[MOD] MagisterModmod

I didnt mean that the Grigori use slavery. I meant that the have a chance to convert defeated disciple units to workers in a mechanic that was similar to how slavery is used. This would be a worker though so it cannot be sacrificed to hurry production and would only work on enemy disciple units.

The Elohim getting free xp per feature could work. I've never had the Elohim grow past six cities in a game that I can recall. The are a lot of features on the map, but how many do you think the Elohim could realistically have within their borders?

I usually play with world spells turned off. Stasis is a killer world spell that makes me go nuts. I was thinking of moving guardsman to the Elohim and giving the Bannor something else. Maybe a trait that does additional damage to arcane units? Regardless, world spells and abilities for religions and corporations sounds fantastic. That will definitely add another layer to the your mod.

I don't recall any of that about the resurrection of Sucellus. Did Kylorin peform the ritual that resurrected him or was it done once all seven pieces were within close proximity of each other?



For the transparency on the unit, remove the NiAlphaProperty to make it opaque. I've attached a version with that removed. The difficulty I have is I have no clue how to combine animations. I can pretty easily move meshes back and forth, but combining armatures and getting civ to recognize that is beyond me. From what I've seen, each unit is told to use a specific animation when in game. Even when I combine armatures, the new one will only use the part of the animation from the kfm.
 

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I thought this could be used as a basis for another mask. I mirrored the half that was there and then separated that from the model and joined the two together. I also think his boots might be better candidates for the seven league.
 

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For the transparency on the unit, remove the NiAlphaProperty to make it opaque. I've attached a version with that removed. The difficulty I have is I have no clue how to combine animations. I can pretty easily move meshes back and forth, but combining armatures and getting civ to recognize that is beyond me. From what I've seen, each unit is told to use a specific animation when in game. Even when I combine armatures, the new one will only use the part of the animation from the kfm.

Where do I find the NiAlphaProperty in order to remove it?
Edit: This property just miraculously appeared somehow.

I could add the sword, shield, and candle effects to the version you uploaded, but it seems like it should be easier for me to remove one property if i could just locate it.

However, if I just wanted the pauldrons opaque black, I could also just change the alpha of the dss file for the skin.

In the original maar, the pauldrons are supposed to be in the player color so that it is easier to tell who owns the unit. It is probably best to make some part of the unit use the player color, whether the pauldrons or the currently black background of the shield..

Do you have any idea how to control whether transparency is interpreted as being truly transparent or filled with the player color?
I thought this could be used as a basis for another mask. I mirrored the half that was there and then separated that from the model and joined the two together. I also think his boots might be better candidates for the seven league.
The mask could be useful if I could scale, rotate, and move it, but is not of much use as it is now when copying it into another file leads to it intersecting the other unit's head.

(Also, there is a black line down the middle as the mask portion of the skin needs to me moved to the right by a single pixel.)
 
Where do I find the NiAlphaProperty in order to remove it?Edit: This property just miraculously appeared somehow.

I could add the sword, shield, and candle effects to the version you uploaded, but it seems like it should be easier for me to remove one property if i could just locate it.

However, if I just wanted the pauldrons opaque black, I could also just change the alpha of the dss file for the skin.

In the original maar, the pauldrons are supposed to be in the player color so that it is easier to tell who owns the unit. It is probably best to make some part of the unit use the player color, whether the pauldrons or the currently black background of the shield..

Do you have any idea how to control whether transparency is interpreted as being truly transparent or filled with the player color?

The mask could be useful if I could scale, rotate, and move it, but is not of much use as it is now when copying it into another file leads to it intersecting the other unit's head.

(Also, there is a black line down the middle as the mask portion of the skin needs to me moved to the right by a single pixel.)


This is horrific, but I'll upload it anyway. The headpiece is a part of the mesh and removing any of the vertices cause the face to delete. I moved the vertices around some and tried to shape it as a head and recolored that area. It's noticeable in nifskope, but probably not in game. I don't like this at all, but thought I should at least attach it. I could produce something better if I were to start from the default model, but this attachment is an approximation of what you could expect.

I can mess around with it and see what I could find. I've come across teamcolor.bmp several times when going through models. My guess is that making portions of the model transparent then allow the nif to link to the player color in game. This is what caused the purple textures in the spiderkin I took a screen shot of. Changing from teamcolor.bmp to the dds file that the model uses fixes what I export, but no longer allows for teamcolor. I'll look into this and see what I can find.

I've attached a version of the mask without the seam and with no parents. Maybe this will be better for you to work with. Since this is a separate mesh, are you able to move this so that it is front of a unit's face? It would only copy over correctly for a unit that has the same dimensions as Gibbon. Anything else and it would clip through or not be close to the model. I separated the mesh and took off the parents so you should be able to manipulate it. By the way, I discovered tonight that it's some of the attached effects that prevent me from editing these models. Removing the effect from the coven mask allows me to open it and manipulate it now. What would you like done with this? I threw it on Gibbon to show that it should be possible to edit this now. I haven't done much to it at all. Just realized this a few minutes ago.
 

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So yeah what cause this to happen in the early game? I bunch of AI where dying and me and my friend are like "what is killing them?" and than out of the blue straight to my only city comes 3 Seraph. Is it because this was a classical start game or did a AI touch a lair? lol
 

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Here is the coven mask on Gibbon. It tracks correctly for me in game. Do you want to use this? I've also attached a different version of the seven league boots. I like these more. I've also tried changing out the model for the lich to the model for ars morendi. Ars is a very nice model that you almost never see in game. I again have issues with the animations. It works, but I'm still not happy with it.

Seems to me like a pop from a unique feature that caused those seraphs to show up.
 

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The coven mask from in my modmod is really just a placeholder, a minor recoloration of the Timor mask as it was the only mask option. I'd rather use the mask you made for the equipment than use the equipment on any other units.

It is possible I could decide to do a demonic looking reskin of some mask and use it for Asmoday and Sarabride instead of just having that image superimposed over their faces, but unless we want to get so specific that we have different art for each of the seven coven masks I'd probably default to using the blank white mask for the equipment itself.

The canon descriptions of the masks are found here: https://www.reddit.com/r/fallfromhe...er_character_reveal_wode_and_the_mask_of_the/
It was only later that Kael revealed that these Masks are actually the Seven Aspects of Shadow, the greatest true angels of Esus other than his archangel Ieagus. They appear as inanimate equipment, but presumably have a will of their own. I suspect the Matronae don't know how much they are being manipulated by them.

I am able to scale, rotate, and reposition the mask you shared before, but doing so is extremely awkward. I have not yet been able to get it at the proper angle to look right on any units.

The desaturated Timor Mask you were calling the coven mask is a lot easier to position on a unit's face.

I don't have a strong preference on which Seven League Boots to use. I can use those if you prefer.


The face on the Banshee without a headdress doesn't look too bad in the game, and I like how the gown looks now in NifSkope, but the unit as a whole looks terrible in the game as it has a lot of little grey extrusions and green boxes with crossed lines in them attached all over the body.

I just attached a picture of it plus the original Banshee at with a lich-like glow side by side with a Salamander. (I changed the shield from that of a Crusader to a Heavy Swordsman, as the border looks a lot better. By default that shield was showing the player's flag icon with identifying colors. I considered keeping it that way, but decided I really liked it showing the Ember Legion icon better. I still have not managed to make it show the player color as the shield background.

I believe the Master of Mana modmod already uses a Lich based on Ars Moriendi. It might be easier to just take that instead of working on your own. (I would need to swap out its staff, or at least he halo effect on it that appears to be a purple version of the Ljosalfar emblem from the Ljosalfar mage.)


I need to be getting to sleep soon as I have to take my father to his oncologist appointment firs ting in the morning. I probably won't try any more modding until tomorrow afternoon.
 

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Ah, you had mentioned before that you tried to add the timor mask to a unit so I thought that was something you wanted. No worries. The banshee isn't animating for me and now I can't remember if I've ever seen it animated. Does your model move in game? This looks like it's an asset from another game. There is a lot that has to open before I can view it in blender. I've removed the green extrusions and some other items. I don't have animations though and can't open the original file now. If you could, upload a nif of the vanilla asset so I can get animations back in case they do exist. Heading to bed myself.

I just tried to through the mask from Gibbon onto a Svartalfar archmage and it attached ok for me. I adjusted the scale on the mask after I copied the branch to .5. Then the adjustments were pretty easy.

The folder that mask is from is labeled as coven mask. That's why I was calling it that.
 

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That Banshee art looks a lot better, but why is it so dull looking compared to the original? At first I thought it was just an issue with the texture being desaturated or having its exposire or contrast changed, but even using the same skin the different nif's have a very different look to their textures. Did you make some change to a Ambient, Diffuse, Specular, or Emissive Color?

I'm still really confused by where the red and blue color are coming from in the skirts of the original.

The dress looks good enough though, and that is the part I really cared about. I'd be open to either modifying or replacing head entirely.

I'm thinking a veil mighe be nice for units that thought they would be brides of Arawn. The only veil I've found on a model so far is from the Balseraph Courtesan, which might not be quite the right type but could be worth a try.


I think that the unit has working animations at one point a long time ago, perhaps not moving or figeting as much as many units but still some. I see that in even normal FfH2 though it is just using the same animation as equipment or fireballs, which has it move as a static piece. I don't think that is as bad for a unit that is basically ghost as for a living elf woman though.

---


What do you think about these 7 Masks of the Coven of the Black Candle?

From top right to bottom left they are the Masks of Kylorin, Os-Gabella, Esus, Alexis, Asmoday, Faeryl Viconia, and Barbatos.
Kael on Reddit said:
  • Kylorin’s Mask- Appears as a glittering jeweled mask of many colors. Kylorin locked the mask in a hidden vault after converting to worship of Nantosuelta. In the Age of Invention this vault is found and opened and the mask is used to steal the Ocean’s Tear.

  • Os-Gabella’s Mask- Appears as an amber mask with distinct feminine features. Os-Gabella left this mask in the Tapestry House, where it was found by the staff and hung on the wall, with no one realizing how powerful it is.

  • Esus’s Mask- Appears as a plain white featureless mask. Esus still carries it. He occasionally lends it to those he favors.

  • Asmoday’s Mask- Appears as a devil mask. Asmoday’s mask was buried with him, but a graverobber dug it up during the Age of Invention and uses it to steal the Heart of Fire.

  • Faeryl Viconia’s Mask- Appears as a beautiful silver carnival mask. Faeryl still has her mask.

  • Alexis’s Mask- Appears as a crude mask of strips of flesh sewn together into a face. This mask was stolen by Wode after the Ritual of Endless Night. After Wode’s death the mask remains hidden deep below the ruins of Patria.

  • Barbatos’s Mask- Appears as darkness. In the Age of Invention Barbatos trades the mask and it is used to steal the Ending Stone.
I created 7 different Unit Types and UnitArtInfos so I could show them all together in the game, but they all share the same UNITCLASS and the Capture tag takes a UNITCLASS so capturing any of them gets you the plain white Mask of Esus. The take equipment unit spells all check for unit type in stack instead of unitclass in stack, and I didn't feel like creating separate spells for each mask, so you have to capture it and make it revert to a Mask of Esus in order to pick it up and use it.


I tried attaching the Masks of Kylorin, Asmoday, and Barbatos to Clioda, Sarabride, and Morrigan, respectively, instead of having a mask be part of the unit's graphics, but I found that the masks do not align the same way in the game as in NifSkope and that they do not move with the unit's heads during any animations.



I'm thinking of attaching some horns to the Mask of Asmoday and perhaps using the Svartalfar archmage headdress crown to frame some others, but have not had much luck in merging them yet. Now that I think if it, the Matronae have hair that might interect with such additions to the masks anyway.
 

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Something funky must have happened when I exported from blender. It's odd because when I look at the texture map, those colors aren't showing up at all. I'm finally reading some information on using blender to rig animations. I hope I can do something as I would love to be able to help rig some of these models or, at the very least, change an animation from one type to another. You mentioned the Bhall Orc having to use the spearman animation so I would like to learn how to rig models to an existing animation. I would very much like to see all seven masks in the game Fall From Heaven has world building that I revere as much as Tokien's work. When I saw your mod was still being worked on, and I did remember who you were, I immediately downloaded it. I would prefer to see units receive a mask to them as a mash rather than a texture. This is why I've been on the lookout for models that could be used for this. I believe we have four "masks" right now that could be used as a template. The masks from the orc paladin, grigori hunter, gibbon, and the timor mask. I'd like to try to merge or create something from some of the various head pieces too. The Svartalfar illusionist and archmage. I like the crown from Azer's as well and would like to see that used. What were you thinking about merging the head piece from the Svartalfar archmage with?

I also really like the head on the orc paladin / archmage. When you remove the mask or headpiece, I think you'd agree the face looks better. I'm hoping to be able to put that head on some other units. I put it on the body of the Bhall orc and I thought it looked better for that unit.

Upload those masks and I'll look at attaching them to these units for you.

The animations didn't come over from your file and I'm heading to bed soon so I didn't mess with it. I threw the mask on her and it came over fine. Should be able to add masks to these units I think.


Whoops. I hadn't looked at the second screen shot. Some of those look really good. I think a different model (like the veil) would be better for the top left. Something else for the bottom left too maybe. I'll look into taking the veil off tomorrow and uploading that.
 

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The colors in the lower part of the gown were part of the original unit that I wanted to get rid of for the Silkies, but could not figure out how to do so as I couldn't find out what was causing them. It is fine if they are gone.


I was just wanting to combine the svartalfar headdress with the gibbon mask to see how it looks for the mask to have a more ornate border. I might decide I don't want to use it if it interferes with the Matronae hair through.



Your mention of Orc units reminded me that I'm not a huge fan of the current Rantine art. I stuck with the version from early FfH2 only because I very much disagreed with Kael's decision to switch it to using what had been (and in my modmod still is) the art for the Orc Champion. That model is a particularly brutal looking Orc, while Rantine is perhaps the most civilized Orc that there is. True, in his pedia he mentions that he had been rabid and bloodthirsty in his youth, but by the time of the events in the game he is tired of war. He lost his standing in Orc society by negotiating peace treaties that the humans violated and used to launch sneak attacks against Orcs, but while others want to escalate the war he still wants to avoid all unnecessary violence until his people can learn enough of arts of civilization to field armies as disciplined and well equipped as those of the Bannor.

I cannot seem to find the source, but I recall that Kael once revealed why Rantine hates Orthus more than anyone. Rantine was born into the Clan of Ember's priestly caste, and is himself a direct descendant of Menolly NuValle, the greatest High Priestess of Bhall in Old Braduk during the Age of Magic. He has received many dreams and visions from Bhall, but was never himself a Priest; Bhall's priesthood was always been exclusively female until she chose Jonas Edain to be her first male High Priest. Rantine's mother was the last Bhall-Orc to carry the Matron Essendi, the sacred scepter of Bhall's high priestess. When Rantine was a young child, Orthus stole the Matron Essendi and murdered every female in Rantine's extended family so that there would be no Bhall Orc with a legitimate heir to wield the Clan of Ember's most holy relic. He then desecrated it further by using it as the haft for a crude axe. The true power of Orthus's Axe comes from the Matron Essendi, but is far less than the true power of the Matron Essendi in the hands of a high priestess of Bhall.


I've attached an image of a Rantine candidate based on the Orc Paladin without a mask. I might always want to try making one based on their archmage if you want to share a version with the headdress removed, as I think the long grey hair might fit well for an older orc who is tired of war.



After looking for a unit with a veil in hopes one might be transferable to the Silkies, I instead decided to make a new version of Luidag the Rag based on the Balseraph Courtesan instead of the Succubus. What do you think of this alternative?
 

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Those look very good. Looking at it again I think its face and the archmage face differ. I would prefer that actually as it would give more variety. Luidag the Rag looks good as well. I'll definitely hit those items tonight when back at my computer. Being able to take the veil off would be nice.

So I think part of the problem I'm having with some animations might be with how blender export them. When I put a model on another armature (I put an eater of dreams on a bannor champion skeleton), and export to a nif, it looks like the nodes don't come over properly. I haven't found too much on what the intricacies are moving between blender and nifskope, but what I've found mentions reparenting the nodes in the file exported from blender in nifskope. Since you're much better with nifskope, I was going to upload the file that blender produces. It looks to me like these nodes need to be adjusted in nifskope. In blender, I have what looks like the correct parenting. The clavicle moves the arm, upper arm the upper arm, forearm to forearm. The vertices move according to the bones, but it seems like the bones themselves don't animate. I spent the rest of the night trying to get the model to move at all and it stayed static. I want to see if we can make a swordsman unit use a caster's animation.

Deliverator has a lot of good stuff, but what I could find pertained to exporting from civ 4 to civ 5 and beyond earth or vice versa. I noticed the dune wars revival mod has a lot of units from beyond earth in it. It's an excellent mod.
 
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Those look very good. Is that the orc paladin with the mask removed I uploaded or from somewhere else. Looking at it again I think its face and the archmage face differ. I would prefer that actually as it would give more variety. Luidag the Rag looks good as well. I'll definitely hit those items tonight when back at my computer. Being able to take the veil off would be nice.
The only Orc Paladin I saw with the mask removed was Unit Parts\Unit Parts\UnitPieces\Clan.Paladin\Body.NoArmor.nif, which is also missing all of its armor except for the greaves on the lower legs.

This is a combination of Body.NoArmor.nif, Armor.Hip.nif, Armor.Shoulder.nif, and Armor.Waist.nif.

Basically I reassembled the whole unit except for the mask, but then decided I didn't really care for the Forearm armor. (I didn't have much choice about the greaves, as you included them separately but did no remove them from the no armor version). Instead of the Clan Paladin Axe, I gave him the Infernal Beastmaster's mace.

I also tried versions with the Bannor Champion sword and with the Valkyrie sword. I like the shape of the blade of the Valkyrie sword for any fire-associated hero, but couldn't really get the texture to look right.

I've also played around with giving him pieces or armor from different units, but the armor pieces you provided in that download would not scale or move in NifSKope and most would not fit well without adjustments.

Today I realized that the Elohim Champion armor pieces work pretty well (if I scale the pauldrons up to 1.06 so they don' intersect his shoulders or hover above them). I think I'm liking this version better.

(I also decided to see how the flaming skull staff of a Bhall Orc would look on the son of a Bhall Orc who receives regular visions from Bhall herself, even if he is not technically a priest and even if the only canonical flaming head staff is carried by Jonas Edain. While doing so I found that the glow emitters on the candle effect were annoying, so I removed them both from Rantine and the Bhall Orc. I think the burning skull looks better without the pulsating light.)



The Luidag is just a reskin of the Balseraph Courtesan (changing the blue veil to pink and using the previous Succubus based skin to get rid of all those squiggly designs over the body), so you can get the veil from the base FfH2 unit just as easily.

The old version of Luidag is basically the same model but without the veil over the face or the skimpy cloth over the breasts. It was based on the Succubus, with the wings and knife removed, but I'd bet that the Succubus must have been based on the Courtesan originally.
 

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The greaves on the orc weren't removed because those are actually part of the body and not a separate mesh overlaying the legs. When I remove them, I'm left with no vertices there. I might be able to find something else that can be swapped in though so there could be a baseline orc that does not come with armored greaves as a default. There are many weapons and units that have low poly and low texture weapons that I would love to see updated. I've also never much cared for the Bannor axeman. It's basically a reskinned praetorian like the Eidolon. It's never felt as on theme as the other Bannor units. I swapped out the axeman and replaced it with a demagogue that uses an axe, but I'm not very happy with that either. The model for the Elohim champion and immortal are fantastic in my opinion. And wow, that model use provided looks amazing. I'm really digging that.

I also wanted to ask what you thought about changing one of the crowns to use the azer crown or something else. We could have a good number of options for differentiating those. I really liked the model of the azer crown and want to toy around with how it could look on a unit. Also, I thought the original model of Yvain could be good base for an earth elemental. What do you think?
 
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Here is my new candidate art for the Svartalfar Archmage, to replace the Banshee art that I'm repurposing for Maoliosa.

It is based on the Svartalfar Adept, with some elements of the texture borrowed from the Svartalfar mage and the rest of the dress recolored to match the mage's color scheme more. (The process of recoloring the dress also make the elf's skin take on a paler bluer hue than the rest of the Svartalfar units, but I don't think I mind. All the Dark Elves have skin a bit paler and bluer than other races. The archmage just takes this trend further than most, perhaps due to the greatest exposure to Shadow magic.) I covered her bare midriff with a copy of the same texture from her skirt, which I think makes her bra into more of a corset. I swapped out the horned staff of he Svartalfar adept and mage for the crescent moon staff of the Svartalfar druid, with the texture changed from a fiery bronze to a dark shadowy blue. Last but not least, I gave her the Azer's crown.

I included the adept and mage in the same screenshot so you can see how it fits with the dark elf arcane theme.


You may also notice a minor update to Soqed Hozi, the master of Law magic, founder of The Order, head of the inquisitors of the Heron Throne, and the de facto head of the Imprimatur Council and ruler of all Patria once Kylorin rebelled against his own corrupt empire. She now has a golden version of the Azer's crown. Positioning it on her head at the proper angle took longer than creating the new Svartalfar archmage, but once I got it aligned correctly I was able to copy it from her head to the Svartalfar archmage in about 2 seconds with no troubles whatsoever.
 

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Ah, great to see a new Archmage for the Svartalfar; the banshee model was so out-of-place that i always used WB to make my archmages ljosalfar just to avoid the model. The moon staff looks very nice.

On an unrelated note, i found myself getting Brigid and Gyra in my most recent game, but noticed that i can't find it mentioned anywhere in the civilopedia how to get the Masks. I know that some of the unique features can result in one as mentioned in posts here and there in this thread, but it would be very appreciated if it could be spelled out somewhere (ideally on the Mask or Matronae page) exactly where they can appear.
 
Wow. Just wow. That archmage looks phenomenal. I like the additions to Soqed, but man that archmage steals the show.

I got two masks from Wode and Admoday. I used either resurrect or deathphage to get the units. I actually stumbled across it when I used deathphage near a feature and popped a unit.
 
Here are pieces of the orc archmage and the archmage itself. It does have an appearance that's more savage or angry than the paladin. These two heads and bodies could probably be used to add some more variation to the orcs and I think they look more thematic. This orc has the lower leg so that could probably be used on the orc paladin base instead of the greaves. Some of the archmage pieces could be pretty good for other things as well.

I took apart the wandering castle and made some separate statics. I thought the model was nice and pieces could be used for different things if you like them. I was thinking Tarn's tower, a replacement for a castle or citadel, and the rock base it sits on. The middle building looked nice on it's own too. I also split of the rooves in case you wanted to change the color from snow to something else. I'm not familiar with texture, but I thought it would be better to go ahead and split them in case you wanted to change them.

Took pieces off of the Belseraph courtesan. What's nice is that the veil could be split into a separate mesh and is not opaque so the face underneath is visible. I threw on on the orc archmage so you could see it. That nif is in the courtesan folder as veil.orc.

I made a few edits to these for some flaws that I found. Point out anything you see that I missed.
 

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