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Disabling Nazgul Black Cloud Glow


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#1 Malhakai

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Posted 27 December 2014 - 03:36 AM

Hi all, 

 

Just quickly wanted to thank everyone on this forum - although this is my first post, I have been using advice from this website constantly while learning to mod :-)

 

The issue I'm having is I am unable to remove the 'black cloud glow' that nazgul, on foot receive at lvl 2. As far as I am aware it is not from dread visage(?) I have tired similar tactics that I did to remove dwarf heroes glow etc but I'm not having much luck.

 

Any help would be greatly appreciated! :-)

 

Kindest Regards



#2 Malhakai

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Posted 27 December 2014 - 05:27 AM

I am also trying to have the nazgul have both Leadership and Dread Visage abilities, however while on their fellbeast they only use leadership (dread visage does not appear to be affecting enemies) but when on foot, only dread visage is working (leadership no longer affects allies)

 

I have copied the stats of the witch-king's dread visage (which affects enemies while on fellbeast) but it does not appear to be working the same for the nazgul.

 

Leadership - I copied Dain's, the same as I've done for other heroes (like thranduil), so very lost as to why its not working while on foot, but its on fellbeast.



#3 Suchar

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Posted 27 December 2014 - 10:11 AM

Hi.

To remove the 'black cloud glow' just uncomment all

ParticleSysBone     = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 

in object code, or uncomment this part of dread visage power code:

	Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
		TriggeredBy			= Upgrade_BlackRiderDreadVisage
		AddConditionFlags	= USER_3
	End


#4 Suchar

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Posted 27 December 2014 - 10:32 AM

If you want to add dread visage power to fell beasts, you should:

 

"fellbeast.ini":

 

Add this part of code to object: "MordorFellBeastInterface"

	;---------DREAD VISAGE------------------------------------------------------------------------
	Behavior = UnpauseSpecialPowerUpgrade ModuleTag_DreadVisage
		SpecialPowerTemplate		= SpecialAbilityFakeLeadership
		TriggeredBy					= Upgrade_BlackRiderDreadVisage
	End
	Behavior = SpecialPowerModule ModuleTag_DreadVisageUpdate
		SpecialPowerTemplate		= SpecialAbilityFakeLeadership
		UpdateModuleStartsAttack	= Yes
		StartsPaused				= Yes
	End
	Behavior = AttributeModifierAuraUpdate ModuleTag_DreadVisageAura
		StartsActive	= No														;If no, requires upgrade to turn on.
		TriggeredBy		= Upgrade_BlackRiderDreadVisage
		RefreshDelay	= 2000
		Range			= WITCHKING_DREADVISAGE_EFFECT_RADIUS_MOUNTED
		TargetEnemy		= Yes
		AntiCategory	= LEADERSHIP BUFF
		BonusName		= GenericDebuff
		ObjectFilter	= ANY +INFANTRY +CAVALRY -STRUCTURE -BASE_FOUNDATION  -HERO -HORDE
	End
	Behavior = RadiateFearUpdate ModuleTag_DreadVisageFear
		InitiallyActive						= No
		TriggeredBy							= Upgrade_BlackRiderDreadVisage
		WhichSpecialPower					= 1
		GenerateFear						= Yes
		EmotionPulseRadius					= WITCHKING_DREADVISAGE_EFFECT_RADIUS_MOUNTED
		EmotionPulseInterval				= 2000
	End

"commandset.ini":

 

Find: "KhamulFellBeastCommandSet"

And replace it into:

CommandSet KhamulFellBeastCommandSet
	1 	= Command_ToggleStance
	2	= Command_KhamulDismount		; Added for the BFME2 Expansion Pact  MountHorseBlackRider
	3	= Command_BlackRiderDreadVisage
	4 	= Command_SpecialAbilityScreech
	13 	= Command_AttackMove
	14 	= Command_Stop
	16  = Command_SetStanceBattle			
	17  = Command_SetStanceAggressive
	18  = Command_SetStanceHoldGround
End

 

OK. Now your fell beasts should have dread visage ability ;)

 

 

Before I will be able to answer to your third question, you must tell me: which nazgul will get the leadership ability? 

6 nazguls horde from rotwk (EvilMenBlackRider), or nazgul from bfme 2?



#5 Malhakai

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Posted 27 December 2014 - 04:19 PM

Ah thank-you very much for your assistance! Greatly appreciated :-D

 

The 2 nazgul I was hoping to adjust, not a fan of the horde personally :-)



#6 Malhakai

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Posted 27 December 2014 - 04:40 PM

I followed your instructions on adding dread visage, but I get a Game Crash error on launch - 

 

Unknown block 'behavior'

error parsing INI block 'behavior' in file fellbeast.ini



#7 Suchar

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Posted 27 December 2014 - 04:50 PM

Add here your fellbeast.ini file code



#8 Malhakai

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Posted 27 December 2014 - 11:04 PM

I've tried posting it up Locomotor, instead of under MordorFellBeastInterface and that now works! Dread Visage now works for Khamul/Morogromir both on foot and on fell beast thank-you!

 

However I'm still having the problem with leadership for them both. It works when they are on their fellbeast, but as soon as they dismount, all allies loose leadership, even though the skill leadership still looks active.



#9 Malhakai

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Posted 27 December 2014 - 11:15 PM

Also touching on removing the black cloud, I feel that the code you provided works for the horde nazgul, not Khamul and Morogormir?

 

ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100 

 

Would one of the text in Particlesystem.ini remove it?

 

Was looking at FXParticleSystem NazgulLitePtGlowGlow in particular, lol - but not 100% what all these nazgul specific text do

 

CHeers :-)



#10 Suchar

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Posted 28 December 2014 - 01:16 PM

No, don't delete it in fxparticlesystem.ini, but in nazgul file code:

mordorkhamulrider.ini:

 

Replace this part:

Spoiler

With:

Spoiler

 

(add ; before "ParticleSysBone = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100", it makes it "invisible" to computer.)


Edited by Suchar, 28 December 2014 - 01:36 PM.


#11 Suchar

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Posted 28 December 2014 - 01:47 PM

Adding leadership:

mordorkhamulrider.ini

Add this part of code under locomotor, to object or BlackRiderMountedInterface:

Spoiler

 

Experiencelevels.ini:

Add "Upgrade_AragornLeadership" line after "Upgrades = ..." line on level you want to nazgul will get leadership:

Find KhamulMounted experiencelevel:

Spoiler

 

That's it!

You can also add leadership button, this is optional.

If you want it, just tell me ;)


Edited by Suchar, 28 December 2014 - 01:47 PM.


#12 Malhakai

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Posted 29 December 2014 - 12:12 AM

That has worked like a charm! Thank-you so much for your assistance Suchar! I was going mental trying to figure these things out! :-D

 

Now that the nazgul are working the way I'd like, I would now like to have the AI create all 8 nazgul & the witchking.

 

At the moment, they only make 1 Khamul, 1 Morogormir and the witchking. In the player template I added additional copies of Khamul & Morogomir to make up 8 - does the computer recognize this, I'm thinking it doesn't because they have the same name? When I play mordor I can make them all, so not sure why computer doesn't



#13 Suchar

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Posted 29 December 2014 - 09:16 AM

Ok. If  you want to have 9 nazgul, I sugggest you to have Witch-King, Khamul, Morgomir, and 6 Black Riders, BUT like heroes, not in horde.

By first, we will disable nazgul horde from mordor siege works.

CommandSet.ini:

Search for "MordorSiegeWorksCommandSet" and look at this code:

Spoiler

We must disable all "Command_ConstructMordorBlackRiderHorde" code. So, we will add ; before all this parts:

Spoiler

It makes code after ; invisible to computer.

 

Now, we will add nazgul heroes. Instead of copying Morgomir and Khamul, we will just add "normal" nazguls.

PlayerTemplate.ini:

Search for "FactionMordor" and in BuidableHeroesMP line add "BlackRiderMounted" six times.

It will looks like this

Spoiler

 

Is it over? NOPE. BlackRiderMounted object.... isn't exist. We will create it :)

 

MordorKhamulRider.ini

At the end of the file, after all ends, after last line, create new line, and paste there new child object:

Spoiler

 

Lotr.str:

Anywhere, add this part of code:

CONTROLBAR:NazgulRecruit	
"Recruit Nazgul"
END

And.... Thats it, we have 9 nazgul heroes!



#14 Suchar

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Posted 29 December 2014 - 09:27 AM

And now we will make theirs buidable by computer AI.

 

When I play mordor I can make them all, so not sure why computer doesn't

Computer can build their, but he doesn't know, that he should, so he won't build it.

Now, we will tell AI, that he should.

data\ini\default\skirmishaidata.ini:

Search for "MordorArmy"

Spoiler

Do you see this part?

;//
;// HEROES
;//
HeroBuildOrder = MordorSauron_RingHero MordorWitchKing KhamulFellBeast MordorMouthOfSauron MorgomirFellBeast MordorGothmog
OffensiveBuildings = MordorBattleTower
ScavangedResourceBuildings = MordorLumberMill
;Nazgul1
;Nazgul2
;Nazgul3

End

After "HeroBuildOrder =" add "BlackRiderMounted" six times.

It will looks like this:

;//
;// HEROES
;//
HeroBuildOrder = MordorSauron_RingHero MordorWitchKing KhamulFellBeast MordorMouthOfSauron MorgomirFellBeast MordorGothmog BlackRiderMounted BlackRiderMounted BlackRiderMounted BlackRiderMounted BlackRiderMounted BlackRiderMounted
OffensiveBuildings = MordorBattleTower
ScavangedResourceBuildings = MordorLumberMill
;Nazgul1
;Nazgul2
;Nazgul3

End

That's it! Now computer know, that he should recruit a nazgul.

BUT remember: "should" ≠ "will"

Computer AI knows that he should create nine nazgul, but hee also knows that he should make others units, buildings etc.

It is really unlikely to AI having 9 nazguls at one time, it must be a very long game with lot of resouruces and commandpoints.


Edited by Suchar, 29 December 2014 - 09:55 AM.


#15 Suchar

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Posted 29 December 2014 - 09:54 AM

That has worked like a charm! Thank-you so much for your assistance Suchar! I was going mental trying to figure these things out! :-D

 

Black Rider glow:

In Black Rider code, with dread visage power we have this part:

	Behavior = ModelConditionUpgrade ModuleTag_DreadVisageModelCondition
		TriggeredBy			= Upgrade_BlackRiderDreadVisage
		AddConditionFlags	= USER_3  
	End

"TriggeredBy"  part  <------> if i have BlackRiderDreadVisage upgrade (we get this on level 2)

"AddConditionFlags = USER_3"  <-------> then active USER_3 condition.

 

We can find USER_3 condition at the beggining of the code:

		ModelConditionState = USER_3
			ParticleSysBone     = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
		End

So as we see, it activate the "BlackRiderFlare". We uncomment this part (adding ; ) and it become invisible to computer:

		ModelConditionState = USER_3
			;ParticleSysBone     = None BlackRiderFlare FXTrigger:NONE Persist:SPAWN PersistID:100
		End

Easy ;)

If in all this codes is something unclear to you, just tell me ;)



#16 Malhakai

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Posted 30 December 2014 - 04:16 AM

Thank-you heaps for all of your help :-)






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