

I also included the TristanSpear.nif, the version with the spear attached correctly although I still really dislike the helmet.



Could you change the wings on the version of Brigit in the Ring of Carcer art ( Art\Structures\Improvements\ring of carcer\ring_of_carcer.nif ) to match that of the unit?

When I try it claims that they use incompatible version of Nifscope.


Can you upload the ring of carcer nif? The unpacked ring of carcer does not have the nif file. The only nif that unpacked is relic_pad_effect.nif.
 
I am thinking about making Chancel of the Guardians into a Brotherhood of Wardens building and the Reliquary into an Eternal Cabal building.

Do you think that would nerf the Elohim too much?

What other bonuses could I add to make up for those losses?

(The first thing that came to mind was letting their Devouts build any of the religious buildings for any religion, and maybe moving their tech prereq back to Priesthood instead of Fanaticism.)

I've also considered making the Adventurer's Guilt into a Foxmen religious building, but am pretty sure that would nerf the Grigori way too much and have not thought of anything sufficient to make it up to them.

---

What do you think about these tweaks for the art of Arthendain, the Hospitaller, and the Bhall-Orc art?

All I changed in Arthendain was the religion icon on his chest and shield, to match the updated Unblemished art with a more gold tinted full moon behind the ankh and butterfly wings.

The Bhall or and Hospitaller now use the same model I used for the Warden of the Weak and Blinded Brother, as it is the only model with a hood on which I have been able to attach their religion icon halos.

The Hospitaller now used the leaf staff from the Ljosalfar mage and Herve the Imprimatur Council mater of Nature and green trim, as the Unblemished serve Sucellus who was previously the God of Nature, but since the Life sphere is most associated with the color white the magic glow from the staff is white and their hooded robe is white too.

(I'd really rather give the Bhall-Orc a skull staff based on the Shaim mage/Daneg the Faithful/Asmoday model, but it does not seem like you have shared a version of that staff that can be separated from the unit's body.)

---

Here's what I have for the heart stone.

Let me know if this is good enough for you or if I need to alter the shape in any way. I've left it as is.


That is not really how I picture the Heartstone. It is too narrow, and perhaps too symmetrical. I have not downloaded or looked at it in the game, but from the screenshot I'd say most of the gems from the dragons hoard seem a better fit that that, even if none are perfect.

It is canonically described as "a faceted grey stone about the size of Dain’s fist. It had cuts in it like a gem, at odd sharp angles. But it didn’t look like anything a jeweler had made."


This is still the default body. I removed the chopsticks and rice bowl from the mesh and left the textures untouched. The animations look ok unless you're staring at it and he tried to eat out of the rice bowl. Then there is clipping through the shoulders. Changed the fabric hanging down from the front to spines. The tentacles are translucent similar to the originals. The head is from the Sheaim adept.
The Eater of Dreams looks a little better than the original when stationary, although I think the tentacles are a bit too transparent. For some reason it is much more noticeable that the tentacles on the new version are static when the unit moves, which seems rather more awkward. It might be better if they were independently animated, although I doubt that is a good use of your time. The art for this unit already takes up 4 to 6 times more harddrive space than almost any other unit in the game, which seems like too much for what it is.


Can you upload the ring of carcer nif? The unpacked ring of carcer does not have the nif file. The only nif that unpacked is relic_pad_effect.nif.

The Ring of Carcer art was copied from Orbis, although I deleted the ice cage part from it for my modmod. I decided to include the original Orbis version, in case I decide I like it better with her encased in the ice when she gets new wings.
 

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The sheaim staff I split off was included and in Unit Parts\WeaponsOnly. I've uploaded that specific file mesh and texture here. I've also attached what I did for the Ring of Carcer. Looks fine in game to me.

I didn't see a description for the Heartstone. The civilopedia entry states that it can release Ars Morendi. I took the gem off the end of his staff as I thought that would be fitting. I can mess with the geometry some or leave it alone. Whichever is fine.

A version of the eater that has two tentacles and is less transparent.

The Elohim and Grigori already have a difficult time in when controlled by the AI. I do think though that adding or moving buildings to religions or corporations deepens the game. How about giving the Elohim something that will add courage or loyalty to each unit built in a city with a new building? Or something that allows an Elohim city to preduce a weaker version of the recruit spell that Donal Lugh has? I could also see the Grigori with a version of recruit that could only be used in enemy territory? Cassiel is able to recruit from the disaffected / downtrodden?

I'll look for more parts that can be split and then merged for hoods and cloaks. The halo for the bhall-orc looks great. The staff on the warden looks like the staff from the Ljosalfar adept and not the mage. I've never really like the adept staff for the adept myself. I haven't found a nif that has the Ljosalfar mage staff that I can edit yet. I've tried several models and each states that the model needs a camera added first.

Edit: I was able to get a version of the Ljosalfar Mage Staff by removing the effect from it. Here it is.
 

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On my computer the only thing found under Unit Parts\WeaponsOnly was an empty folder labelled Elohim.Mage.Staff
The UnitParts.zip archive was only 519 kb on my harddrive, whereas your upload said 4.4 mb.

I just remembered that shortly after downloading that zip I got a message saying that my harddrive was completely full. I moved about a terabyte of my data to an external harddrive that evening, but had not realized that the lack of space meant I only got about 1/8 of your archive. (I thought it had just stoped the download of a movie at the same time.) I just downloaded and extracted it again and found a lot more stuff in there. I'll have to spend some time looking through it.


I'd really prefer to have the units and their weapons remain in the same files but be separate objects so I can open up the tree of the block list in Nifscope and copy everything from the hand of one unit to another. When I do it that way I rarely need to make adjustments to be sure the item stays in the new unit's hand, whereas aligning it with the hand manually can be a challenge. Also, a lot of weapons have effects that can be kept with the weapon if I just use Copy Branch, but can be harder to get in the right place manually.



I went ahead and gave the Bhall Orc the Sheaim Mage Staff (desaturated partially to look burned) and added the candle flame effect from the Seraphim sword to the top.

Since the staff was in a file all its own rather than in another unit;s hand, it took me quite a while to get this staff to align with the Bhall Orc's hand and even longer to make it face the right direction and then align again. I was surprised when I found that it moves properly during attach animations, as manually aligned weapons often don't. I was even more surprised that my first attempt to add the candle flame effect worked so well, and that the flames move with the staff.

I thought the Bhall Orc model was based on the same one as the Warden or Blind Brother, but when I played around copying their animation into the file I discovered it was way off. I think I now vaguely remember discovering that some unit (I don't recall which) had a hood that was compatible with the vanilla civ Christian Missionary model that I used as the basis for the Hierophant and Adjucator, which must be why it was using that staff.

One thing I didn't like about this model is that it is only compatible with the spearman animations, so I cannot have the unit hurling fireballs like a mage. Fighting with a spear that has flames trailing behind the skull looks cool enough that I don't mind though.

I'm pretty happy about this unit but am wondering if the fire effects in the left hand and around the body might be too much for a non-heroic unit, or might distract from the halo or flaming skull staff. I attached a version without the other flame effects. Which do you prefer?

---
I don't see why I'd want to reduce the number of tentacles to two. More is better, it just looks odd for them to be static instead of animated, and animating them does not seem worth a lot of effort.
---


I actually intended for the staff to be from the Ljosalfar Adept, not their Mage.

I wanted a staff that had either a flower or a butterfly on top, but the leaf staff was the closest I could find.

Horns or antlers are not appropriate for a priest of the risen Sucellus. They have always been associated with Cernunnos, who always focused on animal life and especially the relationship between predator and prey. When Sucellus was God of Nature he has some association with deer, but much more with plant life. There is nothing deerlike about him now, but the remnants of his ties to Nature have caused his heaven to be overwhelmed by vines and wildflowers.

---


I'm thinking of giving Elohim units free xp based on the number of unique features they control, plus reducing the Monk tech prereq to Mysticism instead of Priesthood and the Devout tech prereq to Priesthood instead of Fanaticism.


I'm thinking of giving the Grigori the Scourge (or maybe the stronger Scourge 2 or 3, normally only available to Matronae units/players) as their default racial promotion. That would make all their units very strong against disciples and especially priests. I could also let the promotion act like Command and give them a chance of capturing any defeated units. It is probably not enough of a bonus to warrant taking away their Adventurer's Guilds though.



---

What would you think if I subsumed "The Betrothed" into the Eternal Cabal?

https://www.reddit.com/r/fallfromhe...iosa_the_barren_and_the_curse_of_the_silkies/
https://www.reddit.com/r/fallfromheaven/comments/dlourv/neasa_before_the_bloom/

I could let Evil aligned players with Eternal Cabal train Maoliosa the Barren, while Good or Neutral players instead get Neasa. The Silkies could be religious champions. Thematically they should all be naturally Immortal, so balance would require making them very late game units.

----

I'm thinking of giving the Ring-Givers the ability to built Tanks (the steampunk tanks from the Orbis modmod) and/or possibly Mecha/juggernaut/clockwork soldiers as a late game religious champion.

----

What would you think if the Sons of Discord could train Blooded Werewolves as champions separate from the ones that come from Duin Halfmorn? This might be in addition to letting them train Iras, as I don't really plan to give them a priest unit.

I'm thinking they should have some extra bonus for controlling Aspects of War. Maybe you need this religion and that promotion to use the Warcry worldspell?

(I'm thinking of changing the Hippus worldspell to Muster Mercenaries, which causes all the world's mercenaries to betray their clients to serve you instead.)
---

I'd still really like to add Salamanders as an Ember Legion champion. Is there any chance you could combine the lower body of a Lamia/colubra with the upper body of an Infernal Beastmaster (without wings) for me?
 

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On my computer the only thing found under Unit Parts\WeaponsOnly was an empty folder labelled Elohim.Mage.Staff
The UnitParts.zip archive was only 519 kb on my harddrive, whereas your upload said 4.4 mb.

I just remembered that shortly after downloading that zip I got a message saying that my harddrive was completely full. I moved about a terabyte of my data to an external harddrive that evening, but had not realized that the lack of space meant I only got about 1/8 of your archive. (I thought it had just stoped the download of a movie at the same time.) I just downloaded and extracted it again and found a lot more stuff in there. I'll have to spend some time looking through it.


I'd really prefer to have the units and their weapons remain in the same files but be separate objects so I can open up the tree of the block list in Nifscope and copy everything from the hand of one unit to another. When I do it that way I rarely need to make adjustments to be sure the item stays in the new unit's hand, whereas aligning it with the hand manually can be a challenge. Also, a lot of weapons have effects that can be kept with the weapon if I just use Copy Branch, but can be harder to get in the right place manually.



I went ahead and gave the Bhall Orc the Sheaim Mage Staff (desaturated partially to look burned) and added the candle flame effect from the Seraphim sword to the top.

Since the staff was in a file all its own rather than in another unit;s hand, it took me quite a while to get this staff to align with the Bhall Orc's hand and even longer to make it face the right direction and then align again. I was surprised when I found that it moves properly during attach animations, as manually aligned weapons often don't. I was even more surprised that my first attempt to add the candle flame effect worked so well, and that the flames move with the staff.

I thought the Bhall Orc model was based on the same one as the Warden or Blind Brother, but when I played around copying their animation into the file I discovered it was way off. I think I now vaguely remember discovering that some unit (I don't recall which) had a hood that was compatible with the vanilla civ Christian Missionary model that I used as the basis for the Hierophant and Adjucator, which must be why it was using that staff.

One thing I didn't like about this model is that it is only compatible with the spearman animations, so I cannot have the unit hurling fireballs like a mage. Fighting with a spear that has flames trailing behind the skull looks cool enough that I don't mind though.

I'm pretty happy about this unit but am wondering if the fire effects in the left hand and around the body might be too much for a non-heroic unit, or might distract from the halo or flaming skull staff. I attached a version without the other flame effects. Which do you prefer?

---
I don't see why I'd want to reduce the number of tentacles to two. More is better, it just looks odd for them to be static instead of animated, and animating them does not seem worth a lot of effort.
---


I actually intended for the staff to be from the Ljosalfar Adept, not their Mage.

I wanted a staff that had either a flower or a butterfly on top, but the leaf staff was the closest I could find.

Horns or antlers are not appropriate for a priest of the risen Sucellus. They have always been associated with Cernunnos, who always focused on animal life and especially the relationship between predator and prey. When Sucellus was God of Nature he has some association with deer, but much more with plant life. There is nothing deerlike about him now, but the remnants of his ties to Nature have caused his heaven to be overwhelmed by vines and wildflowers.

---


I'm thinking of giving Elohim units free xp based on the number of unique features they control, plus reducing the Monk tech prereq to Mysticism instead of Priesthood and the Devout tech prereq to Priesthood instead of Fanaticism.


I'm thinking of giving the Grigori the Scourge (or maybe the stronger Scourge 2 or 3, normally only available to Matronae units/players) as their default racial promotion. That would make all their units very strong against disciples and especially priests. I could also let the promotion act like Command and give them a chance of capturing any defeated units. It is probably not enough of a bonus to warrant taking away their Adventurer's Guilds though.



---

What would you think if I subsumed "The Betrothed" into the Eternal Cabal?

https://www.reddit.com/r/fallfromhe...iosa_the_barren_and_the_curse_of_the_silkies/
https://www.reddit.com/r/fallfromheaven/comments/dlourv/neasa_before_the_bloom/

I could let Evil aligned players with Eternal Cabal train Maoliosa the Barren, while Good or Neutral players instead get Neasa. The Silkies could be religious champions. Thematically they should all be naturally Immortal, so balance would require making them very late game units.

----

I'm thinking of giving the Ring-Givers the ability to built Tanks (the steampunk tanks from the Orbis modmod) and/or possibly Mecha/juggernaut/clockwork soldiers as a late game religious champion.

----

What would you think if the Sons of Discord could train Blooded Werewolves as champions separate from the ones that come from Duin Halfmorn? This might be in addition to letting them train Iras, as I don't really plan to give them a priest unit.

I'm thinking they should have some extra bonus for controlling Aspects of War. Maybe you need this religion and that promotion to use the Warcry worldspell?

(I'm thinking of changing the Hippus worldspell to Muster Mercenaries, which causes all the world's mercenaries to betray their clients to serve you instead.)
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I'd still really like to add Salamanders as an Ember Legion champion. Is there any chance you could combine the lower body of a Lamia/colubra with the upper body of an Infernal Beastmaster (without wings) for me?




I'll read through everything in a moment. Is this how you would like them separated?

If separating them into separate meshes in the same file like what I attached works, I'll go back through and do them this way. Let me know what is top on the list and I'll do that first.

I looked for Bhall Orc and didn't find where that was located. From the screens, I think the model without the flame effects looks better. The lack of flames gives the staff and the halo more attention. They're very good so I think that's a plus.

I agree and wish I knew something about animations. I subdivided the tentacle a few times and then smoothed it so that It did not look jagged. That's why the file size is so much larger. If you look at it in nifskope, you'll see it is a large increase in triangles. I'm thinking I might adjust this some so that the tentacles are closer to the body so that they don't stand out nearly as much. That would probably make their being static less noticeable. However, I really don't want the eater's arms clip through them. The animation for the eater brings his arms up to his face which makes that very hard to avoid and is why I have them so far out.


Hmmmm, I need to look for something that could be attached to the top of a staff then that might be more fitting. I don't recall reading about Sucellus returning prior to your mod. All I can recall is that I believe Mulcarn killed him when they fought. I think Cernunnos stepped into the void that his death created?

I have always seen the Elohim as an aggressive defense. That probably has as much to do with their world spell as their lore. I have imagined them as holdouts against more aggressive neighbors and as sanctifying their homeland / territory to keep the conversion to hell at bay. What about removing Guardsman from the Bannor and giving that to Elohim? Reducing monks to mysticism could be very good for them and lore friendly. That sounds like a very good change for them to me.

The Grigori getting the scourge promotion makes so much sense I'm a little annoyed that I didn't think about it. I also just realized that the Code of Junil in your mod will give the command 1 promotion. Something similar for the Grigori plus scourge could work. Is there anything that could act like slavery for the Grigori? Defeating a disciple unit has a chance to create a worker maybe?


I'll have to devour those links and lore so that I know more about these things. So much of what you mentioned is new to me. This is pretty exciting as my knowledge of FFH stopped when the mod did. If there are any other links, please send them so I can read more.

The Hippus being able to gain the loyalty of mercenary units seems very fitting and also very powerful. This sounds like variation on what happens when the Avatar of Wrath appears. I had a game once when I spammed my neighbors with order acolytes. The Hippus converted to the Order, built the Mercurian Gate, and proceeded to crusade against evil. I was pretty stunned when a message came up that the Hippus were taking Doviello cities on the other side of Erebus. That being said, their being able to gain the loyalty of mercenary units could be very nasty.

Training blooded werewolves would be a lot of fun to explore. The lore behind Duin and werewolves has always been interesting to me. Even just playing this as a game, building Duin has always made me wonder what I was rereleasing into the world.

Let me check and see what I can do with a lamia and an infernal beastmaster. I only recently noticed the lamia model. I had been thinking about toying with it to see what could be done.
 

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I'll read through everything in a moment. Is this how you would like them separated?
When I first opened the file I thought the answer would be "yes," but when I tried copying the sword to another model I found it impossible to make it move through translations, rotation, or scaling by right clicking the block and selecting transform > edit.

I have not tried it in the game yet. I think I've noticed in the past that when transforming an element in NifSkope does not seem to work it may actually move in game, but being unable to tell how I'm editing it is extremely frustrating.

Generally the nodes for the weapons appear in the Block List tree under BIP> BIP Pelvis > BIP Spine > BIP SPine 1 > BIP Neck > BIP R Clavicle > BIP R UpperArm BIP R Forearm > BIP R Hand, not as a seperate node under MD NonAccum a the same level as the main BIP.
 
When I first opened the file I thought the answer would be "yes," but when I tried copying the sword to another model I found it impossible to make it move through translations, rotation, or scaling by right clicking the block and selecting transform > edit.

I have not tried it in the game yet. I think I've noticed in the past that when transforming an element in NifSkope does not seem to work it may actually move in game, but being unable to tell how I'm editing it is extremely frustrating.

Generally the nodes for the weapons appear in the Block List tree under BIP> BIP Pelvis > BIP Spine > BIP SPine 1 > BIP Neck > BIP R Clavicle > BIP R UpperArm BIP R Forearm > BIP R Hand, not as a seperate node under MD NonAccum a the same level as the main BIP.


Let me check and see what the solution to this might be. I've also noticed that some changes aren't reflected in nifskope but do show up in game. I'm thinking it might have something to do with still being a child of the bone in the armature. I'll see if I can clear that out so that you can edit it.


Try this file. I split the sword and made it a separate mesh and cleared its parent. I was able to adjust it in nifskope and the changes were also reflected in game.
 

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I'm thinking that the Svartalfar Archmage Banshee art would work much better for the Silkies than as a Svartalfar Archmage. The model does not even have elf like ears, or any legs. It never seemed to be properly animated either, but I'm thinking it looks ok as a ghostly being denied entry to the afterlife rather than an elf.

I'm thinking the model as it is, with the crown/headdress thing, would work well for Maoliosa herself. Perhaps adding a cape or veil could be nice, or just a glow effect like that of Barbatos.

A version without that headdress could be better for the ordinary Silkies.

Neasa should be a prepubescent version, without the bust of an adult woman. I'm thinking it would be better to combine the upper body from the Svartalfar settler_child.nif with the shirt of the archage bainsheesi.nif


I wanted to lighten and desaturate the lower part of the dress, but somehow it seems that the included texture only controls the model from the waist up. I'm not sure where the red and blue on the skirts come from.


I'll probably want a new Dark Elf Archmage model to replace this, something more in line with the Svartalfar Adept and Illusionist art. I can probable come up with something myself from stuff you've already shared. The Svartalfar Illusionist has its staff as a separate mesh so it should be easy to swap out and add new effects to it for its upgrade.



I'll read through everything in a moment. Is this how you would like them separated?

If separating them into separate meshes in the same file like what I attached works, I'll go back through and do them this way. Let me know what is top on the list and I'll do that first.
I prefer it the way it is handled in most of the existing models that contain multiple meshes, but the separated versions you shared (including the second one, where I could at least adjust the size, position, and orientation of the mesh in NifSkope) still float some distance away from the unit mesh when I copy them into a new model. There is not much difference between doing it that way or having them completely separate.
I looked for Bhall Orc and didn't find where that was located. From the screens, I think the model without the flame effects looks better. The lack of flames gives the staff and the halo more attention. They're very good so I think that's a plus.
I had not attached any files, but if you want them here they are
I agree and wish I knew something about animations. I subdivided the tentacle a few times and then smoothed it so that It did not look jagged. That's why the file size is so much larger. If you look at it in nifskope, you'll see it is a large increase in triangles. I'm thinking I might adjust this some so that the tentacles are closer to the body so that they don't stand out nearly as much. That would probably make their being static less noticeable. However, I really don't want the eater's arms clip through them. The animation for the eater brings his arms up to his face which makes that very hard to avoid and is why I have them so far out.

Maybe it is better to just not use the tentacles. Would it be easier to animate the Spider legs instead? The giant spider unit should already have animations. You might need to rotate and tweak them, but could those animations be combined with he Taoist missionary animations to make something that does not move as a static block?
Hmmmm, I need to look for something that could be attached to the top of a staff then that might be more fitting. I don't recall reading about Sucellus returning prior to your mod. All I can recall is that I believe Mulcarn killed him when they fought. I think Cernunnos stepped into the void that his death created?
If you missed the resurrection of Sucellus then you must have missed most of the lore that was already present in the original mod. It has been defining event that began the Age of Rebirth since before the first release.


During the godswar and age of magic, each evil god had a good god most responsible for holding their enemy's influence at bay. Bhall was the strongest of the gods (or at least the most able to act freely due to having the most worshipers) while her enemy Mulcarn was the weakest.

When Bhall fell, however, Mulcarn was unopposed. This made it easier for him to get the Illians to complete Trenton Majosi's ritual and summon him into Erebus.

The other gods then met and chose Sucellus, the God of Nature, as the new god responsible for balancing out the sphere of Ice. He too entered creation to try to stop Mulcarn, but he failed. (I don't think this would count as a violation of The Compact, as the gods met to give him a special exception from the rules in order to stop Mulcarn, but the fact that he was able to be killed while in Erebus perhaps means that 19 gods were not able to fully overrule a decree that was agreed upon by the gods of 21 spheres.))

Mulcarn broke his body into seven pieces and buried them deep in the frozen ground far away from each other. His spirit passed into the Otherworld, the realm of Arawn, the same as would the soul of a mortal whom god claimed and took to a different vault.


Nantosuelta loved Sucellus and recruited Kylorin to gather the pieces of Sucellus together so that she could resurrect him. The last piece of Sucellus was guarded by Mulcarn himself. Kylorin retrieved it after using the godslayer to destroy Mulcarn, and then brought it to the Tomb of Sucellus just before Samhain.

Arawn needed to die and be reborn on a regular basis in order to properly embody both the spheres of Death and Life. (He did not need to do this before taking the sphere of Life from Nemed, in order to allow the original God of Life to become the first human.) He killed himself with the Ending Stone/Opalus Mortis on the night of Samhain each year and was then resurrected by the Font of Life/Adamans Animans the next morning. In the time between his death and resurrection the veil between Erebus and the Otherworld was weak, so spirits could slip through most easily.

The priests of Sucellus claim that Arawn recognized that Sucellus would make a better God of Life than him and so gifted him the Adamans Animans in order to allow himself to resurrect and ascend. The truth is that Sucellus stole the gem and the sphere against Arawn's wishes, leaving Arawn so broken that the sphere of death was vulnerable to being usurped by a mere mortal.

(That was Laroth's plan, although in Kael's newer retcon Laroth fails and then Auric succeeds, after previously ascending to be the God of Ice but then being killed and banished to the Otherworld by the Netherblade.)

Basium hates Sucellus for this. He had often asked Arawn to give him the Adamans Animans so he could use the sphere of life to fight demons and heal the world's corruption, but always been denied. He had no respect for "The God of Daisies," a god who failed where a mere mortal later succeeded, a coward and thief who allowed Basium's creator to die when he could have healed him. Basium may also blame himself, as he was created with the purpose of guarding the Font of Life but chose to abandon his post in order to continue the godswar.

The pieces of Sucellus were formerly said to have become eggs from which each of the 7 Phoenixes hatched, although Kael more recently changed the Phoenixes to be the 7 Aspects of Life (the greatest Life Angels of Arawn other than Basium) and has Sucellus grant one to Arendel Phaedra and one to Immanuel Logos upon the signing of the Compact before leaving Creation behind. This strikes be as extremely odd, as Sucellus was god of Nature back then and should have had no connection to Arawn's Aspects of Life. I prefer the previous version of the lore, or some compromise where Arawn's Norns were formerly Aspects of both Death and Life, the Huntsmen (Cernunnos's Seven Aspects) were created by Cernunnos upon his ascension, and the Phoenixes were originally a different sort of Aspect of Nature (Perhaps The Seven Seeds?) that upon his resurrection transformed into eggs of the Phoenixes.



The sphere of Nature was in a horribly broken state during the Age of Ice. Cernunnos did not stay in the Wildlands (Sucellus's vault) to try to fill his role as the new God of Nature during that age, but rather lived among the Ljosalfar to protect them from the ravages of the long winter. He did not become God of Nature until Sucellus gifted him his old sphere and old vault, as he found that he could not properly embody both spheres at once and his resurrection had changed his nature such that he was a better fit for Life instead.


(In Kael's most recent lore document, which I am not supposed to share, Basium eventually seems to accept Sucellus's role as the new god of life. This is at the end of the Age of Ruin, after Arawn is gone and Auric has taken over the sphere of Death, after the Matronae have wiped out other religions, after Belphegor (Son of Bhall and Agares) raped Cliodna, corrupted Sarabride, had her destroy the Yggdrasil (the world tree whose roots are in the Wildlands, the vault of Nature, and whose branches reach to the Infinite Garden, the vault of Life), give the Heart of fire back to Bhall, and let Bhall subjugate Agares to become the new Queen of Hell. The whole world would have been destroyed were it not saved by Gabella the Lightbringer, who in previous ages had wished the world to end but whose friendship with Cliodna and anger at his friend's abuse led her to instead try only to rid it of such evil. After all this the world Basium agrees to swear an oath to return the Font of Life to Sucellus if the god of life would only lend it to him long enough for him to resurrect the Yggdrasil and heal the broken world. He keeps this oath, but first creates the sword Apricus to be the greatest weapon against demons that could ever be wielded by mortals, and only by mortals.)

I have always seen the Elohim as an aggressive defense. That probably has as much to do with their world spell as their lore. I have imagined them as holdouts against more aggressive neighbors and as sanctifying their homeland / territory to keep the conversion to hell at bay. What about removing Guardsman from the Bannor and giving that to Elohim? Reducing monks to mysticism could be very good for them and lore friendly. That sounds like a very good change for them to me.
I'm planning to change the Sanctuary world spell to require Brotherhood of Wardens instead of Elohim. The Warden of the Weak and Tristan the Ring already have Defender. The Elohim already have Homeland. I don't think I want to take anything away from the Banner to give to them.

If I give the Elohim free promotions based on unique features, should that apply to all units or just specific units (like monks or Pilgrims)? How much free xp is enough, or too much? If I ave +1 xp per unique feature, that could mean up to +33 xp if they control every unique feature. That seems like too much. Maybe it should be a random number of XP up to one per unique feature?

Canonically the Order of the Elohim was originally founded to take care of the victims of the Godswar, but upon the signing of The Compact Sucellus tasked the head of the order with taking care of all the holy places of Erebus. That explains their connection to the unique features. The Sucellus connection explains why they start with Life mana (although Nature could also work as they were tasked before his resurrection). I'm not quite sure why hey start with Water. I'm thinking I might change their 3rd mana type to Metamagic, as they do a lot to preserve knowledge lost to other civilizations.


Can you think of any other world spells that might fir the Elohim civ better?

How do you think the Eternal Cabal ought to be founded? Should I still let the Sidar build their Shrine of Arawn without a religion prereq and have it spread it? Should it be unavailible without them in the game? The religion seems to have a canonical link to the Elohim as well. Would it detract from the Sidar too much if I let the Elohim also have he Tower of Mortality replacement for the Tower of Necromancy, and let that found the faith? I'd consider letting any player choose between Mortality or Necromancy, but I think that would require having two separate building classes and it would he harder to let either one of them be prereqs for the Tower of Mastery without requiring any player to build both.
The Grigori getting the scourge promotion makes so much sense I'm a little annoyed that I didn't think about it. I also just realized that the Code of Junil in your mod will give the command 1 promotion. Something similar for the Grigori plus scourge could work. Is there anything that could act like slavery for the Grigori? Defeating a disciple unit has a chance to create a worker maybe?
I was thinking of giving them Scourge 3, which is currently only available to Matronae units owned by Matronae players, and grants +100% combat vs disciples and +100% combat vs the Divine promotion. I'm thinking I may also give the promotion magic resistance, resistance to various damage types (mostly holy and unholy), and a chance to capture units. I could also make give it immunity to the Divine promotion, preventing them from having the spells. I might rename the promotion something like "Agnostic" or "Enlightened."

The Grigori should not practice slavery. They believe in religious liberty, including the freedom of priests to preach their religions so long as they use neither force nor fraud to abuse their followers or make them abuse others' rights.

I'll have to devour those links and lore so that I know more about these things. So much of what you mentioned is new to me. This is pretty exciting as my knowledge of FFH stopped when the mod did. If there are any other links, please send them so I can read more.
A lot of lore has only been revealed on the Fall from Heaven sub-Reddit.

19 days ago someone did the work of compiling links to practically all of it.

https://www.reddit.com/r/fallfromhe...t_though_all_available_ffh_lore_and_compiled/
The Hippus being able to gain the loyalty of mercenary units seems very fitting and also very powerful. This sounds like variation on what happens when the Avatar of Wrath appears. I had a game once when I spammed my neighbors with order acolytes. The Hippus converted to the Order, built the Mercurian Gate, and proceeded to crusade against evil. I was pretty stunned when a message came up that the Hippus were taking Doviello cities on the other side of Erebus. That being said, their being able to gain the loyalty of mercenary units could be very nasty.
I think of it more like For the Horde than Wrath, but it still seems pretty nice so long as you can get other civs to hire enough mercenaries.

The current world spell of Warcry is probably one of the best (giving all your units the Warcry promotion, which acts as Blits, Mobility, etc), but I think it would better for the worshipers of the God of War and/or those who follow an Aspect of War. I already have the Aspect of War randomly grant Warcry to the unit itself, so extending that perk to the whole civilization seems nice.

I am leaning towards giving every religion and every civ its own worldspell, but forcing players to choose only one. Most of the existing world spells seem to fit religions better.

Motherlode is definitely for the Runes of Kilmorph.

I added a new "Delve to the Underhome" spell for the Khazad, giving all their current dwarven units Mountaineer so they can cross mountains.

Sanctuary is definitely best for the Brotherhood of Wardens. I'm still trying to decide on what is best for the Elohim themselves.

Training blooded werewolves would be a lot of fun to explore. The lore behind Duin and werewolves has always been interesting to me. Even just playing this as a game, building Duin has always made me wonder what I was rereleasing into the world.
Would it be better to let the Sons of Discord train blooded werewolves directly, or to let them take Lycanthropy as as normal promotion with that unit religion (and maybe state religion, if I let it be adopted as such) prereq?
Let me check and see what I can do with a lamia and an infernal beastmaster. I only recently noticed the lamia model. I had been thinking about toying with it to see what could be done.

Thanks.

If they don't mesh well I could just try a reskin of the Colubra, which uses the same snake tail as the Lamia but has a cobra head and a more muscular and scaly torso even if it still has a mammalian female chest.

I was thinking there was not much we could do with it because NifSkope always crashed when I tried to load its maar.nif or maar_sword, but I just found that maar_no_sword.nif will load.

However, with maar_no_sword.nif the pauldrons are transparent and show the terrain behind the unit instead of using the player color as maar.nif does.

edit:
I just added a flaming sword (the Seraphim sword), a shield (a reskin of the Crusader shield, showing the Ember Legion emblem instead of The Order emblem), and a candle effect (copied from the Seraphim sword) on the tip of its tail (reminiscent of the Pokémon Charizard, Charmeleon, or Charmander)


I went ahead and included a screen shot of this female Salamander and her files too, and am image from the Bestiary that Kael placed next to the Salamander entry to give you an idea of what I was originally aiming for.I'm still thinking I'd like the torso and head of the infernal beastmaster more, but you could take the tail from the file I'm uploading and keep its flame effect if you like.
 

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This is driving me crazy. I've been at it for several hours. The scale for maar is radically off from the beastmaster. I *think* the head and body might now be parented correctly. Exporting to nifskope resets some changes so it's taking me quite a while. It looks closer to what is necessary when you go into the game. The head and base look to be in sync. The body is off and I haven't tried to animate the arms or move the wepon yet. Maybe this is closer to what you need.
 

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(In Kael's most recent lore document, which I am not supposed to share, Basium eventually seems to accept Sucellus's role as the new god of life. This is at the end of the Age of Ruin, after Arawn is gone and Auric has taken over the sphere of Death, after the Matronae have wiped out other religions, after Belphegor (Son of Bhall and Agares) raped Cliodna, corrupted Sarabride, had her destroy the Yggdrasil (the world tree whose roots are in the Wildlands, the vault of Nature, and whose branches reach to the Infinite Garden, the vault of Life), give the Heart of fire back to Bhall, and let Bhall subjugate Agares to become the new Queen of Hell. The whole world would have been destroyed were it not saved by Gabella the Lightbringer, who in previous ages had wished the world to end but whose friendship with Cliodna and anger at his friend's abuse led her to instead try only to rid it of such evil. After all this the world Basium agrees to swear an oath to return the Font of Life to Sucellus if the god of life would only lend it to him long enough for him to resurrect the Yggdrasil and heal the broken world. He keeps this oath, but first creates the sword Apricus to be the greatest weapon against demons that could ever be wielded by mortals, and only by mortals.)


I certainly hope he's gonna let us take a look at it at some point^^ Everything you've mentioned in the last couple of months makes me really eager to see what else is in there.
 
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