Biographics

Biographics

Joined Member # 4317584
2 Posts 19 Replies 426 Reputation

[quote who="Zubaz" reply="11" id="3358904"] KingdomWnd.dxpack can be opened by Stardock's DesktopX and all sorts of Modding is possible Reduced 43%Original 1318 x 898[/quote] But even if I adjust the dxpack and the cutscense the only part I am falling short as of now if getting the button to say Dynasty and to bring it up when I click it. I have been going through every single Xml file to see if anything is related to Dynasty

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[quote who="parrottmath" reply="30" id="3358848"] Quoting Biographics, reply 28 Quoting cardinaldirection, reply 25 Once the system has been activated in elementaldefs there is a cheat hotkey to spawn children, ctrl+(a letter, can't remember which). I haven't tried it myself but I what I really want is for the game to spawn them based off of turns and spouse probability of giving birth. And some people say the Ctrl+F doesn't work for them in FE.<

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[quote who="Zubaz" reply="11" id="3358904"] KingdomWnd.dxpack can be opened by Stardock's DesktopX and all sorts of Modding is possible Reduced 43%Original 1318 x 898[/quote] Yeah I edited the kingdomwnd already with Stardocks Desktop X but the button will not pull any information regarding Dynasty. I am trying to find a way to link the button to the cutscenes for dynasty.

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[quote who="cardinaldirection" reply="25" id="3358799"] Once the system has been activated in elementaldefs there is a cheat hotkey to spawn children, ctrl+(a letter, can't remember which).[/quote] I haven't tried it myself but I what I really want is for the game to spawn them based off of turns and spouse probability of giving birth. And some people say the Ctrl+F doesn't work for them in FE.

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[quote who="StevenAus" reply="9" id="3358790"] Maybe the devs could tweak the code. I don't think much has been changed to disable it, it might just have no access to the interface currently. It might be worth doing, to both have a trial run to see if the feature works, and also to see if a well constructed dynasty system is popular in case it might be used in a future Elemental game.[/quote] As of right now I can edit the Kingdomwnd but I can

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Just so people who are watching can know the status I am now editing the Kingdom window. Children and what not are still not producing.

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[quote who="Chibiabos" reply="6" id="3358774"] I'm not a lawyer, but from what I understand, reverse engineering is actually not illegal ... redistributing Stardock's source code (or the binary .EXE) without permission would be. I'm guessing the usual way its done (as in the case of The Elder Scrolls mods which rely on a modified .EXE) is to simply distribute a program that does not include any part of the original .exe itself, but is programmed to modify the binary (.

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[quote who="mqpiffle" reply="5" id="3358752"] Frogboy has hinted that if we want a deeper modding experience that someone would need to reverse engineer the source code to do so. I'm not sure whether it breaks ToS. Perhaps you should PM Frogboy about this issue if you're serious about doing it.[/quote] Thank you for the information. As I am very serious about the Dynasty Mod.

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And I don't have permission to edit those and even if I did (not saying I would, because I payed for everything) "crack" it and edited it you wouldn't be able to put that up for MODs correct? Because of ToS or is there any chance that I can get it to work within the normal parameters?

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Thank you but I know that. I am talking about where does the kingdomwnd get it's commands from i.e. the buttons on the kingdom screen and the ability to click it to bring up the corresponding screens? I can't get the Dynasty option to show up on the buttons for the kingdomwnd even though I added the button to the kingdomwnd (blank button) tweaked it to match the GC2Module and added the other scripts (scripts i mean edited xml files) for cutscenes and the backgrounds for th

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Is the sourcing for the screen files I.E. Kingdomwnd in the .exe? And if so did you guys obfuscate the .exe? Please tell me maybe the coding is in the .exe I can live without but please dear god please tell me you didn't do any obfuscation cause then I will not be able to edit it at all to create the Dynasty MOD. I understand the need to do the obfuscation for security purposes and financial loss that could take place if it wasn't done.

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[quote who="tjashen" reply="20" id="3358163"] That's probably the best approach, as E:FE is pretty much a done product now, while E:LH will likely have several rounds of patches after it is released. Once that game 'settles down' patch wise, then I'd recommend porting your work over at that time. The LH fans may have to wait, but for sanity reasons this is what I'd recommend.[/quote] Lol yeah I don't want to have to go in e

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[quote who="BlackRainZ" reply="18" id="3358124"] Are you working on FE or FE: LH[/quote] Regular FE as of right now, but i think once everyone upgrades to FE: LH I will have to tweak some more so get it to work with that,

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[quote who="Heavenfall" reply="16" id="3357817"] Keep in mind the UI dxpacks are called directly from the .exe. Again, unless the LH still has the references for the missing pieces, you simply won't be able to do anything. And even then it is a very long shot. You can check if the references still exist with a hex editor on the .exe and look for the filenames.[/quote] I found the dynasty code in both the E:WoM and FE in the .exe. Now all I have to

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[quote who="Heavenfall" reply="10" id="3357794"] I don't know what UDN is. For the dxpack files I used desktopX, and for 3d files I used maya and 3ds max, plus various freebies. Gimp for textures. Since you're going to be including new .dxpack files, you should just go for an install dir modification. Can't read .dxpack from /mods/.[/quote] Thank you it looks like I will drop a small amount of cash onto this but in the long run I think

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[quote who="parrottmath" reply="12" id="3357798"] Quoting Biographics, reply 11Do you know where the .exe script files are located so I can save time searching? Don't think we have any access to the script files for the .exe (Only thing we have real access to is the .xml files, if you find any let us all know)[/quote] Would explain why I can not find any. If I do find them I will post it for everyone. [quote who="tjashen" reply="13" id

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So as it stands I should create a Warning Label for users and inform them of the changes that way they know to replace my MODDed files with their original game files. [quote who="parrottmath" reply="8" id="3357790"] You are correct, but you must remove the elementaldef.xml from the core directory. I'd prefer that you not break peoples games here either, but the disclaimer for you is to make a back-up file of the elementaldef.xml, The rest of what you do might be able to put

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[quote who="parrottmath" reply="5" id="3357787"] Unfortunately whenever you modify the elementaldef.xml you need to mod the core file iteself and so you can't use the mod directory.[/quote] I could always put it into a MOD folder and have the ReadMe tell you how to go about doing that so it would be safe correct? I ask this as I do not want to be that one Modder that ruined peoples games or cause any friction on the forum. OR since I am editing so much thats b

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Yeah the issue of not seeing the option for Dynasty Tree is what I am working on right now. Once I get the table to show the Dynasty option it will be cake from there besides just tedious trial and error. If I make progress on it I can keep you posted on my actions if your curious about it. I do get it to work will I have to setup it up as a MOD like your StormWorld as in the part of being put into a MOD folder and running scripts out of that instead?

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Yeah I see what your saying. I was able to turn dynasty on and get it to work and was tweaking the ratios to try and get children and it never worked. The Missing UI would explain that perfectly. But what if you manually took the UIs from E:WoM and put them into/and or created the file path it needed to run correctly and then tweaked the code some more? (Turning 0=False to 1=True) I was able to marry in the game. Also changed the birthing turns a

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I just recently started playing FE and played E:WOM a while ago. I have noticed talks about re-inputting Dynasty Mode and building off of it and I like the ideas of using it to increase diplomatic fields. This will be my first MOD and the first time I have looked into the FE game files. Alas do not be discouraged for I have worked with StealthBot and Diablo LOD with the creation of MH, MF Bots and Chann Bots; SO I do have knowledge on how to tweak and write code. If so

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