Basically give some ideas for useful mods.
I would like to see someone make a mod where there is a key or button that allows full viewing of the towns without having the menus and everything else in the way. I would love to view the beautifuls towns without having all the junk blocking my view. Also, I really hate how the necropolis has a bright orange streak on the villiage, town, city hall/capitol. Orange is for Inferno, Necropolis should be green and black. I wanna take good screenshots.
Can someone make a mod for this or tell me how to?
Request a mod thread.
- Sir_Toejam
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- Posts: 1061
- Joined: 24 Jul 2006
I'm nudging the modders into giving me some info. which i can collate into a loose modders guide, but it might take a couple of weeks.Can someone make a mod for this or tell me how to?
hopefully someone will volunteer the info you need ITMT, but off the top of my head I'd say this one will be a bit tougher than average.
A clean view.
First of all, sorry for bumping an old topic like this. I just want to answer the topic poster's request. I know this is old, but an extra information for everybody wouldn't hurt, right ;)
Back to topic, there's already a debug command for hiding the user interface. Add the following line to the common section of your INPUT.CFG file (basically, anywhere before the BINDSECTION ADVENTURE_SCREEN line). Feel free to change the key binding.After adding the above line, you can press Ctrl+I *anywhere* in the game to hide the UI, including cut-scenes and main menu. Press it again to have the UI back.
Edit: more about debug functions like viewing wireframe or hiding the secondary layer can be found at topic 86759.
Back to topic, there's already a debug command for hiding the user interface. Add the following line to the common section of your INPUT.CFG file (basically, anywhere before the BINDSECTION ADVENTURE_SCREEN line). Feel free to change the key binding.
Code: Select all
bind hide_interface 'CTRL' + 'I'
Edit: more about debug functions like viewing wireframe or hiding the secondary layer can be found at topic 86759.
Last edited by zero_ant on 21 Sep 2006, 22:25, edited 1 time in total.
Well if this is where you ask for a mod, I have a request for one, if it is even possible. I want a mod that changes a creatures stats and abilities. The stats I want would be for a tier 7 creature (and can be any of the other tier 7's appearence, doesn't really matter). Want the regeneration of a hydra on it, non-flying and should be a walker. Att 30, Def 30, HP 150, able to hit all arround it or at least the 3 in front of it, 2x2. That is unupgraded. The upgraded would add 5 attack, 5 def, 50 hp, and have a chance to stun (if possible). Retaliations would be possible against it's attacks (if possible). if this is not possible then by all means ignore this
Oh and it can be in any of the following H3 Complete, h3 wog, or h5 . Thanks again.
Oh and it can be in any of the following H3 Complete, h3 wog, or h5 . Thanks again.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
actually, i would just suggest making a new thread to discuss each mod proposal separately.
past that, I'm copying here the info i sent you in a PM:
Ok, here's the deal:
you CAN add and modify spell-like abilities, but not the combat abilities.
for example, you can add resurrection or harm touch, but not deadly strike or fear hit.
the former are moddable, the latter are hardcoded.
You can at least change the combat abilities by copying a creature with the abilities you want, and then changing everything else about it (including the model used), and then ovewriting the original creature with the "new" one.
Ok, that said, the spell like abilities can be modded by changing them for each creature you wish. the creature files are found in:
\GameMechanics\Creature\Creatures
...and then pick the town directory for the creatures you want to change.
let's look at djinn, for example.
go here:
\GameMechanics\Creature\Creatures\Academy
and open the Genie.xdb file in notepad or any xml editor.
In the middle of the file, gander at the sections starting with (code tags removed as they wouldn't show up right in the PM):
KnownSpells
there you will see an Item listed, and then the actual spell-like ability:
Item
Spell
SPELL_ABILITY_RANDOM_CAST_DARK
/Spell
Mastery
MASTERY_ADVANCED
/Mastery
/Item
/KnownSpells
that lists all the spell-like abilities, and you can copy the "Item" lists from other creatures into this area, replace the current ones, or entirely remove them at your leisure.
the next part (spellpoints) works as follows:
the first line determines the spell points available for casting a set list of spells (like a mage has 10 sp)
the second determines how many times a spell-like ability can be used per combat (like how many times a djinn can cast a random spell, or how many times a gremlin can repair a golem)
the third line controls.. actually i've forgotten what the third line controls, but naskoni figured it out [corresponds to creature's gating point, normally set to 0 except for inferno creatures]. As soon as i track it down again, i'll put it here.
edit:
actually, it was zero_ant that figured it out:
viewtopic.php?p=86605&highlight=#86605
anywho, that should be enough to get you started.
past that, I'm copying here the info i sent you in a PM:
Ok, here's the deal:
you CAN add and modify spell-like abilities, but not the combat abilities.
for example, you can add resurrection or harm touch, but not deadly strike or fear hit.
the former are moddable, the latter are hardcoded.
You can at least change the combat abilities by copying a creature with the abilities you want, and then changing everything else about it (including the model used), and then ovewriting the original creature with the "new" one.
Ok, that said, the spell like abilities can be modded by changing them for each creature you wish. the creature files are found in:
\GameMechanics\Creature\Creatures
...and then pick the town directory for the creatures you want to change.
let's look at djinn, for example.
go here:
\GameMechanics\Creature\Creatures\Academy
and open the Genie.xdb file in notepad or any xml editor.
In the middle of the file, gander at the sections starting with (code tags removed as they wouldn't show up right in the PM):
KnownSpells
there you will see an Item listed, and then the actual spell-like ability:
Item
Spell
SPELL_ABILITY_RANDOM_CAST_DARK
/Spell
Mastery
MASTERY_ADVANCED
/Mastery
/Item
/KnownSpells
that lists all the spell-like abilities, and you can copy the "Item" lists from other creatures into this area, replace the current ones, or entirely remove them at your leisure.
the next part (spellpoints) works as follows:
the first line determines the spell points available for casting a set list of spells (like a mage has 10 sp)
the second determines how many times a spell-like ability can be used per combat (like how many times a djinn can cast a random spell, or how many times a gremlin can repair a golem)
the third line controls.. actually i've forgotten what the third line controls, but naskoni figured it out [corresponds to creature's gating point, normally set to 0 except for inferno creatures]. As soon as i track it down again, i'll put it here.
edit:
actually, it was zero_ant that figured it out:
viewtopic.php?p=86605&highlight=#86605
anywho, that should be enough to get you started.
Last edited by Sir_Toejam on 04 Oct 2006, 08:15, edited 2 times in total.
Ok then I think since I want it a hireable neutral creature I am going to have to 'adjust' it some. Replace the earth elemental with it. Make it as expensive as level sevens with the above stats, and keep the earth elemental specialties. Also initiative and speed would need to be increased by to be a little faster then most level 7's. What I want is a werewolf like creature, but I guess that is not possible . Regeneration would be nice, but don't want to mess up the hierarchy of a town to do it . Anyhow, thanks a lot .
Last edited by Mytical on 04 Oct 2006, 07:33, edited 1 time in total.
Warning, may cause confusion, blindness, raising of eybrows, and insanity.
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
well, yes and no.
you can change the movement mode from flyer to walker (or vice versa).
check earlier in the file under the line for flying, and set it to true or false.
regeneration is another matter. That one is a hardcoded combat ability.
you could probably "fake it" by giving the creature the lay-on-hands ability, or the ressurection ability, and give it whatever charges/combat you think appropriate.
or, you can copy whatever creature you think has the hardcoded abilities you want, and make a new creature out of it to replace the one you are thinking of.
you can change whether or not there is a pattern to the attack (like the hyrdras 6 square attack), by examining the patternattack section.
the hydras are the most complex, so you can see what is needed to get an attack to hit any surrounding square there.
compare to the pixie to see a 3-square attack.
yes, the stats are changeable (first lines in the file), along with the cost, the experience you get when killing one, and even the weekly growth rate.
AFAICT, the only things you can't change are the direct combat abilities.
why did Nival set it up so you can edit everything easily, except the combat abilities?
beats me.
you can change the movement mode from flyer to walker (or vice versa).
check earlier in the file under the line for flying, and set it to true or false.
regeneration is another matter. That one is a hardcoded combat ability.
you could probably "fake it" by giving the creature the lay-on-hands ability, or the ressurection ability, and give it whatever charges/combat you think appropriate.
or, you can copy whatever creature you think has the hardcoded abilities you want, and make a new creature out of it to replace the one you are thinking of.
you can change whether or not there is a pattern to the attack (like the hyrdras 6 square attack), by examining the patternattack section.
the hydras are the most complex, so you can see what is needed to get an attack to hit any surrounding square there.
compare to the pixie to see a 3-square attack.
yes, the stats are changeable (first lines in the file), along with the cost, the experience you get when killing one, and even the weekly growth rate.
AFAICT, the only things you can't change are the direct combat abilities.
why did Nival set it up so you can edit everything easily, except the combat abilities?
beats me.
- Sir_Toejam
- Nightmare
- Posts: 1061
- Joined: 24 Jul 2006
there is a mod over in the elrath mod area that has uses the "copy and replace" method to create a new critter (souldrinker).
you might want to check that one out to see an example of how to maybe use that technique to get exactly what you want.
http://elrath.com/forums/index.php?showtopic=156
I spent some time reverse engineering that one, and it's a good one to see all the possibilities.
check out how he made the "souldrinker" creature, and you can see that he essentially copied a vampire creature, then changed attack patterns and stats and the model to "create" the new creature.
it's kinda like playing Frankenstein (er, the doctor, not the monster).
you might want to check that one out to see an example of how to maybe use that technique to get exactly what you want.
http://elrath.com/forums/index.php?showtopic=156
I spent some time reverse engineering that one, and it's a good one to see all the possibilities.
check out how he made the "souldrinker" creature, and you can see that he essentially copied a vampire creature, then changed attack patterns and stats and the model to "create" the new creature.
it's kinda like playing Frankenstein (er, the doctor, not the monster).
I've tried changing the creature object ID to get other creature's passive ability, but it failed. The id seems not matter. So, the best I've tried so far was just adding the multiple attack pattern to current creature.
The earth elemental was modified into a level 7 like creature. It have the same abilities plus some other form of multiple attack ability.
Creature stats:
- A/D / dmg/health: 30/30 / 22-55/150
- Speed/Init / Exp/Tier: 7/13 / 363/7
- Large, non-flying unit
Creature abilities:
- Earth Elemental's: Elemental. Immunity to Earth. Magic-proof. Unlimited Retaliation.
- Custom ability: Multiple attack (chaos hydra-like) with a twist, it also damage friendly units.
The earth elemental was modified into a level 7 like creature. It have the same abilities plus some other form of multiple attack ability.
Creature stats:
- A/D / dmg/health: 30/30 / 22-55/150
- Speed/Init / Exp/Tier: 7/13 / 363/7
- Large, non-flying unit
Creature abilities:
- Earth Elemental's: Elemental. Immunity to Earth. Magic-proof. Unlimited Retaliation.
- Custom ability: Multiple attack (chaos hydra-like) with a twist, it also damage friendly units.
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