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Celeborn for the Elves


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#21 BigRedKane

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Posted 21 January 2007 - 11:54 PM

I've seen both arguments for both ways and I'm of the view it's down to personal preference. Some prefer one way over the other, for whatever reason being their own.

I usually get crashes with the shortcut way (and that was with 2 differant mods) and the game was running slower on one that half worked (I assume the added directory gives performance issues), so I'll stick with what I know works. :p

#22 King Thranduil

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Posted 21 January 2007 - 11:56 PM

It works now, but I have two problems:

It says "Recruit Elrond" in the heroes menu. How do I change that?

Celeborn also has no levels, he starts at 0. How do I give him levels and his own powers?

Edited by King Thranduil, 22 January 2007 - 12:02 AM.


#23 Lord_Elrond

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Posted 22 January 2007 - 12:38 AM

So you need to add levels in expirencelevels.ini

;----------- Celeborn ------------------	ExperienceLevel	ElrondLevel1	TargetNames				=	ElvenCeleborn	RequiredExperience		=	1		ExperienceAward			=	ELROND_LVL1_EXP_AWARD	Rank					=	1;	AttributeModifiers		=	ElrondResistKnockback	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End	ExperienceLevel	ElrondLevel2	TargetNames				=	ElvenCeleborn	RequiredExperience		=	ELROND_LVL2_EXP_NEEDED		ExperienceAward			=	ELROND_LVL2_EXP_AWARD	Rank					=	2	LevelUpFx				=	FX:GandalfLevelUp1FX	AttributeModifiers		=	HeroLevelUpDamage1 ; ElrondResistKnockback 	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End	ExperienceLevel	ElrondLevel3	TargetNames				=	ElvenCeleborn	RequiredExperience		=	ELROND_LVL3_EXP_NEEDED		ExperienceAward			=	ELROND_LVL3_EXP_AWARD	Rank					=	3	LevelUpFx				=	FX:GandalfLevelUp1FX	AttributeModifiers		=	HeroLevelUpDamage2 ;ElrondResistKnockback 	Upgrades				=	Upgrade_ElrondLeadership	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End	ExperienceLevel	ElrondLevel4	TargetNames				=	ElvenCeleborn	RequiredExperience		=	ELROND_LVL4_EXP_NEEDED		ExperienceAward			=	ELROND_LVL4_EXP_AWARD	Rank					=	4	LevelUpFx				=	FX:GandalfLevelUp1FX	AttributeModifiers		=	 HeroLevelUpDamage3;ElrondResistKnockback	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End	ExperienceLevel	ElrondLevel5	TargetNames				=	ElvenCeleborn	RequiredExperience		=	ELROND_LVL5_EXP_NEEDED		ExperienceAward			=	ELROND_LVL5_EXP_AWARD	Rank					=	5	LevelUpFx				=	FX:GandalfLevelUp1FX	AttributeModifiers		=	 HeroLevelUpDamage4;ElrondResistKnockback	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End	ExperienceLevel	ElrondLevel6	TargetNames				=	ElvenCeleborn	RequiredExperience		=	ELROND_LVL6_EXP_NEEDED		ExperienceAward			=	ELROND_LVL6_EXP_AWARD	Rank					=	6	LevelUpFx				=	FX:GandalfLevelUp1FX	AttributeModifiers		=	 HeroLevelUpDamage5;ElrondResistKnockback	Upgrades				=	Upgrade_ElrondFarsight	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End	ExperienceLevel	ElrondLevel7	TargetNames				=	ElvenCeleborn	RequiredExperience		=	ELROND_LVL7_EXP_NEEDED		ExperienceAward			=	ELROND_LVL7_EXP_AWARD	Rank					=	7	LevelUpFx				=	FX:GandalfLevelUp1FX	AttributeModifiers		=	 HeroLevelUpDamage6;ElrondResistKnockback	Upgrades				=	Upgrade_ElrondTornado 	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End	ExperienceLevel	ElrondLevel8	TargetNames				=	ElvenCeleborn	RequiredExperience		=	ELROND_LVL8_EXP_NEEDED		ExperienceAward			=	ELROND_LVL8_EXP_AWARD	Rank					=	8	LevelUpFx				=	FX:GandalfLevelUp1FX	AttributeModifiers		=	 HeroLevelUpDamage7;ElrondResistKnockback	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End	ExperienceLevel	ElrondLevel9	TargetNames				=	ElvenCeleborn	RequiredExperience		=	ELROND_LVL9_EXP_NEEDED		ExperienceAward			=	ELROND_LVL9_EXP_AWARD	Rank					=	9	LevelUpFx				=	FX:GandalfLevelUp1FX	AttributeModifiers		=	 HeroLevelUpDamage8;ElrondResistKnockback	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End	ExperienceLevel	ElrondLevel10	TargetNames				=	ElvenCeleborn	RequiredExperience		=	ELROND_LVL10_EXP_NEEDED		ExperienceAward			=	ELROND_LVL10_EXP_AWARD	Rank					=	10	AttributeModifiers		=	 HeroLevelUpDamage9;ElrondResistKnockback	Upgrades				=	Upgrade_ElrondRestoration	SelectionDecal		Texture				=	decal_hero_good		Style				=	SHADOW_ALPHA_DECAL		OpacityMin			=	50%			OpacityMax			=	100%		MinRadius			=	40		MaxRadius			=	200		MaxSelectedUnits	=	40	End	End

You can copy and past my text as this is what I use for Celeborn. It gives all of Elond's powers.

Missed your first question. You need to edit lotr.str its inside of english.big in the lang folder. Search lines with Elrond and you may need to copy them and replace Elrond text with celeborn on the copied text.

Solinx: For the really long pieces of code we have codebox tags, to keep the topic lenght within reasonable limits :p

Edited by Solinx, 22 January 2007 - 06:57 PM.


#24 BigRedKane

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Posted 22 January 2007 - 12:45 AM

Glad to hear it's working...that's a start... :p

ok...I'll copy and past some code that you can add to the correct files. you might want to still use that Celeborn.ini object file for easy reference and to properly apply Celeborn's new powers and other stuffs since I don't think he comes with an object file by default.

First off - Open Commandbutton.ini and paste this code in -

[codebox]
CommandButton Command_SpecialAbilityCelebornSummon
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCelebornSummon
TextLabel = CONTROLBAR:ElvenAllies
ButtonImage = BEElvenBarracks_LorienArcher
Options = NEED_TARGET_POS
RadiusCursorType = ElvenAlliesRadiusCursor
CursorName = Bombard
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ElvenAllies
InPalantir = Yes
End

CommandButton Command_IsengardWizardsTowerLightningStrikeTerangerath
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityLightningStrike
Options = HIDE_WHILE_DISABLED NEED_TARGET_POS
TextLabel = CONTROLBAR:WizardsTowerLightningStrike
ButtonImage = HSSarumanThunderbolt
RadiusCursorType = ThunderBoltRadiusCursor
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipWizardsTowerLightningStrike
CursorName = AttackObj
InvalidCursorName = GenericInvalid
AutoAbility = Yes
InPalantir = Yes
End

[/codebox]
That'll give you the elven archer summon and the lightning listed in that Celeborn.ini

next add this to Commandset.ini -

[codebox]
CommandSet CelebornCommandSet
1 = Command_ToggleStance
2 = Command_CreateAHero_Fireball_Level3
3 = Command_SpecialAbilityThornofVengeance
4 = Command_IsengardWizardsTowerLightningStrikeTerangerath
5 = Command_SpecialAbilityWhirlPoolSummon
6 = Command_SpecialAbilityCelebornSummon
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End
[/codebox]
That'll give you the list of powers as they appear.

Next modify Elrond's code in experiencelevels.ini to match this -

[codebox]

;----------- Elrond ------------------

ExperienceLevel ElrondLevel1
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = 1
ExperienceAward = ELROND_LVL1_EXP_AWARD
Rank = 1
; AttributeModifiers = ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel ElrondLevel2
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = ELROND_LVL2_EXP_NEEDED
ExperienceAward = ELROND_LVL2_EXP_AWARD
Rank = 2
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage1 ; ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel ElrondLevel3
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = ELROND_LVL3_EXP_NEEDED
ExperienceAward = ELROND_LVL3_EXP_AWARD
Rank = 3
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage2 ;ElrondResistKnockback
Upgrades = Upgrade_ElrondLeadership
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel ElrondLevel4
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = ELROND_LVL4_EXP_NEEDED
ExperienceAward = ELROND_LVL4_EXP_AWARD
Rank = 4
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage3 ;ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel ElrondLevel5
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = ELROND_LVL5_EXP_NEEDED
ExperienceAward = ELROND_LVL5_EXP_AWARD
Rank = 5
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage4 ;ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel ElrondLevel6
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = ELROND_LVL6_EXP_NEEDED
ExperienceAward = ELROND_LVL6_EXP_AWARD
Rank = 6
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage5 ;ElrondResistKnockback
Upgrades = Upgrade_ElrondFarsight
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel ElrondLevel7
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = ELROND_LVL7_EXP_NEEDED
ExperienceAward = ELROND_LVL7_EXP_AWARD
Rank = 7
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage6 ;ElrondResistKnockback
Upgrades = Upgrade_ElrondTornado
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel ElrondLevel8
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = ELROND_LVL8_EXP_NEEDED
ExperienceAward = ELROND_LVL8_EXP_AWARD
Rank = 8
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage7 ;ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel ElrondLevel9
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = ELROND_LVL9_EXP_NEEDED
ExperienceAward = ELROND_LVL9_EXP_AWARD
Rank = 9
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage8 ;ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel ElrondLevel10
TargetNames = ElvenElrond ElvenCeleborn
RequiredExperience = ELROND_LVL10_EXP_NEEDED
ExperienceAward = ELROND_LVL10_EXP_AWARD
Rank = 10
AttributeModifiers = HeroLevelUpDamage9 ;ElrondResistKnockback
Upgrades = Upgrade_ElrondRestoration
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End
[/codebox]

If you have problems try adding the Celeborn code after Elrond's in Elrond.ini, but I wouldn't have thought there would be a problem with that since I've done child objects seperate and it works fine.
You might want to change the powers later, but this should get you started and knowing where to look.

I wish you luck. :)

Note - after previewing this I noticed Lord Elrond's reply. His way might be best if you want Elrond's powers, but it might not work with the custom Celeborn.ini file and it might not work if you want other powers. If you got the time I'd suggest trying both ways to see which you like. :D

#25 King Thranduil

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Posted 22 January 2007 - 01:32 AM

When I put in the experience levels you gaveme, Kane, I don't have custom powers for Celeborn, just Elrond's. I want to give him custom powers.

#26 BigRedKane

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Posted 22 January 2007 - 01:49 AM

if you put in the experience levels and stuff I gave you there you'll be on your way to customising it. He certainly won't have the same list as anyone else...heh.
Hmmm...I just twigged what you meant....you shouldn't have Elrond's powers since Celeborn is set up as a child object of Elrond.

Try and set up a new Experience set for Celeborn by copying and pasting that list I gave you into Experiencelevels.ini and change the name to ElvenCeleborn....delete any reference to Elrond. Then in the Upgrade bit change the Elrond power in the Celeborn list to whatever he should have at that level.

Those are merely to get you started...point ya in the right direction of which files to mod and which sections.
If you want to remove a power from those I gave and add your own list first make sure the power is listed in Commandbutton.ini, then merely add/copy the powers you want. Make sure you get the correct names in there though.

You'll also need to remove the powers I gave in the Celeborn.ini (I believe there's some referenced in there). You'll need to scout out other object ini's to find the code for the power you wish to add and copy that over in place of the power you wish to over-write.

You will need to also change the listing for Celeborn in Commandset.ini I think.

I suggest doing one power and see if it works, then when you have that down move on to the next.

Also with the name you might need to either add/change Celeborn's listing in lotr.str (you can open this in notepad) or check his name in Celeborn.ini...but I think it's liekly the lotr.str file that has the problem. You'll see how Elrond is listed in there...just follow suit except copy, paste and change to Celeborn (make sure the object is listed as ElvenCeleborn - Object:ElvenCeleborn and hopefully that'll nail it. :p

Edited by BigRedKane, 22 January 2007 - 01:55 AM.


#27 King Thranduil

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Posted 22 January 2007 - 02:18 AM

Kane, do you mind posting an edit Celeborn object.ini with the following powers included:

Elrond's Far sight

Move Unseen

Leadership

and the custom elven ally summon you gave me.

Also, what do I have to do to give him Glorfindel's Blade of Purity?

#28 BigRedKane

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Posted 22 January 2007 - 02:53 AM

working on it...I'll post the files here when I'm done. :p

#29 King Thranduil

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Posted 22 January 2007 - 02:54 AM

thanks a ton. The game crashes whenever I try to do it, but it just hates me. :p

I can't tell you how much you helped me with this.

#30 BigRedKane

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Posted 22 January 2007 - 03:13 AM

No Problem... :p

At the moment I'm creating just the needed code for the relevant files. got the Celeborn.ini done with the requested powers (including Blade of Purity), working on Commandbutton.ini and the other files now. I can either post the seperate code segemnts here for you to add yourself, or I can add the mod to an ini.big for you to use (in which case I'll need to know which version of the game it's for and I'll have to send the zip via msn since it'll likely be too big for here).

#31 King Thranduil

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Posted 22 January 2007 - 03:21 AM

Just give me the seprate code bits. I don't have MSN.

#32 BigRedKane

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Posted 22 January 2007 - 04:20 AM

Ok...here we go..

I think I got all the code. The code for the leadership looks a little odd as I merely copied Elrond's leadership and how it was used. It might work, it might not...let me know and if it doesn't I'll use a differant leadership code.

In Commandbutton.ini add this code -

[codebox]

CommandButton Command_SpecialAbilityElvenCeleborn
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityElvenCeleborn
TextLabel = CONTROLBAR:ConstructElvenCeleborn
ButtonImage = HICeleborn
Options = NEED_TARGET_POS
RadiusCursorType = ElvenAlliesRadiusCursor
CursorName = Bombard
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ToolTipBuildElvenCeleborn
Radial = Yes
InPalantir = Yes
End

CommandButton Command_ConstructElvenCeleborn
Command = UNIT_BUILD
Object = ElvenCeleborn
Options = CANCELABLE
TextLabel = CONTROLBAR:ConstructElvenCeleborn
ButtonImage = HICeleborn
ButtonBorderType = BUILD
DescriptLabel = CONTROLBAR:ToolTipBuildElvenCeleborn
Radial = Yes
InPalantir = Yes
ShowProductionCount = Yes
; UnitSpecificSound = GondorArcherVoiceBuy
End


CommandButton Command_SpecialAbilityCelebornSummon
Command = SPECIAL_POWER
SpecialPower = SpecialAbilityCelebornSummon
TextLabel = CONTROLBAR:ElvenAllies
ButtonImage = BEElvenBarracks_LorienArcher
Options = NEED_TARGET_POS
RadiusCursorType = ElvenAlliesRadiusCursor
CursorName = Bombard
InvalidCursorName = GenericInvalid
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:ElvenAllies
InPalantir = Yes
End

[/codebox]

in Commandset.ini add this code -

[codebox]

CommandSet CelebornCommandSet
1 = Command_ToggleStance
2 = Command_SpecialAbilityElrondElvenGrace
3 = Command_SpecialAbilityElrondFarsight
4 = Command_SpecialAbilityGlorfindelBladeOfPurity
5 = Command_SpecialAbilityMoveUnseen
6 = Command_SpecialAbilityCelebornSummon
12 = Command_CaptureBuilding
13 = Command_AttackMove
14 = Command_Stop
End
[/codebox]

in Experiencelevels.ini add this code -

[codebox]
;----------- Celeborn ------------------

ExperienceLevel CelebornLevel1
TargetNames = ElvenCeleborn
RequiredExperience = 1
ExperienceAward = ELROND_LVL1_EXP_AWARD
Rank = 1
; AttributeModifiers = ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel CelebornLevel2
TargetNames = ElvenCeleborn
RequiredExperience = ELROND_LVL2_EXP_NEEDED
ExperienceAward = ELROND_LVL2_EXP_AWARD
Rank = 2
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage1 ; ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel CelebornLevel3
TargetNames = ElvenCeleborn
RequiredExperience = ELROND_LVL3_EXP_NEEDED
ExperienceAward = ELROND_LVL3_EXP_AWARD
Rank = 3
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage2 ;ElrondResistKnockback
Upgrades = Upgrade_ElrondLeadership
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel CelebornLevel4
TargetNames = ElvenCeleborn
RequiredExperience = ELROND_LVL4_EXP_NEEDED
ExperienceAward = ELROND_LVL4_EXP_AWARD
Rank = 4
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage3 ;ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel CelebornLevel5
TargetNames = ElvenCeleborn
RequiredExperience = ELROND_LVL5_EXP_NEEDED
ExperienceAward = ELROND_LVL5_EXP_AWARD
Rank = 5
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage4 ;ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel CelebornLevel6
TargetNames = ElvenCeleborn
RequiredExperience = ELROND_LVL6_EXP_NEEDED
ExperienceAward = ELROND_LVL6_EXP_AWARD
Rank = 6
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage5 ;ElrondResistKnockback
Upgrades = Upgrade_ElrondFarsight
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel CelebornLevel7
TargetNames = ElvenCeleborn
RequiredExperience = ELROND_LVL7_EXP_NEEDED
ExperienceAward = ELROND_LVL7_EXP_AWARD
Rank = 7
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage6 ;ElrondResistKnockback
Upgrades = Upgrade_GlorfindelBladeOfPurity
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel CelebornLevel8
TargetNames = ElvenCeleborn
RequiredExperience = ELROND_LVL8_EXP_NEEDED
ExperienceAward = ELROND_LVL8_EXP_AWARD
Rank = 8
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage7 ;ElrondResistKnockback
Upgrades = Upgrade_MoveUnseen
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel CelebornLevel9
TargetNames = ElvenCeleborn
RequiredExperience = ELROND_LVL9_EXP_NEEDED
ExperienceAward = ELROND_LVL9_EXP_AWARD
Rank = 9
LevelUpFx = FX:GandalfLevelUp1FX
AttributeModifiers = HeroLevelUpDamage8 ;ElrondResistKnockback
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End

ExperienceLevel CelebornLevel10
TargetNames = ElvenCeleborn
RequiredExperience = ELROND_LVL10_EXP_NEEDED
ExperienceAward = ELROND_LVL10_EXP_AWARD
Rank = 10
AttributeModifiers = HeroLevelUpDamage9 ;ElrondResistKnockback
Upgrades = Upgrade_CelebornSummon
SelectionDecal
Texture = decal_hero_good
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
MinRadius = 40
MaxRadius = 200
MaxSelectedUnits = 40
End
End
[/codebox]

in objects>zmymod (create that folder yourself) create a new blank ini file called Celeborn.ini and add this code to it -

[codebox]
;------------------------------------------------------------------------------
;
; Celeborn
;
;------------------------------------------------------------------------------

ChildObject ElvenCeleborn ElvenElrond

SelectPortrait = HPCeleborn
ButtonImage = HPCeleborn

; *** ART Parameters ***

Draw = W3DScriptedModelDraw ModuleTag_DRAW

OkToChangeModelColor = Yes
StaticModelLODMode = Yes

DefaultModelConditionState
Model = EUCELEB_SKN
End

; ------ Flying ------- ;

AnimationState = STUNNED_STANDING_UP
StateName = GetUp
Animation = GetUpSword
AnimationName = RUElrond_SKL.RUElrond_GTPSX1
AnimationMode = ONCE
End
BeginScript
Prev = CurDrawablePrevAnimation()
if Prev == "FallWithSword"
then
return "GetUpSword"
end
EndScript
End

AnimationState = STUNNED
Animation = FallWithSword
AnimationName = RUElrond_SKL.RUElrond_LNDB
AnimationMode = ONCE
End
Flags = MAINTAIN_FRAME_ACROSS_STATES


BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
Prev = CurDrawablePrevAnimation()

return "FallWithSword"
EndScript
End

AnimationState = STUNNED_FLAILING
Animation = DieWithSword
AnimationName = RUElrond_SKL.RUElrond_FLYB
AnimationMode = LOOP
End

BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End


; ------ Dying ------- ;

AnimationState = DYING
Animation = DieWithSword
AnimationName = RUElrond_SKL.RUElrond_DIESv5
AnimationMode = ONCE
End
;Animation = DieWithSword
; AnimationName = RUElrond_SKL.RUElrond_DIESV4
; AnimationMode = ONCE
;End

BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End

AnimationState = PARALYZED
Animation
AnimationName = RUElrond_SKL.RUElrond_IDLF
AnimationMode = LOOP
End
End


; ------------ Moving ------------- ;

AnimationState = MOVING
StateName = Moving_Sword
SimilarRestart = Yes
Animation = run_s
AnimationName = RUElrond_SKL.RUElrond_RUNS
AnimationMode = LOOP
Distance = 40
End
Animation = finishrun_b
AnimationName = RUElrond_SKL.RUElrond_RUNB
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 40
End
Animation = runtrans_bs
AnimationName = RUElrond_SKL.RUElrond_RUNC
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runtrans_sb_finish
AnimationName = RUElrond_SKL.RUElrond_RUNT
AnimationMode = ONCE
AnimationBlendTime = 0
Distance = 70
End
Animation = runnoblend_s
AnimationName = RUElrond_SKL.RUElrond_RUNS
AnimationMode = LOOP
AnimationBlendTime = 0
Distance = 40
End
Flags = MAINTAIN_FRAME_ACROSS_STATES RESTART_ANIM_WHEN_COMPLETE

BeginScript
PrevAnim = CurDrawablePrevAnimation()
PrevState = CurDrawablePrevAnimationState()

if PrevState == "GetUp" or PrevAnim == "DrawSwords"
then
if PrevAnim == "DrawSwords"
then
return "runtrans_bs"
else
return
end
elseif PrevAnim == "finishrun_b" or PrevAnim == "runtrans_sb_finish"
then
return "runtrans_bs"
elseif PrevAnim == "runtrans_bs" or PrevAnim == "run_s" or PrevAnim == "runnoblend_s"
then
return "runnoblend_s"
else
return "run_s"
end
EndScript
End

; ------ Attacking ------- ;

AnimationState = FIRING_OR_PREATTACK_A
StateName = Ready_Sword

Animation = AttackWithSwordA
AnimationName = RUElrond_SKL.RUElrond_ATKSV2
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordB
AnimationName = RUElrond_SKL.RUElrond_ATKS
AnimationMode = ONCE
UseWeaponTiming = Yes
End
Animation = AttackWithSwordD
AnimationName = RUElrond_SKL.RUElrond_ATKSV4
AnimationMode = ONCE
UseWeaponTiming = Yes
End
BeginScript
CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")
EndScript
End

AnimationState = USER_1
Animation
AnimationName = RUElrond_SKL.RUElrond_TNTSV1
AnimationMode = ONCE
End
End

AnimationState = LEVELED
Animation = LevelUp
AnimationName = RUElrond_SKL.RUElrond_CHRST2
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

; -------- Alert ------- ;

AnimationState = EMOTION_ALERT
StateName = Ready_Sword

Animation = Alert_1
AnimationName = RUElrond_SKL.RUElrond_IDLST1
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Alert_1
AnimationName = RUElrond_SKL.RUElrond_IDLST1 ; Secondary to solve the 'no play last anim' feature.
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = Alert_2
AnimationName = RUElrond_SKL.RUElrond_TNTSV1
AnimationMode = ONCE
AnimationPriority = 5
End
Flags = RESTART_ANIM_WHEN_COMPLETE

BeginScript
Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()

CurDrawableHideSubObject("ArrowNock")
CurDrawableHideSubObject("arrow")

if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BR_Sword")
elseif Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SR_Sword")
end
EndScript
End

; --------- Hit Reactions ---------- ;

AnimationState = HIT_REACTION HIT_LEVEL_1
StateName = Bored_Sword
Animation = Hit_Level_1_a
AnimationName = RUElrond_SKL.RUElrond_HITSv1
AnimationMode = ONCE
AnimationBlendTime = 20
End
End


; ------ Selected ------ ;

AnimationState = SELECTED
StateName = Selected_Sword

Animation = ATNA
AnimationName = RUElrond_SKL.RUElrond_ATNS
AnimationMode = LOOP
End

BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")

Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "Bored_Sword" then CurDrawableSetTransitionAnimState("TRANS_BS_Sword")
elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RS_Sword")
end
EndScript
End


; ------- Bored -------- ;

IdleAnimationState
StateName = Bored_Sword

Animation = IDLCX1
AnimationName = RUElrond_SKL.RUElrond_IDLF
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLCX1
AnimationName = RUElrond_SKL.RUElrond_IDLF ; Secondary to solve the 'no play last anim' feature.
AnimationMode = ONCE
AnimationPriority = 20
End
Animation = IDLCt3
AnimationName = RUElrond_SKL.RUElrond_IDLCT3
AnimationMode = ONCE
AnimationPriority = 10
End
Animation = IDLCT1
AnimationName = RUElrond_SKL.RUElrond_IDLCT1
AnimationMode = ONCE
AnimationPriority = 5
End

Flags = RESTART_ANIM_WHEN_COMPLETE

BeginScript
CurDrawableHideSubObject("ARROW")
CurDrawableHideSubObject("ARROWNOCK")

Prev = CurDrawablePrevAnimationState()
PrevName = CurDrawablePrevAnimation()
if Prev == "Selected_Sword" then CurDrawableSetTransitionAnimState("TRANS_SB_Sword")
elseif Prev == "Ready_Sword" then CurDrawableSetTransitionAnimState("TRANS_RB_Sword")
end
EndScript
End

;----------------- Sword Transitions -------------------------;

TransitionState = TRANS_BS_Sword
Animation = TRANS_BS_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNA
AnimationMode = ONCE
End
Animation = ATNAX1
AnimationName = RUElrond_SKL.RUElrond_ATNX1
AnimationMode = ONCE
End
End

TransitionState = TRANS_SR_Sword
Animation = TRANS_SR_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNC
AnimationMode = ONCE
End
End

TransitionState = TRANS_SB_Sword
Animation = TRANS_SB_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNA
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End

TransitionState = TRANS_RS_Sword
Animation = TRANS_RS_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNC
AnimationMode = ONCE_BACKWARDS
End
Flags = START_FRAME_LAST
End

TransitionState = TRANS_BR_Sword
Animation = TRANS_BR_Sword
AnimationName = RUElrond_SKL.RUElrond_ATNS
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

TransitionState = TRANS_RB_Sword
Animation = TRANS_RB_Sword
AnimationName = RUElrond_SKL.RUElrond_IDLG
AnimationMode = ONCE
AnimationBlendTime = 20
End
End

End

DisplayName = OBJECT:ElvenCeleborn
CommandSet = CelebornCommandSet

WeaponSet
Conditions = None
Weapon = PRIMARY ElrondSword
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

WeaponSet
Conditions = CONTAINED
Weapon = PRIMARY GarrisonedUnitBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

WeaponSet
Weapon = PRIMARY ElvenBattleTowerBow
Conditions = NONE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

Behavior = OCLSpecialPower ModuleTag_Citadel
SpecialPowerTemplate = SpecialAbilityWhirlPoolSummon
OCL = OCL_SpawnWhirlpool
TriggerFX = FX_GandalfLightningCharge
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = Yes
End

Behavior = OCLSpecialPower ModuleTag_Citadel1
SpecialPowerTemplate = SpecialAbilityCelebornSummon
OCL = OCL_CelebornSummon
TriggerFX = FX_GandalfLightningCharge
CreateLocation = CREATE_AT_LOCATION
AvailableAtStart = Yes
End

Behavior = GrantUpgradeCreate ModuleTag_Upgrademyheadoff
UpgradeToGrant = Upgrade_ElvenSilverthornArrowsTower
End

; Elven Grace ---------------------------------------------------------------------------------------------------------------------
// used by Elven Grace to heal nearby units
Behavior = AutoHealBehavior ModuleTag_ElvenGraceHealing
StartsActive = Yes
ButtonTriggered = Yes ; But doesn't actually run on its own.
HealingAmount = ATHELAS_HEAL_AMOUNT
Radius = 200
UnitHealPulseFX = FX_AragornAthelas
KindOf = HERO
HealingDelay = 200
SingleBurst = Yes
End
Behavior = SpecialPowerModule ModuleTag_ElrondElvenGrace
SpecialPowerTemplate = SpecialAbilityElrondElvenGrace
AttributeModifierAffects = NONE +HERO ALLIES
AffectAllies = Yes
UpdateModuleStartsAttack = Yes
End
Behavior = SpecialAbilityUpdate ModuleTag_ElrondElvenGraceUpdate
SpecialPowerTemplate = SpecialAbilityElrondElvenGrace
UnpackTime = 1
PackTime = 3000
End
Behavior = AutoAbilityBehavior ModuleTag_ElrondElvenGraceAutoAbility
SpecialAbility = SpecialAbilityElrondElvenGrace
MaxScanRange = 200
Query = 2 NONE +HERO ALLIES
End


; Leadership ---------------------------------------------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_TheodenLeadership
SpecialPowerTemplate = SpecialAbilityFakeLeadership
TriggeredBy = Upgrade_ElrondLeadership
End

Behavior = SpecialPowerModule ModuleTag_TheodenLeadershipUpdate
SpecialPowerTemplate = SpecialAbilityFakeLeadership
UpdateModuleStartsAttack = No
StartsPaused = Yes
End
Behavior = AttributeModifierAuraUpdate ModuleTag_Leadership
StartsActive = Yes
BonusName = GenericHeroLeadership
TriggeredBy = Upgrade_ElrondLeadership
RefreshDelay = 2000
Range = 200
AntiCategory = BUFF
ObjectFilter = GENERIC_BUFF_RECIPIENT_OBJECT_FILTER
End

; Farsight ---------------------------------------------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_FarsightUnpause
SpecialPowerTemplate = SpecialAbilityElrondFarsight
TriggeredBy = Upgrade_ElrondFarsight
End
Behavior = OCLSpecialPower ModuleTag_FarsightOCL
StartsPaused = Yes
SpecialPowerTemplate = SpecialAbilityElrondFarsight
OCL = OCL_SpecialPowerFarSeeing
CreateLocation = CREATE_AT_LOCATION
End

;--------------------------------------------------------------------------
; Move Unseen
;--------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_MoveUnseenEnabler
SpecialPowerTemplate = SpecialAbilityMoveUnseen
TriggeredBy = Upgrade_ThranduilMoveUnseen
End
Behavior = InvisibilitySpecialPower ModuleTag_MoveUnseen
SpecialPowerTemplate = SpecialAbilityMoveUnseen
AvailableAtStart = Yes
StartsPaused = Yes
BroadcastRadius = THRANDUIL_MOVEUNSEEN_EFFECT_RADIUS
ObjectFilter = ANY +HORDE +HERO +DOZER ALLIES
Duration = 30000
InvisibilityNugget
ForbiddenConditions = FIRING_ANY
DetectionRange = CAMOUFLAGE_RADIUS
InvisibilityType = CAMOUFLAGE
End
End

; ===== Blade Of Purity --------------------------------------------------------------------------------
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_GlorfindelBladeOfPurityEnabler
SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity
TriggeredBy = Upgrade_GlorfindelBladeOfPurity
End
Behavior = SpecialPowerModule ModuleTag_GlorfindelBladeOfPurityStarter
SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity
StartsPaused = Yes
SetModelCondition = ModelConditionState:USER_1
SetModelConditionTime = 2.0
End
Behavior = SpecialAbilityUpdate ModuleTag_GlorfindelBladeOfPurityUpdate
SpecialPowerTemplate = SpecialAbilityGlorfindelBladeOfPurity
TriggerAttributeModifier = GlorfindelBladeOfPurity
AttributeModifierDuration = 30000
End
Behavior = AutoAbilityBehavior ModuleTag_BladeOfPurityAutoAbility
SpecialAbility = SpecialAbilityGlorfindelBladeOfPurity
MaxScanRange = 200
Query = 1 ALL ENEMIES
End


MaxSimultaneousOfType = 1

End
[/codebox]

I hope it works for you. I removed some things that were still Elrond related and changed a few things round, also added the powers you asked for.
If it works I'd be delighted if you let me know :p

You also might want to sort out the lotr.str file to add Celeborn if his name doesn't come up in game, but we can deal with that once he's actually a working functional character. :)

#33 King Thranduil

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Posted 22 January 2007 - 01:37 PM

Could I just replace the one in the INI with that instead of creating a folder and all for it?

#34 Solinx

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Posted 22 January 2007 - 07:01 PM

Replacing the one in INI.big? Bad idea, really, and much more tiresome to mod like that, aswell as more prone to get errors that you can't locate and cause you to require a reinstall of the game...

Read this clear, step by step, guide on using the -mod command, you won't regret it.

Solinx
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#35 BigRedKane

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Posted 22 January 2007 - 10:12 PM

Replacing the one in the ini?
How do you mean?...I need a more accurate description (ie filenames etc) of what you mean.
Sorry if that puts some extra work on you, but it'll avoid mis-understandings.

Also the reason I'm a little confused is there is no default Celeborn.ini....and if you do intend to mod either via ini.big replacement or via the method Solinx meantioned I still advise you set up a zmymod folder in objects to put new characters inis in...it avoids confusion in the long run and if you need to make any changes in the future it will be so much easier because you'll know exactly where that character information is.

If Celeborn's ini information is in the Elrond ini like in my one then I guess you could just delete the old Celeborn info and put in the new one I gave you.

Incidently about the error tracking, Solinx....I've managed to track errors before by ini modding and pretty effectively since the game always comes up with a red x error message describing the problem if it's a serious conflict or missing value....in such cases the "find" tool in notepad becomes your best friend...lol.. :)

I also disagree about the other way "being the best" since I've had loads of errors (actual crashes) with that method and no serious ones with ini.big swapping. Also ini.big swapping involves doing a one time back up of the original....after that you are only copying ONE file over from one directory to another....the method you described usually involves copying several files to a new directory, even if it only involved the ini.big you'd still need to copy and set up the desktop shortcut which you don't need with ini.big swapping.
Also if the -mod command was the "right way" to do it why didn't EA use that for their patches and stuff?

I personaly don't care which way someone chooses to mod, everyone has their own personal preference. I do, however, believe everyone should be aware of both methods and their pros and cons so they can choose what's right for them. What works on one person's system may not work on another as well as the way people think is differant.
If someone does a mod the -mod way I usually take it apart and insert the stuff I want so it works the file replacement way....I wouldn't expect any the less if someone used my ini.big files and wanted it the -mod way.

Anyways, each to their own... :D

#36 Solinx

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Posted 22 January 2007 - 11:10 PM

I never said it's the best, personally, I prefer another methode, which is quite similar to yours. You use INI.big, I just unpack my files into ...\data\ini\... :)
Naturally, I do keep several backups on several disks of all the original ini's of every patch and make backups of the work I do regularly.

What King_Thranduil seems to be doing is to just edit the files in INI.big itself. Without having your modded files unpacked, if you make a mistake that doesn't come up at the start, it can take some time before you realise that there is a bug in your code. Because everything is packed in the original INI.Big and only to be found there, you'll have a harder time finding the error.

The errors that you came across likely have to do with gamedate.ini, or some other part that doesn't work the normal way with the -mod command.

Solinx
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#37 BigRedKane

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Posted 22 January 2007 - 11:25 PM

ooooohhhh....damn...how did I mis-understand that???... :) ...lol...*hits head on desk....looks up...and hits head on desk again*... :D :)

yeah...in that case I do agree 100%....direct ini.big modding if someone is useing something like FinalBig to edit it....that's a huge no no... :)

I back up everything too....got back ups of original ini.big and all patched versions, and I have back ups of all ini.big files I modded as well as back ups of their unpacked counterparts....it makes back tracking so much easier...heh.

I tried adding unpacked ini.big to the data folder in the game directory and that didn't work for me either....it pretty much did what happened with the -mod method....get the game up, load a level and mid game it'll crash....I'd rather the game didn't load than have that, at least I wouldn't waste an hour or so of pointless gameplay.

Oh well...least we're on the same page now...lol... :D

#38 King Thranduil

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Posted 22 January 2007 - 11:56 PM

Ok, I put the original ini back (again) and I created a My mods folder with the extracted ini file. Now, Kane, if you would be so kind and guide me throguh this one more time (I promise!) now that I have the extracted ini folder and all.

Edited by King Thranduil, 23 January 2007 - 12:06 AM.


#39 BigRedKane

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Posted 23 January 2007 - 12:52 AM

Guide you again?
it's pretty much all up there in the previous posts.
Unless there's something specific that wasn't said before that you need help on.
If you have a question to do with the process I'll be happy to answer, but I don't really want to do any more mini-tutorials for the time being...lol. That is kinda taxing...and I had a headache last time. :)

So my advice is, go through the steps described previously and when you're stuck ask me a question.

If you follow the FinalBig guide I put in this thread and copy the code segments I recently gave to the right locations as indicated, your new Celeborn character should work.
you'll also need to put ElvenCeleborn in the hero list in Playertemplate.ini for him to become buildable...as descussed much earlier in this thread.

It's a shame there's no way of exchanging ini.big files directly otherwise I would probably have this problem solved by now for you. I doubt e-mail would accept a 20 to 26 Mb file attachment.

edit : don't forget to unpack/uncompress the data to the new folders as stated in my guide....do not edit the files in FinalBig....do it manually useing notepad and then resume the FinalBig guide for saving your ini.big (there's a break in the guide for saveing...it's the additonal steps bit).

Edited by BigRedKane, 23 January 2007 - 12:55 AM.


#40 King Thranduil

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Posted 23 January 2007 - 01:09 AM

Okay, well I have a few questions that confusing the (bleep) out of me.

The zmymod folder is the folder with the uncompressed ini, right?

So I open the uncompressed data edit it then open it in final big and save it again? Please Clarify.

So first off, I add him to player template, then add the commandbutton codes, add his experience levels, and put his object.ini in the Objects folder of the extracted ini file? But how is this all moved ingame?

I always have worked directlly from finalbig with no problems, so please bear with me. I know I've wasted alot of your time.

The codes you gave me also come up straight across and look very sloppy. Is there a qucik way to format them like the other codes?

Edited by King Thranduil, 23 January 2007 - 01:19 AM.





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