![]() |
|
|||||||
| Mods Everything about mods |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Quote:
I've actually been updating my HOMM3 Babies (H3B) mod to extend the spirit upgrade UI and have been doing it by hand. I've been making some changes and I was running out of room and so decided to start fiddling with the interface - your mod that did this helped me out, although when I replied to you at first I didn't realize you were the one who created this mod. Quote:
Quote:
I know that a lot of stuff in TL is hard coded, but when they went to AP and beyond they opened stuff up. Case in point, I'm still working on my H3B mod for TL and have made a change to the Ice Thorns ability where not only do they block passage, but they also hit and damage units if they are within the fall radius (the hexes surrouding the triad of 3, i.e. if the unit wasn't there a thorn would be created in that hex). I've been able to get everything working except having the damage hint show up correctly. It seems like to get it to calculate the cells properly, you have to use Attack.multiselect(3), but when you do that, if you turn on hints, the units have to be within the multiselect triad to have damage displayed even though the calccells function selects the cells surrounding that triad. So it is silly - the highlighted hexes will be the ones where the thorns go and are around the triad, but I have to place the triad on top of units (where the thorns don't go) to get it to display the damage hint, which is not correct. I haven't given up, yet, but I know what you mean when it comes to dealing with limitations of the game engine / system. If you look at Fishes and Rage Drain, though, these abilities don't show the damage either and so I think that it is most likely a limitation of TL or it was too convoluted to implement so I might give up soon and have it not display the hint just like Fishes and Rage Drain (although if I figure out how to do it for Ice Thorns, then maybe I can try to do it for these two as well). /C\/C\ |
|
#2
|
|||
|
|||
|
Hello matt,
You're the most advanced modder for KB (except may be russian one There so many change in LUA files that it's not realistic to transfert them one by one, only if we can import whole files....and what files ? LUA, .TXT, all loc_ses ok but how to integrate them into the Armored princess campaign with Amelie for Hero ? My question is ridiculous, no one know. |
|
#3
|
|||
|
|||
|
Quote:
Seriously, I'm sure there are quite a few good ones on the board here, but thanks! Quote:
I'm in the throws right now of making my H3T mod for AP and CW and I wish I could easily port stuff over from my H3B mod for TL and be done, but it is much more involved than that. I've been striving to create a common set of files between my AP and CW H3T mods and so far it is doable, but time consuming. Then the CW variant will have a superset of the files that are different, and then if I happen to still be wanting to mod this game, the WotN files would be another superset... I'm also still working on my H3B mod for TL and have a big update coming... The point is that you're most likely right in that it'd be really time consuming, but it is doable so long as my comment about the engine being the same is true. Tell me about it - I actually started playing WotN, but then when I saw how buggy it was, I figured I'd shelve it and wait 6 months for it to be fixed. I bet Jukeey could update the Rage Ability UI and make room for another set of abilities around the core 9 (i.e. another 16 new abilities) for a total of 25 - 4 each for the 5 Valkyries and then 5 for your hero (or something like that). Would be cool! Anyway... Quote:
You could also go the other way, and try the AP files with the WotN engine - that might be the better idea, actually, since AP should have at least everything that WotN has. You would not to have to worry about the engine being different, either. It also might be easier, then, to splice in the AP maps, quests, etc. into the WotN *.kfs files. Most likely, though, you're in for quite a long project. For the skills, you might be able to simply replace the SKILLS.TXT in AP with the one for WotN, but you'll have to follow a similar process as above with respect to finding all the functions used by the skills (most likely in SKILLS.LUA), the skill picture icons (they may be in a TEX*.DDS file), and then editing HERO.TXT to include the skills for each class to start with (amongst other tasks). There are quite a few users on the forums with knowledge modding WotN (i.e. the BugFixes thread) - maybe you can get one of them to help you? Probably would be a better use of their talents since Katauri / 1C are the ones who are supposed to fixing the game (we gave them money after all), although, I whole-hearted appreciate their efforts! /C\/C\ |
|
#4
|
|||
|
|||
|
Quote:
In fact i tried to use Wotn into a new campaign for crossworld, but it don't work, also in the editor, so yeah unfortunately there are some portability problem. Quote:
And yes it would be cool to have new ability for valkyries but animation and rage skill are pretty hard to mod. Quote:
I would prefer to grad all LUA,TXT and loc_ses and found inside how to make amelie the hero inside wotn files. After find what Armored princess engine don't like into them....hard job, yup, but may be doable. |
![]() |
|
|