Thank you for making this easy to mod

After looking through the XML files, by the simple method of searching the Elemental directory for name of the item I would like to change, I was able to change the colour of armour pieces, the pieces used, and to allow a chestpiece to be worn with a great cloak.

 

 

This took me a little while because I am no great shakes in the text editing department. I'd just like to say that it's great that this game is so easy to mod.

4,745 views 6 replies
Reply #1 Top

Nice work on the coat! I assume you can do the same for other sorts of clothing? For example, can pants or boots remain while wearing leg armor (ignoring clipping)?

I eventually want to play around with clothing and armor too. I want to make it so you can purchase new clothing and add more types of armor. For example, we need the default gloves to be a +1 defense type of leather armor.

There is just so much we can do with all the modding possibilities and we owe it all to Stardock and the simplicity of XML. Thanks Stardock! Elemental is my new sandbox!

Reply #2 Top

In the picture above, there is leg armour over boots there. It's the thigh piece of master heavy plate over sovereign boots (leather). By removing the "Boots" type from leg armour it stops it replacing the boots, however they don't clip properly, unless you remove the lower leg part of the armour, often called Greeves.

 

You could make the default gloves as armour by adding this item to your CoreAccesories.xml (or to the relevant mod file)

 

    <!--Item Name and Type-->
    <GameItemType InternalName="LeatherGloves">
       <Type>Forearms</Type>
    <DisplayName>Leather Gloves</DisplayName>
    <Subtype>Clothes</Subtype>
    <!-- Human Male Body -->
    <SupportedUnitModelType>KingdomMale</SupportedUnitModelType>
    <SupportedUnitModelType>IroneerMale</SupportedUnitModelType>
    <SupportedUnitModelType>MancerMale</SupportedUnitModelType>
    <SupportedUnitModelType>AmarianMale</SupportedUnitModelType>
    <SupportedUnitModelType>TarthanMale</SupportedUnitModelType>
    
    <IconFile>Gloves2Light.png</IconFile>

    <!--Item Equip Information-->
    <CanBeEquipped>1</CanBeEquipped>

    <RandomPeasantUnitLiklihood>5</RandomPeasantUnitLiklihood>
    <RandomMerchantUnitLiklihood>5</RandomMerchantUnitLiklihood>
    <RandomHeroUnitLiklihood>5</RandomHeroUnitLiklihood>

    <!--Item Graphics-->
    <GameItemTypeModel>
      <ModelFile>Gfx\HKB\Clothes\K_Male_Gloves_Mesh_01.hkb</ModelFile>
      <AttachmentType>Skinned</AttachmentType>
      <Color_Clothing2>Color_Clothing1</Color_Clothing2>
      <Texture_Clothing1>Gfx\HKB\Clothes\MaleLeatherGloves_Kingdom_Recolorable.png</Texture_Clothing1>
    </GameItemTypeModel>

    <!--Equipment Production Requirements -->
    <ProductionRequirement>
      <Type>Resource</Type>
      <Attribute>Gold</Attribute>
      <Value>1.0</Value>
    </ProductionRequirement>

    <ProductionRequirement>
      <Type>Resource</Type>
      <Attribute>Materials</Attribute>
      <Value>1.0</Value>
    </ProductionRequirement>

    <!--Equipment Prerequisites-->
    <Prereq>
      <Type>Tech</Type>
      <Attribute>Equipment_Kingdom</Attribute>
      <Value>0</Value>
    </Prereq>
      <Prereq>
          <Type>Tech</Type>
          <Attribute>Equipment_Amarian</Attribute>
          <Value>0</Value>
      </Prereq>
    <!--Equipment Modifiers-->

    <GameModifier>
      <ModType>Unit</ModType>
      <Attribute>AdjustUnitStat</Attribute>
      <StrVal>UnitStat_Defense</StrVal>
      <Value>1.0</Value>
    </GameModifier>

  </GameItemType>

 

Or something like that, probably best to be careful before messing around with the game files though.

Reply #3 Top

I agree Wraithstalke, this game is going to be a snap to mod.  I've been browsing the XML files and there is a lot of things in the game that are easily accessible already and not difficult to mod.  Add in the editors that they are providing on release and there's going to be a lot of fun with this in the near future.  Also, from what I understand Stardock has a dedicated group set up to work on the modding aspect of the game, and they will be active with the community for feedback, future data release requests, and how-to guides.

Reply #4 Top

Hey wraithstalke, if you don't mind me asking, are you planning on releasing an armor modpack at all? Seeing what you've done there is impressive, tbh.

Reply #5 Top

Not really planning on it, it's just for me. Mainly going to be changing some of the armours' assigned locations and creating replicates with different colours or mismatched shoulder/forearm pieces.

Reply #6 Top

I agree that it's nice to see a game that is so readily modified. I haven't modified any game since Civ II and I've got to admit, I normally don't consider the sort of long term commitment it entails to get a mod project off the ground. However, with the tools at our disposal I'm considering trying to do just that. The mod would be sort of an Alpha Centauri meets Elemental in gameplay (in that there would be a substantial aggro to all AI presence that would need to be expunged or subverted in any territory you wanted to claim), and it would be set in Jim Butcher's Codex Alera universe, with Aleran and Canim forces trying to reclaim the Canim continent from the Vord. I know that Elemental will be able to accommodate such a mod with ease, unfortunately my ability to create it remains somewhat suspect.