![]() |
Modding Help
I have a list of specific questions. I looked through the DOM3 UOR modding manual v317. I couldn't get the newer one to work, I kept getting a CRC error when I tried to unzip the file from here. If someone could e-mail it to me, that would be great. I can PM you my e-mail account. =\ After looking through the manual, I couldn't find a command for certain things I wanted to do. So, here come the long list of questions.
If a command is not listed in the manual, is it impossible to add the effect? Case in point, C'Tis's miasma is not presented as a command that you can add to a nation. But could I use C'Tis as a base nation somehow, clear all the units, and still get the miasma effect? If so, is the +% gold per dominion tied to the miasma effect? Many underwater nations have different recruitment rosters on dry land then they do in the water. Is this moddable, and how do I do it if it is? I think that's everything for right now. Jazzepi |
Re: Modding Help
First off, the UOR Modding Manual is obsolete. Has been for months. Back when version 3.20 came out, the UORMM had been turned to the official manual and updated. That one is now included in the patches. So if you just read the modding.pdf file in the doc folder, you will have up to date instructions. The most up to date public version is 3.21 that came in the last patch.
Miasma is not moddable, but you could use MA C'tis as basis and use the #clearrec command to remove their recruitable roster. Separate recruitment lists for land and underwater forts are currently not moddable, but they would make for an excellent wishlist item. I'll add that later. |
Re: Modding Help
Had some more questions.
Is there a way to add my own sound effects to the game for unit attacks? Where can I find a list of all the effects that can go on #secondaryeffect? I'd like to have a unit that explodes when it dies. Either doing damage, but probably just spreading a negative status effect on the enemies. What would be a good way to model this? Right now I'm just sticking with monster editing, I haven't dabbled into spell effects, so if it requires spell effects to do, please be explicit in your answer! :) Jazzepi |
Re: Modding Help
Quote:
2) Try Edi's Dom3 DB and it's list of weapons. Any weapon (even one that you modded yourself) can be a secondaryeffect. 3) Hmm. Tricky. a)You can make a unit that will *very* likely die when it attacks b) make a spell that will center a massive blast on the caster. That's all I can think of now. a) You could make the unit extemely low hp and give it an AoE attack to which it will most likely die. b) Here's the partial code for the spell anwser. Code:
#newspell |
Re: Modding Help
Thanks for the quick answer.
I have some code to share. It will give you a hint of what I'm working on. My problem is that when the boomer unit does its attack I have two issues. 1. I'm not getting anything flying through the air. They clearly stop and "attack" but I don't see any projectile. I'd love to have a particle effect like the dragon's breath uses. 2. The poison never takes hold, ever. Even when units take the 1 point of damage, the virulent disease poison doesn't work. I'd like to note that I've gotten that poison to work on another weapon I've been using for a different unit. Also, I checked out the sound command. I was curious if /I/ could record a sound and add it to the game somehow, or if I had to use the other unit's sounds. I have a nice recording setup, and I could do a great BLARGGHHHH for the vomiting. Jazzepi Code:
#newmonster2605 |
Re: Modding Help
1) I was under the impression that someone has mapped the weapon flysprites, but I'm not sure. Forum search? You could give it arrow flysprite or something when testing. You could give the weapon explosion sprite. Looking at the mapped explsprites, 10139 is "Exploding Bile".
2) You can't use both #secondaryeffectalways and #secondaryeffect for the same weapon. You need to make a "chain" of weapon effects. At least didn't work for me a while back. 3) The sounds are hardcoded. It's probably not possible to record your own sounds and use them. |
Re: Modding Help
Quote:
2. Makes perfect sense! And yes, it still works like you think it does. Thanks for the help :9 Jazzepi |
Re: Modding Help
L4D eh?
You can change a sound file that is rarely used to something else and then point to its number. Forum search or looking in the modding tools bit of the mod lsit should provide what you need. |
Re: Modding Help
2) You can't use both #secondaryeffectalways and #secondaryeffect for the same weapon. You need to make a "chain" of weapon effects. At least didn't work for me a while back.
Could you show one of your chains of weapon effects? |
Re: Modding Help
Quote:
But, yes, it's basically the boomer from L4D. It should fit well with the nation's theme. Jazzepi |
Re: Modding Help
Quote:
Weapon 1 #secondaryeffect 2 Weapon 2 #secondaryeffect 3 Weapon 3 #secondaryeffect 4 Weapon 4 This would create a weapon that strikes someone, does the damage/status from 1, then 2, then 3, then 4. So you could hit someone, do damage, knock off their armor, poison them, and slime them. I think you need to be careful about the order though. I think damage always has to be dealt by the current weapon in the chain for it to call the next weapon. Jazzepi |
Re: Modding Help
Quote:
#explsprites (the effect that takes place when the weapon strikes on the square where it strikes) are the same for both weapons and spells. Only spells can use the spell #flightsprites and only weapons can use weapon #flysprites. At least I think that's how it goes. I've tried spells using flysprites but not the other way around. For your information, the mapped flightsprites and explsprites can be found herein: http://forum.shrapnelgames.com/showt...ed+explsprites |
Re: Modding Help
Thanks for the help on the sprites. I have a nice vomity effect now.
I was curious about something though. I gave a commander 4 hands, and 3 misc slots. That worked fine. Then I gave him four weapons. I figured the weapons would be "held" in those hands. Then I forged him a couple of 1 handed weapon. If I only equip one, however, he immediately loses all four of the normal attacks. Is there a way to get around this, so that the attacks only disappear one at a time (or two at a time if a two handed weapon is equipped?)? Jazzepi |
Re: Modding Help
Weapon flysprites are mapped and in the DB, courtesy of lch. Spell flightsprites and explsprites are not fully mapped. Those are listed somewhere on the forum.
|
Re: Modding Help
I did sound effects, but nothing with sprites except extracting them. I don't think that qualifies as "mapping", though. Burnsaber did work on this, as far as I know.
|
Re: Modding Help
Quote:
|
Re: Modding Help
Quote:
Jazzepi |
Re: Modding Help
No but you can change it, by defining new weapons and or declaring them bonus..
|
Re: Modding Help
Quote:
|
Re: Modding Help
Quote:
Quote:
http://forum.shrapnelgames.com/showt...ed+explsprites |
Re: Modding Help
Burn, I tried to implement the magic solution you gave me to the explosion thing.
Unfortunately, I want these units to explode, and they're recruits, not commanders. Does it matter? Can you still give a non-commander the ability to self-buff as is described in your post? Jazzepi |
Re: Modding Help
Argh.
Is there a list of fortresses anywhere? I'd be looking for these items of information. Admin, Storage, Time to Build, Cost, Defense, and what the picture looks like Maybe I'll do this for the community if no one else has. Jazzepi |
Re: Modding Help
Quote:
You could give them secondshape with very low HP, but like gazabillion defense and resistance (so that they don't get struck down before they have chance to attack) and give them attack that will make them oneshot themselves. Quote:
|
Re: Modding Help
Thanks, I didn't even think to look there.
Quote:
I'm having a strange problem. The units in this nation I'm working on are idealistically all suppose to start out at age 0, with a small final age, to represent the fact that they don't live very long. Say, 10-15 years. Unfortunately when I set it to age zero, and then I have a mage with magic paths it gives them a ton more years then they should have. Also, the normal recruitable units with no magic paths have age 2, which is more than I would like. I want them to be like the Orcs from lord of the rings, born from those breeding vats and ready the fight the moment they arise from the earth-womb. Jazzepi |
Re: Modding Help
Not to interrupt jazzepi's questions, but I could use some modding help real quick and I'd rather not clutter up the forum with threads for easy questions.
Someone I know made a mod using this as a weapon: #newweapon 624 #name "Leech drain" #copystats 63 #nratt 6 #end 63 looks to be the basic life drain weapon, but the end result does not actually drain life. Since there is no "life drain" damage type I'm not sure how to make something like this work if it will not in present form. Any ideas? |
Re: Modding Help
Quote:
Make a weapon. Then give that weapon 63 as a secondary effect. I bet life drain works like poison does. Jazzepi |
Re: Modding Help
Quote:
#older accepts negative value, making units younger. |
Re: Modding Help
Quote:
|
Re: Modding Help
Quote:
I'm going to check this out right now. Haha! They work. I used copystats and I got the explosion effect. Is there any way to clear the undead/mindless/lifess/never heals/cold resistance 100 status from them? I tried using #clearspec and #clear but if I do that I lose the explosion part. Looks like I can just give them -100 cold resistance after doing the copying, but I'm stuck with the undead junk :( Maybe I can fit it into the nation's theme ;) Jazzepi |
Re: Modding Help
Quote:
|
Re: Modding Help
Back to messing with the Boomers again.
I want to use the 329 effect "slime" as a secondary effect. I would like this effect to *always* slime them. Unfortunately slime appears to have a mres tag, which means it's checking against mr each time one of my guys tosses vomit at them. Is there some way around this so that I can get the slime effect on the weapon every time they're vomited on? Jazzepi |
Re: Modding Help
Quote:
|
Re: Modding Help
I just figured something out. I was using the vomit attack and attaching an AoE command. I thought that the AoE command would mean that anyone getting hit by the AoE would also suffer the #secondaryeffectalways.
Not true! Only when the projectiles hit their targets does the secondary effect fire. So what I've done to better simulate a bunch of opponents getting slimed is raised the firing rate so that the boomers get one big volley in to begin with and that's it. Jazzepi |
Re: Modding Help
Yes, if you make an attack short-mid range (or str based range) with only 1 ammo and a high nreff, it can be very useful/interesting. Fire then engage.
|
Re: Modding Help
I have a strange problem. I'm trying to erase all the regular leadership from the national units.
I have one unit that has no magic and I do this. 1. I call the #noleader command in the unit's section. 2. I call the #okmagicleader command in the unit's section. Now that unit has 0 regular leadership and 40 magic leadership. Exactly what I wanted. I have these crest of the allspawns and they have magic as can be seen below. The problem is I call the #noleader tag, and then the #expertmagicleader tag and the unit ends up with zero leadership in all three fields, which is not what I want. Help? Code:
#newmonster 2609 Code:
#newmonster2606 Jazzepi |
Re: Modding Help
Leadership has always acted screwy. It used to be that you couldn't copystat units with 10ldr and give them 40ldr for some crazy reason.
So what you're describing doesn't surprise me. It's probably just another of these bugs. |
Re: Modding Help
Sometimes, when I'm doing this modding stuff, I feel like I'm driving with the blood of a pedestrian on my windshield blocking the view.
It just keeps getting thicker, too. Jazzepi |
Re: Modding Help
Another strange problem.
#startfort 5 #defaultfort 11 #farmfort 26 #mountainfort 32 #forestfort 7 Those are my fort commands, but for some reason when I go to build a fort on a territory that says "forest" as its own terrain type, it tries to build the default swamp fort instead. Jazzepi |
Re: Modding Help
modding can be an exercise in patience.. I do suggest that after substantive changes, change the version number, unload the mod exit dominions, reload the mod.
That has fixed a lot of screwy behavior for me. |
Re: Modding Help
There are no bugs relating to fort type settings afaik, so recheck what you typed against the mod manual and reload the mod I guess.
|
Re: Modding Help
Quote:
I have the note pad open, and I save the mod, then I reload dominions. My experience has been that it some things are set at start, some things are set at making a new turn (like hitpoints) and some things are set when the nation is loaded. There's a noticeable pause when the game loads with a slightly different mod file and it's reading it in again. Jazzepi |
Re: Modding Help
Quote:
My assumption was that default would only kick in when one of the other ones weren't defined, but this is clearly not the case. If I do this... 1 = Simple Hillfort 5 = Swamp City 32 = Ramparts 7 = Motte-and-Bailey 26 = Dead City #startfort 5 #mountainfort 32 #forestfort 7 #defaultfort 26 Then dead cities should show up as a build option in every province except for mountains and forests. For some reason I get Simple Hillfort (1) in plains or wastes. Motte-and-baily (7) in forest/plains. Motte-and-Baily (7) in forest and Ramparts in mountains . If I do this in the mod file... #startfort 5 #defaultfort 26 #mountainfort 32 #forestfort 7 Hmm. That seems to work. I guess you just have to put the default fort directly after startfort. I love undocumented requirements D: Jazzepi |
Re: Modding Help
if we have user docs on this.. could that be put in it?
As well as burnsabers...note on holy (only) being copied to be scripted? |
Re: Modding Help
Quick question.
Is there a way to remove pretenders from those offered during nation creation? It seems all you can do is add custom pretenders (or pretenders from other nations), but not take away the "default" set of pretenders that come with a basic nation. This seems to be the default set. Oracle, Fountain of Blood, Wyrm, Titan, PoD, Master Lich, Manticore, Cyclops, Phoenix, Lich, Ghost King, Red/blue/green Dragon, freak lord, arch mage, crone, frost father, great sage, master druid, great enchantress, vampire Queen Jazzepi |
Re: Modding Help
Not real time effective, but there is a way.
Restrict the orginal pretender to an independent nation (like 25) Copy the pretenders. Restrict each copy to the nation you want to have them. So you will have to make .. oh 20something copies for each pretender. So copy1: nations 17, 67, 23 copy2: nations 18, 19,20 whatever. Blech. |
Re: Modding Help
Running into another strange problem. Tried to do some forum searching and came up with nothing.
Trying to add the Dracolich (unit #644)/ Bog Mummy (unit #645) to my pretender selection and no matter what I do I can't get him to come up as a choice. I've added two other pretenders that /DO NOT/ have multiple forms, so it has to be something with that. I've tried to add both forms, I've tried adding one and not the other both ways, but nothing seems to work. Jazzepi |
Re: Modding Help
Question : When I'm making a graphic for a new unit sprite, is there any particular size that the canvas/image has to be? I looked a few of the extractions and they were of a large variety of sizes.
Jazzepi |
Re: Modding Help
I haven't run into any trouble with canvas size. I think that the game automatically resizes them.
Nevertheless, I usually start my graphic work by taking a excisting and working graphic and then just erasing the unit. But that's mostly because my GIMP skills are weak (I can't even manage to enlarge the canvas if it's too small). |
Re: Modding Help
It outlines the sizes to use in the modding manual.
|
All times are GMT -4. The time now is 05:11 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.