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-   -   Changing Unit Races (http://forum.fulqrumpublishing.com/showthread.php?t=11734)

Akimbo 12-12-2009 11:06 AM

Quote:

Originally Posted by Damask (Post 127478)
Just wanted to ask if anyone might have an idea how to do this? I'd like to make a mod where Undead and Demons can be healed and resurrected (because they are highly inferior without this imho) and I thought that simply changing them to a different race might do it. I can't seem to locate the right file to do it though and was wondering if anyone had any advice?

Thanks!

I was thinking, wouldn't it be easier to edit the spells, to include those races? Plants could really do with being included in this as well. They're alive, so I don't see why they can't be healed/ressed.

Damask 12-12-2009 12:34 PM

Yup, you guys are right: it's much easier just to edit the spells, which is what I ultimately ended up doing. Also, if you want special skills like the Inquisitor's Resurrection or the Paladin's Second Wind to work on races they normally don't you can edit those in the .atom files of the unit they belong too. Very cool stuff.

Akimbo 12-12-2009 01:13 PM

Quote:

Originally Posted by Damask (Post 127721)
Yup, you guys are right: it's much easier just to edit the spells, which is what I ultimately ended up doing. Also, if you want special skills like the Inquisitor's Resurrection or the Paladin's Second Wind to work on races they normally don't you can edit those in the .atom files of the unit they belong too. Very cool stuff.

Nice, good to hear it works. Could you (or someone) clear up for me: Once you edit/mod a copy of the file, do you then place it into the mods folder, where it will override the original?

Damask 12-12-2009 01:26 PM

You got it. All you have to do is put the edited file (you don't even have to rezip it) into the \data\mods folder and it will override the original in ses.kfs or data.kfs or wherever. So for me I ended up with a bunch of .atom files plus some other .txt files in my mods folder and the game uses them instead of the ones that are still zipped in ses.kfs or data.kfs. Highly convenient that it works this way because if you want to go back to the original game you can just move stuff out of the mods folder.

Akimbo 12-12-2009 01:35 PM

Quote:

Originally Posted by Damask (Post 127742)
You got it. All you have to do is put the edited file (you don't even have to rezip it) into the \data\mods folder and it will override the original in ses.kfs or data.kfs or wherever. So for me I ended up with a bunch of .atom files plus some other .txt files in my mods folder and the game uses them instead of the ones that are still zipped in ses.kfs or data.kfs. Highly convenient that it works this way because if you want to go back to the original game you can just move stuff out of the mods folder.

Ah, I figured that was how it worked. I'll probably edit some spells later on then :P

Coin-coin le Canapin 12-12-2009 03:13 PM

Ah, because you're talking about evilin spell, I don't really understand how it works.
Could you explain me precisely?


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