Edited by Fingulfin, 15 December 2006 - 12:05 AM.
More Nazgul / Ringwraith in BFME2!
#21
Posted 15 December 2006 - 12:04 AM
#22
Posted 15 December 2006 - 01:01 AM
MISSING:
'CONTROLBAR:MountFellbeastBlackRider'
MISSING:
'CONTROLBAR:TooltipMountFellbeastBlackRider'
Maybe that had something do do with the crash?
What I did was:
1) Copy the blackrider.ini, from BFME2.5 to the corresponding map in "MarksMod" (I hope this will NOT mess up balance from gamadata.ini with health, strenght and such)
2) Copy the fellbeast.ini, from BFME2.5 to the corresponding map in "MarksMod" (I hope this will NOT mess up balance from gamadata.ini with health, strenght and such)
3) Copy the morguldart.ini, from BFME2.5 to the corresponding map in "MarksMod" (this is exclusive for the initial code ("The Nine") from modder Lord of Gifts, and not a part of the initial mod from Mark.
4) Ad the three sections to commandset, all mention earlier in the thread + remove the duplicate for evilmenblackrider later in that code (that was error 1 before)
5) Copy the last added lines from "The Nine" code that was added to commandbutton
6) Ad buildtime in gamedata to Nazgul and WitchKing by copying and adding the line (yes, this line is not in MarksMod) with the number 60 from the working code (The Nine), since this was error 2 and 3 upon startup before. This might be in conflict with Marks mod though since he has some kind of universal code for buildtime. But it starts nevertheless...
PS, I'm still VERY keen on seeing you solutions that will probably work much better than my "cut n paste try to understand logic" kind of way *lol* BUT no extra mumbo plz! I'm trying to get the basics only Extra mumbo will probably conflict with the initial mod (Marks). Besides, I wouldn't want you to overdo this... Working solution for mounting toggles is enough for me at least
Edited by Nazgûl, 15 December 2006 - 01:07 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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#23
Posted 15 December 2006 - 04:12 AM
Lord of Gifts sent me the files I needed (from The Nine) to find out what codes needed changing (there was three more inis connected to the new power "morguldart" for the fellbeast - I guess that caused the crash), and now I'm starting to get the feel for this... so I think I'll finish off by modifying the tooltips and such in .str (yes I saw that it could be opened in Notepad too *lol*)... but it took me quite some time before I found that it was the english patch 1.03 that needed modding with Notepad after having extracted the .str through FinalBIG. Marks original mod uses that file - not the separate .str that was placed in the data folder in The Nine minimod and BFME2.5. Then I changed the recriut cost back to Marks default (found that too)... *happy*
This was so much fun that I must ad more things to the wish list now (I hear you going: I told you so *lol*)
I'm SO glad for your help, and all the things I've learned to understand during this. But to get more and better understanding I still look very much forward to see Fins solution and compare them
Till then - THANKS guys!
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#25
Posted 15 December 2006 - 04:28 PM
The only thing I might consider on top of this, should be making the Witch King do the same... I'll try to look into that next...
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#27
Posted 15 December 2006 - 04:56 PM
First I started the thread: Modding existing mods", and I got the topic well answered...
Then it was this thread that's starting to come to a conclusion (if I don't run into problems with the WK, which I probably will *lol*)... but great help was found here too.
Now I'm feeling motivated to continue with some more alterations of "minor" sort (moving units and changing spell costs, radius, adding more faction colors). Thanks for motivating me also, hehe
Question is, should I stick to this thread and alter the name, or should I start a new third thread, where I can exchange ideas and tips about those thoughs, concerning these future alterations?
EDIT:
No wait, perhaps the best thing would be to go back to the first thread "Modding existing mods", since this is just that actually.... *lol* sorry for my confusing state - I have hardly slept for three days
Edited by Nazgûl, 15 December 2006 - 04:59 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#28
Posted 16 December 2006 - 07:42 AM
#29
Posted 16 December 2006 - 01:25 PM
Almost done with the WK now... but I guess my coding is not that clean... ehm (Think I left some unused code here and there). Well, as long as it works I guess... *lol* I also made him "disguise" as a normal ringwraith on horse (Like in the movies) but gave him separete codes so he keeps his health values and his abilities...
Now I'm trying to alter all the tooltips and their headlines, as well as adding the morguldart weapon from the other fellbeast mounted nazguls (wich the codes sometimes mix fellbeast/nazgul - annoying)... I'm quite proud over myself actually *lol*
Edited by Nazgûl, 17 December 2006 - 04:56 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#30
Posted 17 December 2006 - 05:04 PM
Anyway - a few new questions concering this mini-mod:
2) To make sure hi's as strong /given damage) on horse as on on feet, I should make a new file for him in gamedata, right?
EDIT (18/12/06): All of the above is now fixed, almost...
3) I've also seen lines in the codes for another power involving the mace and also one about a "curse" for the WitchKing? Sound a lot cooler than his "Hour of the wk". Does anyone know why these, well at least the curse, is not in the game? Are thay unfishied codes maybe? Like the unseen heroes: Morgoth (the Orc), Gamling and Damrod? All that can be seen in the code, but not in the game???
New question (and this one I REALLY cant solve my self) :(
All of the powers/abilities that in some way have been moved or changed in Commandset and Commandbutton... (for instance I added Morgulblade to the WK, but perhaps he dosen't have an animation for that?) ... all these are non functional in the game? I have their buttons and I have also managed to install tooltips with correct names and connections to codes in Experiencelevels, so I see them and they read correct, as well as appear available at the right experience level now. But I'm STUCK on getting them to work?
Any ideas? Someone...?
Edited by Nazgûl, 18 December 2006 - 03:22 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#31
Posted 18 December 2006 - 08:32 AM
#32
Posted 18 December 2006 - 01:23 PM
Anyway, thanks... look into it when you have the time. My journey with this particular thing is on halt for the time beeing. No matter what I do I can't get the hero powers to work (and YES I've read all the threads with "hero powers" in them - but no. I can't figure out why the h-ll they don't work in the game...
Is there a complete tutorial on the net with ALL the aspects of hero modding and hero powers (mostly I find stuff about moving CaH to regular and vice versa, but not just altering placement and moving a spell from a hero to another and such...
And yeah, what about having the WK alter weapon? Anyone?
Maybe I could send you my files for a doctors opinion?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#33
Posted 18 December 2006 - 10:24 PM
#34
Posted 22 December 2006 - 09:29 AM
It's 10.30 am here, so it should be 01.30 over there - guess u're sound asleep now, but I will. I REEEALLY need help with this one... especially after my internet connection got messed up for days *lol* See U there when u're awake later on
Look for "romulus..." thats me poppin up
I just thought of something: Why can't someone (read EA) make a new version of the CaH where you can edit ALL the heroes in the game - including the existing ones! That would ROCK!!!
Edited by Nazgûl, 22 December 2006 - 09:32 AM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#35
Posted 22 December 2006 - 09:22 PM
What happened is this:
THE WITCH KING
--------------
--- #I on fellbest ---
1) Battle Stance (works)
2) Dismount fellbeast (works)
3) Dread Visage (works)
4) - emtpy - (no Morgul Blade in air, right!)
5) Screech (works)
6) Hour of the Witch-king (works - but is RESET to unused upon entering this mount toggle from HORSE?)
--- #II on foot ---
1) Battle Stance (works)
2) Mount horse (works)
3) Dread Visage (works)
4) Morgul Blade (shows, but no crosshair upon click?)
5) Screech (only screech sound, nothing else happens?)
6) Hour of the Witch-king (works)
--- #III on horse --- (blackriderWK.ini)
1) Battle Stance (works)
2) Mount fellbeast (works)
3) Dread Visage (works)
4) Morgul Blade (shows, but no crosshair upon click?)
5) Screech (works inkl screech sound, but without sound FX & animation FX?)
6) Hour of the Witch-king (works - but is RESET to unused upon entering this mount toggle from FOOT?)
NAZGUL
----------
--- #I on foot ---
1) Battle Stance (works)
2) Mount horse (works)
3) Dread Visage (works)
4) Morgul Blade (works, but is RESET to unused upon entering this mount toggle from FELLBEAST?)
5) Screech (works inkl screech sound, but without sound FX & animation FX?)
(+ is RESET upon entering this mode from FELLBEAST?)
--- #II on horse ---
1) Battle Stance (works)
2) Mount fellbeast (works)
3) Dread Visage (works)
4) Morgul Blade (works, but is RESET to unused upon entering this mount toggle from FOOT?)
5) Screech (works inkl screech sound, but without sound FX & animation FX?)
(+ is RESET upon entering this mode from FOOT?)
--- #III on fellbeast --- (fellbeast.ini)
1) Battle Stance (works)
2) Dismount fellbeast (works)
3) Dread Visage (works)
4) - emtpy - (no Morgul Blade in air, right!)
5) Screech (works inkl screech sound, but without sound FX & animation FX?)
That's it... I spent hours n hours n hours of crashes and different tries, but no, I just can't get it right. Maybe Fin can guide me later on, or maybe someone here can see something that I dont?
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#36
Posted 22 December 2006 - 11:56 PM
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Battle for the Galaxy- A Star Wars Mod For The Battle for Middle-earth 2
#37
Posted 23 December 2006 - 08:46 AM
Now it looks like this for the WitchKing, if I'm gonna concentrate on him first...
--- #I on fellbest ---
All ok!
--- #II on foot ---
4) Morgul Blade (works - but is RESET to unused upon entering this mount toggle from FELLBEAST?)
5) Screech (only screech sound?)
--- #III on horse --- (blackriderWK.ini)
4) Morgul Blade (works - but is RESET to unused upon entering this mount toggle from FOOT?)
5) Screech (works incl screech sound, but without sound FX & animation FX?)
Weird... and I can't for the life of me think how anyone could find this easy :(
Heeelp... *goin nuts*
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#38
Posted 24 December 2006 - 02:18 AM
Behavior = SpecialPowerModule ModuleTag_WitchKingMorgulBladeStarter
SpecialPowerTemplate = SpecialAbilityWitchKingMorgulBlade
UpdateModuleStartsAttack = Yes
StartsPaused = Yes
InitiateSound = FellBeastVoiceAttack ;LurtzVoiceAttackCripplingStrike
What are UpdateModuleStartsAttack and StartsPaused?
Otherwhise I have looked in and edited:
- witchking.ini
- blackriderwk.ini (my ini for WK on horse)
- experiencelevels.ini (and added the mounted WK to WITCHKING definition)
- upgrade.ini
- commandset.ini
- commandbutton.ini
I think I got it all... ?
But I just can't get the morgulblade to stay USED when shifting mount... any ideas?
And o yeah... MERRY XMAS gamers
// C}{riZ
"Do not come between the Nazgûl and his mod!"
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------
#39
Posted 24 December 2006 - 02:27 AM
I wrote a tutorial on special powers a while ago. It's for BFME1, but these things are the same. Go check it out here.What are UpdateModuleStartsAttack and StartsPaused?
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Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#40
Posted 24 December 2006 - 06:00 PM
And thanks Dark Lord... but that didn't help :(
I still got problems with powers resetting when I shift mount. I think maybe it has something do do with the adition of the third mount for them... since they actually change into another unit really (WK to BlackRider(WK)) and BlackRider to Fellbeast and so on... I'm thinking maybe my child objects are wrong? (I'm not even sure what a child objest really is, and how u define them)...
EDIT, xmas eve...
YEEESCH!!! That seems to be it! The darn childobjects did'nt have all the powers... jeeez, there's a LOT to take notice to when you're working on heroes with mutiple toggles I guess... I'm not through yet, but a few more things have fallen into place...
Seems like I'm able to customize animations and timings now too... hehe, and it's all thanks to you guys. This is starting to look really cool now *getting back to work*
Edited by Nazgûl, 24 December 2006 - 09:33 PM.
// C}{riZ
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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