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Tharnil

Member Since 02 Mar 2008
Offline Last Active Jan 16 2009 07:51 PM

Topics I've Started

Invisibility versus stealth

02 January 2009 - 03:58 PM

In CAH corrupted man power level 2 stealth(stealthed while moving) and level 3 stealth(left click invisible while stationary), is there any advantage in level 3 over level 2?

Enemy stealth detection can still reveal level 3 stealth, so it seem that there is no real advantage. I've been using level 3 for my CAH, but it seems that I'd be better off using something else in its place.

New hero animations

26 December 2008 - 09:09 PM

I've been studying some tutorials and experimenting with different files in order to create a new regular hero.
I have experimented with lurtz.ini, substituting a Corrupted Man palantir portrait and button image in place of Lurtz. I also replaced the Lurtz skin and skeleton with an Easterlings.

If one starts from scratch and uses createahero.ini as a template for a new regular hero, how does one determine which animations to use/replace? I've extracted all the Corrupted Man chcm_cm....w3d files. The Dwarven CAH tutorial has been helpful, but the animations were already in place in Dwarven[HeroName].ini.


(Level one power will be toggle weapon, by the way.)

I've learned to find my way around the files, but it still seems a daunting task.

Create-a-hero to regular hero

04 December 2008 - 11:58 PM

I'm working on converting a CAH into a regular hero.
CAH is a corrupted man.

Powers are:

1. Toggle weapon
2. Stealth
3. Coerce
4. Assassin
5. Improved Stealth
6. Improved Coerce
7. Improved Assassin
8. Great Stealth
9. Mighty Assassin
10. Great Coerce

Since there are only 5 palantir slots, is the above going to be a problem?

After looking at createaherospecialpowers.ini, coerce doesn't seem to be a problem(level 2 = radius L2, level 3 = radius L3.)

Assassin doesn't seem a problem either; set one palantir slot to SpecialAbilityCreateAHeroAssassin_Leve l4 instead of level 3 in the above list.(?)

Ok, here's what concerns me:
Stealth level 1 is while standing still and stealth level 2 is while moving. Does stealth level 2 include the previous ability of level one?
Also, level 3 stealth is in a different place in createaherospecialpowers.ini than stealth levels 1 & 2- I think it is the same invisibility power that the mirkwood archers have. I asume it doesn't include the previous abilities of levels 1 & 2.

So my question is: will there be too many abilities for palantir slots?

For my CAH, only 4 palantir slots (toggle, stealth, coerce, assassin) are used. Are regular hero powers organized in a different way?

CAH into normal hero and the saved game bug.

16 March 2008 - 09:18 PM

Considering the annoying problem of the saved game bug and its possible connection with CAH, has anyone converted a CAH into a normal hero and successfully loaded a saved game while playing a new hero?

I have been studying CAH modification (especially RobnKarla's Dwarven Sage tutorial) and would like to convert my preferred CAH into a normal hero for use in the SEE mod.

While I love the SEE mod, I also love the CAH system...so is CAH conversion the only solution for those of us who want SEE and CAH?



Has there been any progress on the cause of the save game bug?

Is it directly connected to the use of CAH? I seem to recall reading that someone experienced the save game crash while not using CAH.

Level 10 CAHS on BFME2 v 1.06

11 March 2008 - 11:23 PM

I've been experimenting with modifying CAHS on BFME2 and read this thread:


Level 10 on build Cah's?


Vustare noted that:

"I found that by adding this:

Behavior = ExperienceLevelCreate ModuleTag_LevelBonus
LevelToGrant = 10
MPOnly = No
End

to createahero.ini, my CaH was immediatly leveled to 10.
I came across this code while messing around with galadriel.ini and sauron.ini.
I have since added this code to every hero in every faction because it's kinda fun."



I added that section of code to the end of createahero.ini (see below)and my CAH still starts on level 1.

ChildObject CreateAHeroMounted CreateAHero
// TODO - move this to an include file so that we don't duplicate between the parent and child objects
Behavior = ToggleMountedSpecialAbilityUpdate ModuleTag_MountedToggle
SpecialPowerTemplate = SpecialAbilityCreateAHeroToggleMounted

TriggerInstantlyOnCreate = Yes //Instantly puts Hero on a horse.

UnpackTime = 2000
PreparationTime = 1
PersistentPrepTime = 250
PackTime = 2000

OpacityTarget = .3 // How see-thru to be at peak of change

// PackSound =
// UnpackSound =
// TriggerSound =
// PrepSoundLoop =
AwardXPForTriggering = 0
End

Behavior = ExperienceLevelCreate ModuleTag_LevelBonus
LevelToGrant = 10
MPOnly = No
End
End

// Create a Hero related objects.
#include "CreateAHeroObjects.inc"




At the time this thread was written, I assume 1.05 was the patch being used. I am using patch 1.06 on BFME2.
Has 1.06 included a code change such that this modification no longer works?

Thanks.









The Sky has Fallen