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new skin changes to old one by launching a hero ability


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#1 sam-the-brave

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Posted 01 May 2015 - 09:06 PM

hey

 

i have two problems:

 

1.)

i made some texture changes at level 10 to aragorn but when i click on the blade master ability (directly after i launched the game), aragorns skin changes to the old one i've replaced. when i reload the save and try it again, the new skin doesn't change to the old one..

can it be changed that the texture doesnt change even at the first time the game starts  :whathuh: ?

(same thing happens to merry when i use his cloak ability..)

 

 

2.)

i created a new hero but his cost is reduced by the slaughterhouses. how can i fix it?


Edited by sam-the-brave, 01 May 2015 - 09:07 PM.


#2 -SilverBane-

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Posted 09 May 2015 - 03:09 PM

for question one, the problem is probably that blademaster activates HERO model condition... if you changed his skin through a modelcondition like USER_X or something, make sure you make condition HERO USER_X aswell or he goes back to normal.... if the skin change is triggered directly through a module, i don't know.


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#3 Echo

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Posted 09 May 2015 - 04:09 PM

1. Make a new model for Aragorn with the new texture using Sy's Asset Builder. :good:

 

2. Is your hero a cavalry hero, by chance? If so, remove the CAVALRY tag from his KindOf's.


Edited by Echo, 09 May 2015 - 04:12 PM.

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#4 sam-the-brave

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Posted 09 May 2015 - 10:37 PM

ok thanks to the answers, i'll try

 

no, its no cavalry hero, just aragorn with a new skin in level 10

 

 

 

and i solved 2.) by myself :)

 

 

 

 

But now a new problem:

 

i implemented the orthanc as isengard castel keep, but enemies dont attack it, in the armor.ini, not stats for orthanc is set and in the evilfactionbuildings.ini i found no armor set. i added then to any building with "orthanc" in its name and no armor set:

	ArmorSet
		Conditions        = None
		Armor             = StructureArmor
		DamageFX          = OrthancDamageFX
	End

but they still do not attack it


Edited by sam-the-brave, 09 May 2015 - 10:59 PM.


#5 Echo

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Posted 09 May 2015 - 11:24 PM

I would rather go to the "IsengardCastleKeep" object and replace the vanilla castle keep with the Orthanc model. ;)


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#6 sam-the-brave

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Posted 10 May 2015 - 11:19 AM

good idea  but i fear that this doesnt help, i that way camps and outposts have the orthanc model too.. 

and i want the castle keep changed only

 

i created it completley new now but when i start the game, no castle+building foundations  is displayed only starting units and nothing else (even no castle building post like an outpost flag); shortly afterwards i am defeated (because i have no outpost etc..)


Edited by sam-the-brave, 10 May 2015 - 11:20 AM.


#7 Echo

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Posted 10 May 2015 - 03:21 PM

There isn't even an IsengardCastleKeep object, only an IsengardCampKeep object. And outposts do have their own model/object, so that's fine (IsengardOutpostKeep).

 

You're editing base files, right? If so, simply copy the IsengardCampKeep object code and paste it below anc rename that new object into IsengardCastleKeep (or whatever name you would like to have). Change the model to the Orthanc model, go to the base files and replace the IsengardCampKeep with IsengardCastleKeep (or whatever name you picked for that object). Now your castles have the Orthanc as castle keep, the camps still have the camp keep. Taking the IsengardOrthanc as template for the citadel is so much extra work, just create a new object instead, based on the IsengardCampKeep object.


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#8 sam-the-brave

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Posted 13 May 2015 - 05:20 PM

hm i found in the efilfactionbuildings.ini an object called "Object IsengardCastleBaseKeep" (in worldbuilder there exists an IsengardCastleBaseKeep model too)

could this be the part of the model in the ini?

    DefaultModelConditionState  
      Model = IB_Orthanc
    End

when i change in the isengardcampkeep object this, nothing happens to the camp-citadel model ingame..

	ModelConditionState = WORLD_BUILDER
		Model = IB_Orthanc ;IBCCenterW (original model)
	End


#9 Echo

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Posted 13 May 2015 - 09:18 PM

You have to rename all model condition states, not just the Worldbuilder state. Start with the DefaultModelConditionState, then go down the art parameters and replace all models in the ModelConditionState codes.


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#10 sam-the-brave

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Posted 14 May 2015 - 09:22 AM

ok, i changed all modelstates in the isengardcampkeep object, now the camp AND the castle have the orthanc as citadel as i feared  :whathuh:

 

why doesnt use the isengard castle the isengardcastlebasekeep object and how can i fix it?



#11 Echo

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Posted 14 May 2015 - 03:13 PM

Yes, Isengard camps and castles use the same citadel object. If you only want to change one of the two, you will have to create a new object and then edit the .bse files as stated in post #7 ;)


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#12 Kwen

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Posted 15 May 2015 - 12:08 PM

It's quite simple, you can literally copy/paste the exact code from IsengardCampKeep and rename it to whatever you want. Change the model as you want, then in worldbuilder edit the castle bases to have the new object.


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#13 sam-the-brave

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Posted 15 May 2015 - 03:47 PM

oh sorry^^

 

but when i now edit the .bse files, nothing shows up ingame. i have only the starting units and shortly afterwards the game quits. i saved the edited base via save as > base..



#14 sam-the-brave

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Posted 18 May 2015 - 10:55 AM

anybody an idea? if i could integrate an small barad dur to the mordor castle it would be cool ^^

 

i now know how to create a new object and to edit the base in worldbuilder, but when i save the finished mod stuff as .big (and i think i know how to save the whole .big), the changed bases dont show up

and thats really nasty :whatoa:



#15 Kwen

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Posted 18 May 2015 - 12:09 PM

The problem is most likely due to a common issue with editing base files. Go into civilianbuildings.ini and make sure every reference to your edited base matches the name of the .bse file exactly, meaning all lowercase if it is saved like that. You also have to make sure your saved objects in the .bse file are set to the correct faction and set as a BASE object.


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#16 sam-the-brave

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Posted 18 May 2015 - 02:05 PM

hm ok thanks

 

but when i simply open a castle, maybe castle_gondornw and just open it with worldbuilder and resave it, it doesnt show up too. other (not resaved) base types show up

wierd thing that i didnt change anything..



#17 Echo

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Posted 18 May 2015 - 04:12 PM

As far as I know, EA's castle names are hex-edited. So even though the objects' name is castle_gondornw, in the file itself it's referred to as Castle_GondorNW (as it also appears in civilianbuildings.ini). If you open castle_gondornw and resave it you overwrite the hex-edited name and you will have to hex-edit it again or change the name in civilianbuildings.ini from Castle_GondorNW to castle_gondornw.


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#18 sam-the-brave

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Posted 18 May 2015 - 07:50 PM

thanks great it works!!!!  :thumbsupcool:

 

problem was, that i didnt rename it in the civilianbuildings.ini






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