Hello, first of all thanks for the mod, its a like having a new game ^^
The problem of x2 at traits now i see that the problem is that i pass step two (it was a hard problem when i fight with a ghost with +50% pierce resist x2 = 100% pierce resist = inmune to physical attacks muhahahahaha)
2nd. I don´t see the beer resource in anyplace, and that´s a problem, because i cannot use any creature resource like ogre lair or similar, even with technology i got the follow message: Can´t build. Requires 100 Gildar, 10 resource_XL_Beer. (got docens of taberns which produce +1 beer and the next improve +2 beer) Also at diplomacy i don´t have any option to trade with beer resource. I tried buying beer for gildar with the speelbook but nothing, i cannot build any creature lair because i don´t have XX resource_XL_Beer (XX is different amount depend on the creature, ogre, troll, dragon lair....)
Beer Resource problem will be fixed the same way the trait values x2 is fixed (That is, by doing step #2 of the installation!).
After having done step #2, make sure to restart FELH and start a New Game.
3rd doubt: how to enchant items, enchant items and the use of the crystals (green, orange, blue....), i can create the items with the spellbook, i have a wizard who can create dragon collar (or beast i dont remember) and i got the spell enchant collar at the spellbook. I trade the collar to the champion with all the crystals (because i don´t know how to use them) but the spell is at grey and i can´t cast enchant collar. Not enought resources_x_A4
Also i don´t know how to forge items (i can create them with the spellbook, but don´t know next step) and i got forge items that i can equip to improve forge, but don´t know anything more.
The recipes can be found in the user guide (A_UserGuide.txt in XtraDeconstruct folder) toward the end of the document. The document is also available online. Look for (Using Ctrl+f) the expression "III. Crafting" without the quotes. You should find two occurrences of it, the second one is where you want to go.
The same information is also available in-game in the Hiergamenon, "Game Concepts" section, "Forging and Enchanting" subsection.
As a rule of thumb, crafting requires two steps. (1.) The champion w/ adequate forging power forges an item (Using a spell) and then, (2.) the champion w/ equivalent enchanting power consumes the forged item and enchants an item (Using a spell). Collar recipes are as follow:
(Forged Collar + ...)
Amethyst Collar (Abjuration + 1 Orange Arcanium + 2 Purple Arcanium)
Bone Collar (Necromancy + 3 Orange Arcanium)
Iron Collar (Geomancy + 1 Grey Arcanium + 2 Purple Arcanium)
Primordial Collar (Summon III + 1 Yellow Arcanium + 2 Purple Arcanium)
Scale Collar (Volcanic Rites + 2 Red Arcanium + 2 Purple Arcanium)
Studded Collar (Summon Wisp + 1 Green Arcanium + 2 Purple Arcanium)
Be aware that you can only charm lesser dragons w/ such collars. Generally, that's the non-flying kind, e.g. Drake/Slag.
With that said, the way missing resources are shown in-game [e.g. resource_XL_Beer (Beer) and resources_x_A4 (Red Arcanium)] is not very user-friendly which is somewhat annoying to me... I'm going to have to try and track them down to see if I can put something more user-friendly. I'm not entirely sure this will be possible at this point without modifying many files, will have to see if it's worth it.
1st doubt, at outpost i dont see Farm/windmill, i´m sure it is because i am using the dead and they don´t need food (didn´t try with other faccion). In this case, can you change or create graves instead of farm and another think instead of windmill, like the grain resource, i can build +30 graves.
You would be right, Farm/Windmill are not showing because you're using the dead.
I don't mod much these days, but will try and see if graves-related outpost improvement(s) can be added for the dead w/o too much effort.
Thanks for the feedback.