Celeborn for the Elves
#61
Posted 26 January 2007 - 02:27 AM
#62
Posted 26 January 2007 - 06:26 AM
The Reason I'm giveing you the link to Nazzies Mini-mod is I couldn't find anything on BFME 2 The War...so I'm assuming it's gone dead.
If you need help changing anything on Nazzies one feel free to give me a shout.
Anyways, the link is -
Nazzies Mini-Mod at Battle for Middle Earth 2 Heaven
Edited by BigRedKane, 26 January 2007 - 06:27 AM.
#63
Posted 26 January 2007 - 01:10 PM
This thing is giving me more bugs then what I had had before.
#65
Posted 27 January 2007 - 08:23 PM
I just need a bit more "detailed" instructions for making his text in the fortress to say Celeborn instead of Elrond. As well as his leadership saying: "Units around Celeborn gain..."
I figure out how to do that, and we can move on to other stuff.
#66
Posted 27 January 2007 - 10:13 PM
It's a shame that other mod gave you problems.
Sorry I ain't been around for a while, been busy with business and stuff.
#67
Posted 27 January 2007 - 11:37 PM
#68
Posted 28 January 2007 - 12:44 AM
However I think it's likely it references some code that was either custom made and not implimented 100% correctly or it uses/references some code that was made redundant in the later patch releases. Either way it renders it useless unless you can mod the mod to get rid of the error.
Previous patch release mods aren't always totally useless with later patch releases...sometimes they work, sometimes they don't...and sometimes they give funny quirks and weird effects.
BFME 2 The War mod was, I believe, for patch 1.04...yet it works on 1.06 on mine, however I do have some strange things happen from time to time...lol.
Although it hasn't negatively affected King Thranduil (you) in any way...if anything it's enhanced the bow range and fireing rate....lol.
You fire about 2 to 3 arrows for every one that Legolas can fire off....heh.
Anyways, I wish you luck with the Celeborn modding and stuff.
#69
Posted 29 January 2007 - 01:18 PM
#70
Posted 30 January 2007 - 07:13 AM
if it's a power related thing you could try deleting everywhere where the power is used in the code and all references to it, this may mean trying to add a power that does work if you've had to remove a power from one or more characters.
Someone else on these forums who's more experienced at coding than me could probably give way more help on the subject.
All I can suggest at the moment is to check the ini files for anything related to "NumToSacrifice" and try differant things out.
I did have a thought about something that might have affected the Celeborn files that I did previously based off The War mod....there was at least one INC file to do with stealth...but I don't know what INC files do and I'm not 100% sure that's what's causeing the bug yet. I'll do some more testing tomorrow to see if I can narrow it down.
Have you tried useing the search feature here to see if there's either a better Celeborn mod or an answer to any of these problems?...I figure someone must have tried modding Celeborn before now.
#71
Posted 30 January 2007 - 12:44 PM
#72
Posted 30 January 2007 - 08:10 PM
I'll take a look at it in about an hour....I not long got up....
I do have Nazzies mod....so I'll just unzip it and poke around in there for ya...
I suggest you look too....the more of us there are pokeing around for the offensive code the more chance someone will find the problem and correct it.
I still think your original modded Celeborn might not have worked because of a stealth power INC file....but I need confirmation from someone like Solinx or Zimoo as well as a little info on what an INC file is/does....I know about ini files and code blocks....but I don't know about INC files and don't always fully understand what the code does in each code block....I'm getting there though....just takes a lot of time (which is reduced 'cos I run a business...heh... ).
The above in mind I'll be looking at the code I did for you (actually credit should be given to Zen for his War mod) and then comparing that Celeborn code and other code with Nazzies'.
Edit : just tested the code I did for you with the INC files and the lotr.str file and it still crashed, so it's not that....and the lotr.str file didn't even change Celeborn's name from Elrond to Celeborn....so there's something very wacky going on there.....I'm of the opinion that the names have to be defined soewhere else as well otherwise the lotr.str file would have worked by itself.
I'll be checking the science and special power files and stuff next....this is really bugging me now.
Edited by BigRedKane, 30 January 2007 - 08:54 PM.
#73
Posted 30 January 2007 - 10:51 PM
Just point me in the right direction and I'll do abit of snooping and poking around the files.
#74
Posted 30 January 2007 - 11:57 PM
I got it so Celeborn will actually build and exit the fortress with NO game.dat errors.
2 of his powers seem to actually work - Far Sight and Blade of Purity...he has atheleas as well but that doesn't seem to function properly and his hidden power doesn't activate. Also the elven archer summon appears selectable but the placement marker doesn't show up...so it doesn't work.
I play tested it exensively to make sure there would be no more game.dat errors and there was one half way through a battle on Lorien. I built all buildings, no problem...built Lorien archers, Mirkwood Archers and had the forge upgrade on the fortress as well as 4 towers, 2 fountain things and 1 Ent for the fortress.
Built Elrond, Arwen, Haldir and Create-A-Hero with no errors.
Went to build King Thraduil....game.dat crash....wtf?...
So it's back to the drawing board for a bit.
The thing that solved the problem was I replaced the Science.ini, weapon.ini and specialpower.ini with the ones from the War mod. Initially it gave me an error telling me that Elvenwoodmp was missing from science....so I copied that from science.ini in the original patch 1.06 science.ini to the one for this mod and that's when I got the above results.
It's likely it's the power/upgrade references and stuff which have been causeing the problem all along.
Also when I replaced the science.ini, weapon.ini and specialpower.ini with the ones from the War mod Celeborn's name was Celeborn after he was built....however his name was still Elrond in the fortress build tree before building him. But at least he is now Celeborn once built.
Not sure if I can solve these problems....but I'll keep at it for a bit longer.
If I succeed I'll just zip the needed files and put them as an attachment....there's not that many to add/replace so the file size shouldn't be too big.
#75
Posted 31 January 2007 - 12:59 AM
#76
Posted 31 January 2007 - 03:56 AM
The only thing that I can't figure out is why the game still crashes when King Thranduil is being built.
His Move unseen power works on Celeborn now...it was how the power was configured in Celeborn's experience section in experiencelevel.ini that was to fault for it not working before, same with some of the other powers.
there's probably a change in either specialpower.ini or science.ini copied over from the War mod that clashes with Thranduil's power set. This is going to be a headache 'cos that means I got to go through all the code and Thraduil's powers and see where the clash might be.
I'm annoyed that EA didn't program the game to be more stable with that Game.dat error thing...they should have an over-ride programmed in where the engine just ignores things that don't tally up (ie. if it's a power then it just won't work, the engine should auto-deactivate it or something). At the very least if Game.dat came up with better descriptions than the MS error reporting it would help.
If I ever meet the programmer(s) responsible in the flesh I'm going to hit them very very very hard...
Anyways, for now I'm going to take a break from this until tomorrow....
#77
Posted 01 February 2007 - 05:51 AM
it was Thranduil's Wild Walk causeing the crash....I replaced it with a Mirkwood Archer summon abbility (no timer)...so now Thranduil can summon 4 hoards of Mirkwood Archers quickly and easily should he find himself in a tight spot. They can also be summoned to anywhere the player has uncovered shroud (clear visibility range). You also need to make sure you have enough command points available in order for them to appear as they are just the regular Mirkwood Archers, however they don't cost anything and there's no build time, just a time on the power recharging.
Got Celeborn's Lorien Archers summon fixed and working....same as above with the Mirkwood Archers in terms of use etc.
The Lorien Archers that Celeborn summons are not like the Lorien Archers built from the Elven Barracks, they look somewhat like the Lorien Warrior you see training in the Elven Barracks. They have a very useful feature though, each hoard can change between bow and sword (default starting with bow...can change weapon from lvl 1).
Downside is their upgrades come from the Men of the West Armoury, So I'm going to work on them a bit to swap their triggered upgrades to Elven ones. You'll be able to buy all the upgrades from the forge for this unit, probably the only Elven unit that can.
I also want to go over Celeborn's powers again to make sure the correct ones are applied.
The Blade of Purity power for Celeborn is there and activates (you hear the sound), but it doesn't do the glow effect and animation like with Glorfindel...so it's difficult to tell if it's actually doing anything.
Let me know what you think King Thranduil...hopefully I should have this mod ready for you very very soon.
#78
Posted 06 February 2007 - 01:45 AM
#79
Posted 06 February 2007 - 06:26 AM
Hopefully someone else here can help.
#80
Posted 06 February 2007 - 10:33 PM
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