Ah ok thanks parrott/HF.
abob101
I think that HF normally clones the CoreUnits etc files and adds in the stats himself, and thats what goes in the library. So to make the aDLC04_units compatible I would have expected to find that file in the new version of the library, with the stats added.
Heavenfall/ jeffqyzt2 , Just been checking out the changes in vF. I don't quite get what you've done with the DLC Undead units... as far as I can tell, they don't count as Undead, i.e. they don't have UnitStat_BG_IsUndead set anywhere in this library? Thanks.</
@Maseren - cool thanks. Strange if you've got one working fine but the other one doesn't. With the problem PC... do icons from any other mods show up ok? There's not really any trick to it... if you look on the previous page 6357brussell has a problem but re-installed it all and it worked fine. Check another mod so we can be sure that it's not just D&W? See my reply #151 in this thread, if you can check the same stuff and let me kno
[quote who="StevenAus" reply="171" id="3415563"]What are the differences? They are traits are they not? You can give unit traits with usable items, so I was just going to use similar code to add the new L1 traits. Let me know if there is a different setup.[/quote] Hmmm yeah should just work I think you're right. I think i'm getting confused with henchmen spell abilities. To create Henchmen Adept spell abilities like the other schools would be a bi
BTW, i've not had lots of time to actually play the mod with 1.4, i'd be keen to know if anyone has seen the AI uses tactical summons with this mod....? Thanks.
[quote who="abob101" reply="169" id="3415561"] I just wish I could make a shadow/beast mage from the beginning.[/quote] Hiya Murteas, not sure what you mean can you clarify.... do you want to make a new Sov that has Shadow and Beast spell schools.... you can do that. ?
[quote who="StevenAus" reply="167" id="3415551"]Do you know when you'll be updating the mod for the Undead DLC? I very much appreciate all the work you've put into the major v0.5 update, but I read your comment about the Undead being affected by spells and thought I would ask if you have a "likely" timeframe for those changes, or if you'll have a well-deserved rest for a while.[/quote] I'm actually out of town on a holiday for a week as of tomorrow [e
@FoShizNat - that's great. I will update the installation instructions to make it clearer. @6357brussell - great. Re. Steam Workshop, i've never used it but whatever it is, sounds useful. I'll post a request for it later in the SUpport forum but I think it's unlikely we'll ever see it for FE:LH :-( Glad you guys are up and running [e digicons]:thumbsup:[/e]
[quote who="StevenAus" reply="158" id="3415234"]So was the clay pits and the new resources not showing up a problem experienced by just one player? Or was it more widespread? I'd love to give this mod a try, but I just need to make sure that the resources will work.[/quote] It'll work, if you have any problems just let me know and we'll sort it out. What would *really* be helpful would be if everything in a mod could just go into a single folder so we d
@LordTheRon... that's great, cheers.
[quote who="FoShizNat" reply="160" id="3415300"]Lastly, my hardisk is partitioned, therefore my FE:LH mod stuff are all in my C: drive.... C:\Documents and Settings\User\My Documents\My Games\LegendaryHeroes\Mods However my JB_CustomshardsNewBook.xml goes into my D: Drive.... D:\Steam\steamapps\common\FE Legendary Heroes\data\English That shouldn't be an issue right? [/quote] Definitely not, that's exactly how mine is. [quote w
[quote who="LordTheRon" reply="153" id="3415047"]Abob I think 6357brussell means the icons that are in the character creation screen (like on the 3rd screenshot in your opening post) nature, beast and battle. I can't get those to work too. What have I done wrong? I've checked the install procedure a few times and all files and folders seem to be where they need to be.[/quote] Yep got that just tackling the Summoner path gfx one first. Does your Summoner Path gfx appear
I just set mine to auto-update.... Open your Steam client. Go to Library. On the left hand side, right click FE:LH, select Properties. Go to Updates tab. Select Always keep this game up to date. Then Steam will update the game in the background.
@FoShizNat - hmm weird. I'm sure we can figure it out just might take a while to gradually eliminate things. What I'd suggest, not that I think it will make much difference just so it's been checked... is to verifying the integrity of the game cache. That basically just re-validates all your local core files. Load your Steam client, go to Library.. right click FE:LH on the left menu and select Properties. Local Files Tab then click Verify I
@6357brussell - are the other D&W gfx working ok, i.e. ability icons, spell icons etc? Check that the file "trait_tree_unit_summoner.png" is in your Mods/Gfx folder. If you've installed the mod correctly the default location for that file would be: ...\Documents\My Games\LegendaryHeroes\Mods\Gfx\Demons and Wizards Gfx\DW_Summoner_Gfx\JB_Misc_Icons Confirm that it's there? Then try taking that file and copying it to this location: <p
That's excellent. Just great stuff, handy to know. [e digicons]:beer:[/e]
Ah cool thanks, think I've seen him once way way back but not recently. Well good call, rather tough gig being a decent slaver if you don't have a weapon to threaten people with.
Never seen him before.... who is that guy ?
[quote who="Murteas" reply="142" id="3414425"]Awesome update. I'll have to take it for a spin. Thanks for all your hard work on this. You've made the game even more enjoyable![/quote] Thanks Murteas, hope you enjoy it. [e digicons]:thumbsup:[/e]
@FoShizNat - yep no prob lets try and figure out what going on. First if you haven't already... maybe in your options under the HUD Information section turn on the checkbox to display icons over resources in the strategic view (the checkbox next to the pickaxe). That will show a red padlock or a orange pickaxe over Resources depending on whether you have the technology that allows use of a particular resource. It just makes it a bit easier to spot resources on the stra
[quote who="Maseren" reply="133" id="3414140"]Question, is your mod compatible with the necromancer revamped mod? [/quote] I've haven't played necromancer revamped mod but from what i've read it sounds really neat. Unfortunately some components won't be compatible (the Necromantic Compendium) as clarified by Dhuran: https://forums.elementalgame.com/444576/page/4 I want to add s
[quote who="Fezziwig" reply="15" id="3414110"]Are you sure? I, and many others on the boards, have reported that we have never seen the AI upgrade an outpost. Weird. Are you using mods?[/quote] Yep never ever seen an output upgraded by the AI. Maybe some confusion here?
FoShizNat - yeah you're right... something funny going on there, i'm checking it out thanks. Edit -> OK so they're working for me now. I'm not sure why because I didn't really change anything. What I did do though was turn off Mods (in the Options)... restart the game and check it was working (Clay Pits appeared)... then I turn mods back on, tried it again and it seemed to work just fine. I'm getting Clay Pits on a Tiny map with D&a
[quote who="NaytchSG" reply="25" id="3414365"]Please give AI players the ability to sweeten their peace treaty requests with goodies: magic items, quest reward creatures, resources or gildar.[/quote] Absolutely, yes please. Would be nice to be able to exchange a city as part of diplomacy too. [quote who="NaytchSG" reply="25" id="3414365"]Or how about an event where a powerful hero from another faction seeks to defect to yours? Or one o