Primal_Savage Primal_Savage

[eMOD] [LH 3.0] XtraDeconstruct: Legacy of Magic (18 January 2022)

[eMOD] [LH 3.0] XtraDeconstruct: Legacy of Magic (18 January 2022)

§§§ Beyond Legendary Heroes §§§

http://www.nexusmods.com/fallenenchantress/mods/1894/?

XtraDeconstruct: Legacy of Magic

by Primal Savage et al.

 

1. XtraDeconstruct: Legacy of Magic
1.1 Latest News (Changelog)

(18 January 2022) XtraDeconstruct - Legacy of Magic 3.0

1.2 Compatibility Snippet (Extended List)

Compatible w/ LH 3.0, all DLC, Children of Storm 1.8.c, Black Market Bazaar 2.1, Champion Bonanza 1.3...

NOTE: XtraDeconstruct makes Children of Storm compatible w/ LH 3.0 and DLC05 (Leader Pack DLC).

1.3 Features (Extended Description)

Expands LH in a myriad of ways.

1.4 How-to Install (User Guide)

See A_UserGuide.txt

1.5 Endorse XtraDeconstruct (History)

Go to your Nexus Download History to endorse Mods (Thumbs up).

1.6 Download (NexusMods)

Download XtraDeconstruct: Legacy of Magic @ NexusMods (Free).

1.7 More...

CutscenePack fix [Info]

 

2. Credits & Feedback

(Hellions) ::: (davrovana) ::: (Heavenfall) ::: (Dhuran) ::: (attackdrone) ::: (Vithar133) ::: (Stardock)

Many users gave valuable feedback, this is so they realize that their contribution is appreciated.

 

3. Bug Reports
3.1 General

When you report a bug, please include a saved game and, if possible, a screenshot.

I (often) need to reproduce a bug in order to fix it. Thanks!

3.2 Helpful Sites

You can upload your images to postimage.

You can upload your saved games to Dropbox or similar.

You can upload (copy+paste) your debug.err file to pastebin. This is very rarely needed.

 

4. Common (Installation) Issues
4.1 General

Most common installation issues are covered in the User Guide.

See, specifically:

A1. (XtraDeconstruct) - Full Download Installation Instructions

and

T2. (Others) - Troubleshooting, Known Issues, Knowledge Base, and FAQ

4.2 Specifically

I have reproduced the Installation procedure and some FAQ in this thread, to facilitate the process.

See reply #2reply #3, reply #5, and reply #2208.

8,547,509 views 2,228 replies +6 Loading…
Reply #1001 Top
 
Quoting auboy105,
I would like to do this as well which files do I edit to add RR to the dead race and to the COS undead race?



Add:

<SelAbilityBonusOption>ReanimationRituals</SelAbilityBonusOption>

 

To:

XM_CoS_Factions.xml (EmpireofUndead)

XD4_Factions.xml (EmpireOfTheDead)

 

You may end up having access to duplicate Altar-Shrine-Temples for The Dead (Because both ReanimationRituals and Gravetouched unlock a new set of Altar-Shrine-Temples). Not sure how that will work out with the Shards.

End of quote

 

Hmm maybe not worth the risk then...

 

Also when my first class hero class pick popped up everything was available except for Ranger and Sorcerer to select. Am I missing something?

Reply #1003 Top

Quoting Primal_Savage, reply 1002


Quoting auboy105,
Also when my first class hero class pick popped up everything was available except for Ranger and Sorcerer to select. Am I missing something?



You need both the Compatibility Files (XD_MOD_PR and XD_MOD_PS) and the Original Mods (Path of the Ranger and Path of the Sorcerer) for the Paths to be activated.

End of Primal_Savage's quote

Got it thanks!

Reply #1005 Top

 

Last question I hope :) Is there a file in Deconstruct similar to Elemental Defs in the English folder?

Specifically I would like to mod:

    <MinDistancesBetweenCities_TinyMap>5</MinDistancesBetweenCities_TinyMap>
        <MinDistancesBetweenCities_SmallMap>6</MinDistancesBetweenCities_SmallMap>
        <MinDistancesBetweenCities_MediumMap>6</MinDistancesBetweenCities_MediumMap>
        <MinDistancesBetweenCities_LargeMap>6</MinDistancesBetweenCities_LargeMap>
        <MinDistancesBetweenCities_HugeMap>12</MinDistancesBetweenCities_HugeMap>
        <MinDistancesBetweenOutposts>6</MinDistancesBetweenOutposts>
        <MinDistanceBetweenStartingPoints>18</MinDistanceBetweenStartingPoints>
        <MinDistancesBetweenImprovements>3</MinDistancesBetweenImprovements>
        <MinTurnsBetweenDiplomaticContact>12</MinTurnsBetweenDiplomaticContact>

Reply #1007 Top

Quoting Primal_Savage, reply 1006

XH_ElementalDefs.xml

...\Documents\My Games\LegendaryHeroes\Mods\XtraDeconstruct\X_Shared\
End of Primal_Savage's quote

 

Perfect thank you!

Reply #1009 Top

Quoting Primal_Savage, reply 1008


Quoting Primal_Savage,




End of Primal_Savage's quote

 

Looks great! Looking forward to the next update!

Found a small bug the Treebane axe does not have a picture in the unit details box...

Reply #1011 Top

Quoting Primal_Savage, reply 1010


Quoting auboy105,
Found a small bug the Treebane axe does not have a picture in the unit details box...



 

I don't think I modify the ArtDef/Icon associated w/ Treebane Axe. Make sure to move the "Black Market Bazaar Icons" in the \Gfx\ folder as instructed:

 

********

Installation

Extract the contents of the .rar file and place each folder as follows:

- Black Market Bazaar ---> My Documents/My Games/LegendaryHeroes/Mods

- Black Market Bazaar Icons ---> My Documents/My Games/LegendaryHeroes/Mods/Gfx

...

********

 

If you did that already, then I need to know which Race you are playing as in order to pinpoint the problem.

End of Primal_Savage's quote

 

Did not do that thanks!

Reply #1015 Top

Quoting Primal_Savage, reply 1013


Quoting auboy105,
Several in-game crashes 

On a different note, you should not set "World Difficulty" above Insane. XSavage difficulties should only be used for "Typical Intelligence of Opponents". I know they show up in both screens, but if you hover over any XSavage difficulty levels in "World Difficulty" it should say "DO NOT PICK".

End of Primal_Savage's quote

Ah crap did not know that. How will it affect my current game?

Reply #1016 Top

Hey Primal,

Maybe you can help me again? I was wondering how to make a spell auto cast at the begging of combat like fear from dragons and such?

Also, how hard would it be to make the elemental lords tougher/harder to kill?

Reply #1020 Top

Got another question Primal. Im trying to add +2 mana/season to an item but it does not seem to work?

<GameModifier>
            <ModType>Unit</ModType>
            <Attribute>ProduceResource</Attribute>
            <StrVal>Mana</StrVal>
            <Value>2</Value>
            <Provides><![CDATA[::: +(2 per Season) Mana]]></Provides>
</GameModifier>

 

Is it possible, am I missing something?

Reply #1021 Top

I downloaded the Denizens faction; I'm currently playing a game as Vestalla with them as an opponent. Looks interesting, though designing custom factions and sovs with them and Faith factions are hard because you can't see their heads.

OK so here's some ideas I have for future updates:

  1. Traits similar to "Legacy of Serrane" that cause Warg and horse resources to spawn different types of mounts (like Ponies for Horses or War Boars for Wargs). Also have weaknesses where you cannot get mounts from those resources; instead you get food from Horses or gildar from wargs (hides).
  2. For trained units, have equipment or traits that simulate command/HQ units; like a banner that gives nonstackable accuracy and initiative bonuses to the army and maybe the ability to tell a unit to go next. (Commander champs are not plentiful).
  3. Speaking of champs, it always amazes me that all factions can recruit champs from all races of their alignment. Maybe have some traits to modify this? For example, limit a faction recruiting champs to those of their own race or a kingdom being able to recruit Krax champions for example.
  4. Make the Faith races AI only; get rid of the Faith traits and merge their spells into the main spell list. I suggest a "faith" trait (Similar to the trait in DsRAider's Blood and Mana mod) with its own spell list plus maybe buildings and other things.
  5. I had an idea for areas similar to wildlands for groups like the Syndicate or Free Riders (from the Pillagers and Miscreants mod) representing territories under their control;  you have to kill the units inside to claim it.

 

Feedback appreciated.

Reply #1023 Top

Quoting highwayhoss, reply 1021

I downloaded the Denizens faction; I'm currently playing a game as Vestalla with them as an opponent. Looks interesting, though designing custom factions and sovs with them and Faith factions are hard because you can't see their heads.

OK so here's some ideas I have for future updates:

    1. Traits similar to "Legacy of Serrane" that cause Warg and horse resources to spawn different types of mounts (like Ponies for Horses or War Boars for Wargs). Also have weaknesses where you cannot get mounts from those resources; instead you get food from Horses or gildar from wargs (hides).
    2. For trained units, have equipment or traits that simulate command/HQ units; like a banner that gives nonstackable accuracy and initiative bonuses to the army and maybe the ability to tell a unit to go next. (Commander champs are not plentiful).
    3. Speaking of champs, it always amazes me that all factions can recruit champs from all races of their alignment. Maybe have some traits to modify this? For example, limit a faction recruiting champs to those of their own race or a kingdom being able to recruit Krax champions for example.
    4. Make the Faith races AI only; get rid of the Faith traits and merge their spells into the main spell list. I suggest a "faith" trait (Similar to the trait in DsRAider's Blood and Mana mod) with its own spell list plus maybe buildings and other things.
    5. I had an idea for areas similar to wildlands for groups like the Syndicate or Free Riders (from the Pillagers and Miscreants mod) representing territories under their control;  you have to kill the units inside to claim it.

Feedback appreciated.

End of highwayhoss's quote

Regarding the Denizens Sov, you would probably have to edit the texture file if you want to change anything color-wise; I don't think the creation menu color choices will work. Equipment-wise, everything is invisible, so head gear or other gear wouldn't really matter because they won't show as the model isn't compatible with the equipment models available in-game, which is why I had to make everything invisible. I guess what I'm saying is seeing the complete model in the creation menu doesn't seem that important, unless I'm missing something?

The Faith Air/Fire are the giant races of LOM, so I wanted to portray them as such. It's likely possible to edit the camera angles to get a full view, but otherwise, you should be able to edit the </ModelScale> found in XXL_4_FaithAir.xml and XXL_4_FaithFire.xml . If you change them to 1.000 it should work (Most of them should be 1.333 or 1.150).

Regarding the ideas:

    1. Good idea.
    2. Good idea. However, I'm not sure I can make them not stack. Tactical Autocast might work, but the more Tactical Autocast there are, the longer it takes before a battle starts.
    3. I believe Allegiance is the only criteria available. The <NPCSameRaceRecruitMultiplier> tag found in XH_ElementalDefs.xml might make same Race Champion more likely, but it could also simply be Wage/RecruitmentCost-related, haven't really looked into it. You're welcome to test it and let me know if it's Wage-related or something else.
    4. Why would I do that? I mean, if you don't select them, it will be as if they're AI only anyway, no? As to the Spells, they are somewhat available to all as long as you have Air Research or Fire Research. All that being said, if they do bother you that much, you can just delete XXL_4_FaithAir.xml, XXL_4_FaithFire.xml, and the other XXL_4_Faith... files. At this point I can't say this is an idea I'll consider, but I'd still be interest to know why you proposed this, if there's constructive insight to be gained from it.
    5. Creating a Bandit Wildland and/or other Wildlands has been on the list of things I've wanted to do forever, but at this point, it might be best if someone else undertake this project. I'm not saying I'll never get to it, but the list of things to do is quite long and I'd rather improve what is already done than start another project that will sidetrack me. If someone wants to do the grunt work and create it, I would certainly consider integrating it if I'm allowed to balance it for XtraDeconstruct. Seems like a nice project for a new modder (or anyone really) and it would certainly garner interest from the whole community!
As to me, other than being partially knocked out because of the dentist partially taking away my wisdom, I'm not expecting much development after 1.8.g. or rather I'm expecting development to be much slower than it currently is. Maybe if Stardock reopens the dialog w/ the community, if people find the Karma button, and/or if LH 1.9/2.0 becomes a reality, things might change, but at this point it's heading toward closure for me. Meaning: tying up the loose ends and polishing what's already done. Here's hoping 1.8.g. will be gremlin free. If I end up changing my mind, I'll blame the dentist.
Reply #1024 Top

Quoting Primal_Savage, reply 1023

Good idea. However, I'm not sure I can make them not stack. Tactical Autocast might work, but the more Tactical Autocast there are, the longer it takes before a battle starts.
End of Primal_Savage's quote
OK; I just wanted to avoid a case where every unit was a command unit and stack bonuses. Maybe just have an item like a banner that allows a unit to tell another to go next or other "command" abilities.

 

Quoting Primal_Savage, reply 1023
I believe Allegiance is the only criteria available. The <NPCSameRaceRecruitMultiplier> tag found in XH_ElementalDefs.xml might make same Race Champion more likely, but it could also simply be Wage/RecruitmentCost-related, haven't really looked into it. You're welcome to test it and let me know if it's Wage-related or something else.
End of Primal_Savage's quote
OK.. Just wanted to check on that; it would be nice to add criteria.
Quoting Primal_Savage, reply 1023
Why would I do that? I mean, if you don't select them, it will be as if they're AI only anyway, no? As to the Spells, they are somewhat available to all as long as you have Air Research or Fire Research. All that being said, if they do bother you that much, you can just delete XXL_4_FaithAir.xml, XXL_4_FaithFire.xml, and the other XXL_4_Faith... files. At this point I can't say this is an idea I'll consider, but I'd still be interest to know why you proposed this, if there's constructive insight to be gained from it.
End of Primal_Savage's quote
My main complaint is the "Faith" traits; all they seem to give you are some spells, a few buildings that only give followers and dragons. I would like to see the "Faith" trait expanded with say its own unique spells, additional bonuses for the buildings etc.
Quoting Primal_Savage, reply 1023
Creating a Bandit Wildland and/or other Wildlands has been on the list of things I've wanted to do forever, but at this point, it might be best if someone else undertake this project. I'm not saying I'll never get to it, but the list of things to do is quite long and I'd rather improve what is already done than start another project that will sidetrack me. If someone wants to do the grunt work and create it, I would certainly consider integrating it if I'm allowed to balance it for XtraDeconstruct. Seems like a nice project for a new modder (or anyone really) and it would certainly garner interest from the whole community!
End of Primal_Savage's quote
I might take a shot at that; what would be needed to create a wildland codewise? A Syndicate "wildland" would be a start.
Quoting Primal_Savage, reply 1023
As to me, other than being partially knocked out because of the dentist partially taking away my wisdom, I'm not expecting much development after 1.8.g. or rather I'm expecting development to be much slower than it currently is. Maybe if Stardock reopens the dialog w/ the community, if people find the Karma button, and/or if LH 1.9/2.0 becomes a reality, things might change, but at this point it's heading toward closure for me. Meaning: tying up the loose ends and polishing what's already done. Here's hoping 1.8.g. will be gremlin free. If I end up changing my mind, I'll blame the dentist.
End of Primal_Savage's quote
OK.

Reply #1025 Top

Quoting highwayhoss, reply 1024
Maybe just have an item like a banner that allows a unit to tell another to go next or other "command" abilities.
End of highwayhoss's quote

Will see.

 

Quoting highwayhoss,
OK.. Just wanted to check on that; it would be nice to add criteria.
End of highwayhoss's quote

Alas, Stardock only.

 

Quoting highwayhoss,
My main complaint is the "Faith" traits; all they seem to give you are some spells, a few buildings that only give followers and dragons. I would like to see the "Faith" trait expanded with say its own unique spells, additional bonuses for the buildings etc.
End of highwayhoss's quote

Without the Faith Trait Buildings, you will get the last Researched Air/Fire Spell on Season 1000 as it requires 2000 Research. Might as well forget about it. With the various buildings you should be able to get it much earlier. I feel those Spells are fairly powerful.

As to Dragons, what's not to like about having a special Creature like that for your Faction! The special Creature is suppose to be different from one Faith Faction to another, but it just happens that Air/Fire are very similar as they are both Giant Factions w/ a Dragon as their special Creatures. That was a bit the reason why I started w/ those two (Because similarities). Eventually I could have added other Special Creatures through those Abilities, but at the moment that seems a bit far fetched to say I'll do that anytime soon. In the end however, how does that compare to other Faction traits such as "Adepts", "Archers", or...

Also, the generic idea behind the Faith Traits is that they reproduce Factions as close to Lords of Magic as possible. Obviously I'm not 100% bound by that, but that was the goal anyway.

That being said, I could see the various Research Resources being used in additional ways. I will consult the voices in my head, who knows what will come out of this meeting.

 

Quoting highwayhoss,
I might take a shot at that; what would be needed to create a wildland codewise? A Syndicate "wildland" would be a start.
End of highwayhoss's quote

Look in:

C:\Program Files (x86)\Steam\steamapps\common\FE Legendary Heroes\data\English\Core Stamps\

and select the files that replicates (Not necessarily code-wise, just the general idea, to use it as a guide) the type of Wildland you want to create (e.g. Scrapyard). You will find there's a "S" file, which is a sort of container Stamp and a "W" file, which is the Wildland Stamp. e.g.

S_Scrapyard_Blank_01.xml

W_Scrapyard_01.xml

You may end up needing to create specific Tiles through the editor in order to fulfill your vision, but otherwise, it's quite straightforward. You'll also have to create an entry such as the one found in

Wildlands.xml

and then everything else that might be needed Creature/Bandit-wise.