jshores

jshores

Joined Member # 3823385
24 Posts 425 Replies 9,860 Reputation

[quote who="UmbralAngel" reply="3" id="3258413"]could you combine fire resistance, cold vulnerability, and monstrous into one trait?[/quote] Absolutely. You just create a new trait and copy/paste the gamemodifiers from the traits in question.

5 Replies 4,675 Views

[quote who="C0LDsteel" reply="46" id="3258332"]Seems to me like patches would overwrite them.[/quote] But maybe not all of them, and that could cause issues if the changes you are making depends on several XML files.

75 Replies 106,340 Views

[quote who="C0LDsteel" reply="41" id="3258276"] Quoting Heavenfall, reply 40We already have support for using different mods in different folders. Just don't put your stuff in the installation directory. The problem is when people want to edit what is in the installation directory instead of just adding stuff. There's no good way to handle that. In my opinion, you should never, ever change the base XML files unless there is just no other way of doing it. So,

75 Replies 106,340 Views

[quote who="Winterbraid" reply="31" id="3258084"] When you export your creations, it'll place it in the root of the Fallen Enchantress directory (program files(x86)\stardock\fallen enchantress). I don't have this directory, possibly because I bought via steam. I'm not actually using the excel tool, I'm just curious as to the mod structure. I would be using notepad++ to effect any changes. So, where are modified fil

75 Replies 106,340 Views

Evilsince84, Would you be happy with changing the face textures without altering the models? If so, that is actually much easier to do. I was able to slap some celtic looking woad paint on one of the faces and see it in game within 10 minutes. I can give you a brief walk through of how I did it if you like.

17 Replies 7,270 Views

[quote who="ddd888" reply="26" id="3257786"] Quoting seanw3, reply 17 Quoting jshores, reply 16If that doesn't work, I would try using Open Office. It may be compatible. It's not. so what do you need exactly to use this? i didnt have time to try yet[/quote] It opens in Open Office, but the buttons to export are not functional. It works flawlessly in Office 2010. I haven't tried it in 2003, but installing the co

75 Replies 106,340 Views

Best part about this editor: You can mess around with it at work and totally look "productive" :).

75 Replies 106,340 Views

You put them in the installation directory, so the " Program Files (x86)\Stardock Games\FallenEnchantress\screens" directory. It should prompt you to overwrite some files. It's ok in this instance because Heavenfall has provided the originals in the rar archives. So if you don't like part, or all of the mod, you only need to unzip the rars and overwrite them back to the originals.

121 Replies 343,751 Views

[quote who="seanw3" reply="17" id="3257411"] Quoting jshores, reply 16If that doesn't work, I would try using Open Office. It may be compatible. It's not.[/quote] Thanks for verifying

75 Replies 106,340 Views

[quote who="Dracomeander" reply="14" id="3257226"] I can't use it. I only have Office 2003 and it won't recognize it. [/quote] You might try this: http://www.microsoft.com/en-us/download/details.aspx?id=3 If that doesn't work, I would try using Open Office. It may be compatible. <a href="http://www.ope

75 Replies 106,340 Views

[quote who="seanw3" reply="212" id="3257164"]The FE Editor is so much faster than standard editing. I just updated my whole armor system in 15 minutes. And I have a nice graph to go with it.[/quote] I'm so jelly. I knew I should have called into work today. At least I can logmein and have it installed, ready and waiting for me :).

856 Replies 2,035,388 Views

[quote who="Heavenfall" reply="17" id="3257025"]When I started out I was also terrible. Now I am merely awful![/quote] Well, the few baby steps I have taken so far I owe to you and the other people who helped in the explain it to me like I am 5 thread. I am able to do textures now, models and animation shouldn't be that hard ;)! But they can wait, while I work on things I know how to do.

26 Replies 29,919 Views

[quote who="Heavenfall" reply="15" id="3256926"]Yes, within the limits of copyright.[/quote] Ah, I am not sure where that line is drawn. I imagine we can't use models and skins from the game. I wonder if the gazillion models, textures etc created by the community falls under those same limits. Not that it matters much, I'm terrible when it comes to all things texture, models and animation. But maybe one of these days...:)

26 Replies 29,919 Views

[quote who="Tuidjy" reply="5" id="3256237"]Heavenfall, does Stormworld have a human race? I.e. a race that is not too far out there? A non-magical people that eats grain and meat, drinks water, etc...[/quote] 8 of them if you play with the vanilla factions enabled [e digicons]:dur:[/e]

26 Replies 29,919 Views

[quote who="Glazunov1" reply="11" id="3256025"] Quoting seanw3, reply 9There is so much to be done just within the current XML, I am not too concerned with not having advanced scripting. To me, the modding is incredibly robust and user friendly. Be happy with what you have and learn how to wield it. I think coldsteel has raised a valid point. What you write has merit in so far as it suits a specific player's modding needs. But it do

19 Replies 10,782 Views

The modding potential here beats any fantasy TBS game I have attempted to mod, except maybe Dominions, and I think it beats it in certain areas as well.

19 Replies 10,782 Views

[quote who="Chibiabos" reply="15" id="3253355"]Not sure what histories you read, nor what 'mountains'. 'Men on the mountain' are hermits and tend to be ignored. There's a reason mountain climbing is popular -- it is a dangerous adventure, an adrenaline rush. Mountain passes -- low points in a mountain range that are the only readily surmountable point -- are renowned chokepoints in the history of conflicts. Mountains are steep rises in the

73 Replies 260,913 Views