tjashen

tjashen

Joined Member # 3503845
109 Posts 892 Replies 28,404 Reputation

Hey y'all! So, as you know, I've been hammering away at that Revenant mod I've been working on for a couple of weeks now. Dhuran and GFireflyE expressed interest in checking out what I had so far, so once I felt comfortable with what I had so far, I sent them beta copies of my mod, to get some input. Long story short, I broke GFireflyE's game. I had some loose/unclosed tags and such that caused his game to crash and such. In my flurry of cut

5 Replies 7,879 Views

Yeah, I'm pretty sure now I'm the culprit. I found a couple of loose/extra/unclosed tags that I'm sure the game didn't like. In my flurry of cut and paste/modify, sometimes things happen. Assumung GFireflyE's game goes back to normal, my bad!

3 Replies 3,590 Views

Looking over the debug.err. a lot of the files included in my beta mod are listed. I'd suggest dragging out my mod stuff real quick and see if that corrects the issue. Or just disable mods and see if that solves it. Kind of tells me what I needed to know r.e. if anyone else would have crashing issues using my mod. Also, the game is 'seeing' my readmes, which might be part of the problem... I hope (well in a general sense anyways) that I'm the

3 Replies 3,590 Views

Yeah, I'm not a fan of having to 'be a member of the club' but I did eventually break down and get a nexusmods account. Not a lot of new spam hitting my inbox so far, which is what I worry about when I sign up for new things... I'm sure this deters more than a few people from downloading some of the mods that are available. To each their own, of course! I try to help out when I can! [e digicons]:thumbsup:[/e]

101 Replies 549,564 Views

OK, looking over the list of ideas in the various posts in this thread, I see a lot of good ideas. What I WOULD LIKE TO SEE Stardock focus on is creating new spell abilities. As an example, the 'Mirror Image' spell clones a unit, which might require some new code 'under the hood'. A lot of these ideas I believe can currently be done using the existing .xml code. So it might be a fun idea to have a 'Submit your spell idea for the Spellpack DLC&#3

75 Replies 236,020 Views

OK, looking over the code real quick, I see two possibilities... One, the Can Stack tag is set to 0, although I think that is to prevent you from casting it on the same stack 5 times... Secondly, this tag seems out of place... Unit &nb

3 Replies 31,102 Views

OK, now that I'm a bit rested, and have done some 'housekeeping' on the Regularly Updated Mods List thingie... My mod zipfile is currently clocking in at 6.8 MB. A lot of that is image related. After I backed off from my latest changes (the ones that caused me the issues I mentioned above), everything else seems to be working fine. I have the file out to a couple of people, so they can take it for a test drive and see if anything is broke

59 Replies 46,163 Views

This mod has been added to the Regularly Updated of List of Mods for E:LH. It has been placed apppropriately to appear below your other mod entries. [e digicons]:thumbsup:[/e]

2 Replies 6,974 Views

R.E. your comment about the open tag thing. I think this is more of a 'stacking' issue (five different traits allocated to the same slot, all with prereqs that are 'offset' from the path display. Essentially what I did here was along the lines of how the five Spell Trees work. The reason that say Water 1 doesn't appear unless you've picked it in Sov Creation or otherwise pick up the ability (through a tome you find at a goody hut or similar) i

59 Replies 46,163 Views

Essentially that's what I saw in the Demilich abilitiy for Necromancy Revamped. Sov cast spell on himself, Sov only spell. In this case, some Champions will need it (depending on how many Undead/Revenant Champions I create). I've been hammering away at this for a while again, so I'll look at your approach more closely when I get a chance later today.

61 Replies 389,130 Views

Well I WAS close to zipping up my mod and posting this today... Until... As noted, I'm creating duplicate trees using the same trait trees for General and the Arisen (Spirit/Cinder Mage) Trees. The way I was going about this was requiring me to duplicate a bunch of spells and abilities, which I was doing in order to completely clear the Arisen tree if you didn't have the 'parent' ability, which actually was working quite nicely. Until the

59 Replies 46,163 Views

I'm using a spell to create a perk for a Champion (spell shows up fine), but I don't want to create/add the perk if that unit has a value of of over 0 in a specific stat. I.E.. if UnitStat_BG_IsRevenant equals 1 (or higher), then don't apply the GameModifier/Unlock the noted ability. Essentially, if you are already the Race in guestion, you have other stats that address said ability, which work slightly differently. I just want to make sure that the ability doesn

61 Replies 389,130 Views

OK, so I'm trying to use a BG Stat (one I added for my faction) to check against before a spell adds an ability to a unit. Essentially UnitStat_BG_IsRevenant is the stat I've made. I have an Ability, RevenantWays, which unlocks some Revenant Abilities for Champions not of the Revanant race. Essentially my Revenant Champs/Sovs already have access to different versions of these abilities (depending on race subtype), so they don't need access to the 'Gener

61 Replies 389,130 Views

I've messed with the tags a bit (found in CoreLayeredMusic.xml in the /English folder), and have had partial success writing a custom file for a faction. As an example, I pointed the game at Fjull's theme (placing the music the LH/Layered Music Folder that is next to the Mods Folder, so not the core Layered Music folder), and this music plays every time I visit the shop with that faction: <LayeredMusicGroup Internal

844 Replies 1,924,153 Views

Another quick update. It is close to ready for betatesting... I decided to more fully implement the 'two Mage Types Trees' thing, so people can see how this works. I have a Cinder(corpse) Mage and a Spirit Mage tree working off of the same Path button, although I still need to fill in a few blanks on the Fire/Cinder Mage tree (essentially add Fire back in and delete Water/Ice, and cut/paste/adjust the code for the relevant spells). Both of these Sovs will be

59 Replies 46,163 Views

I'm thinking you'd only tag the abilities where the 'Non-General personality' would be looking for a stronger (or maybe weaker) focus than what the General AI would normally do, i.e. you would use the default 'General' value unless the ability was flagged for your unique personality. Again though, haven't tried this, it is just something that seems to make sense based on how the tags are set up. Hence my inquiry as to whether anyone had tried this.

81 Replies 298,929 Views

OK, since this an AI thread, I have a question for the Collective... So the AI Tags on techs, abilities and such are all currently taged wtih AIPersonality=AI_General. It is implied by the AI code that different personalities/priorities can be assigned. Certainly, on the weapons side this can be done fairly easily (focus on horses, bows, piercing, etc.). But as for the more nebulous stuff, say Sorceror vs Greedy, I'm not seeing anything in (our e

81 Replies 298,929 Views

I THINK what the OP is referring to is custom designed weapons, not the assortment of weapons we have now. Those of us that have played NWN and some other games have an idea of what this entails (a point system that you use to tailor custom made weapons/armor/etc. to your needs). Example: Taking a Legendary Broadsword (say 8 design points), adding Fire to it (another 4 design points), and giving it a higher chance to crit (+10%, 2 points). Total cost 14 points. I&#

8 Replies 10,469 Views

OK, I've seen the same problem here. The way I worked around it was to create an item (based on a suggestion made by Parrotmath). I first used Bacco The Begger as my test subject here. Create an item. Here's the code I used: Bacco's Tok

2 Replies 3,029 Views

OK, a random update here. I had my 'autostation a guardian statue when a Monument is built' playtest thingie running in the background while I was testing some other stuff. A couple of things happened... One, there was this immobile Guardian Statue in the middle of nowhere/placed about 2 squares away from the monument that spawned it. I don't know if the AI was able to move it on the first turn or exactly what happened, but he was out o

6 Replies 118,253 Views

Apologies for the slight delay in getting this added to the list, my nose was buried in .xml files trying to get something to work... Looks like you took care of a few loose ends here. Nice work! This mod has been added to the Regularly Updated List of Mods for E:LH! [e digicons]:thumbsup:[/e]

6 Replies 46,289 Views

Sounds like DSRaider and I had the same ideas r.e. Wild Grain and Wild Game. I went with Spooky Farmhouse though. I.E. that place where unwary young folk go 'cuz they seek advanture, a secluded place to take a love interest to, or whatever, only to find Jason the Butcherman lies in waiting for them... -1 group of young folk lacking common sense/turn, +1 Growth.

8 Replies 5,201 Views

Quick update: I just spent the better part of 12 hours trying to 'fix' something r.e. resources, before I spotted a bonehead mistake. I was trying to get a new world resource to show up on the map (never did 'take'), or convert an existing resource into another resource, as the buildings I had made for existing resources (wild game, wild grain) weren't 'allowed'. I had changed the required tech, but failed to notice that I had subsequently chang

59 Replies 46,163 Views

Hey Abob and other Modder types! No, my intent here wasn't to 'have a go at modders', as you indicated it wasnt. My thinking when I posted this thread was simply 'when I read the first post of the threads of a few mods, they aren't really all that descriptive'. Oh, you'd be surprised, a lot of Mods do not include readmes, and the ones that do usually say 'here is how you install my mod', not so much 'this is what my mod does, in more

12 Replies 61,651 Views

I was also thinking along these lines for my mod, but from the aspect of repurposing some existing buildings for other factions. Of course, in my case, the Undead are their own faction, so that's not canon. Nonetheless, as an example I keep looking at the Sacrificial Altar improvement and am thinking 'that shoud do something cool for Undead'...

8 Replies 5,201 Views