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Apply an effect to a creature via animation.

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Poison552

Understood, regarding the first question, yes, I want to create a kind of neutral goblin subtype that, after a battle, for example, when they deserted out of fear, they decided to run away from everyone and become neutral, or maybe another upgrade, depending on how it works out.

There will be more questions, I'll write, thank you very much for your help!


Okay, first of all, you need to create a new creature in NCF, because you can't create new creatures in the game, and modders have created new executables that increase the number of creatures.

How do heroes work? terribly

The diagram shows an approximate structure of the units.
So, why is the NCF mod needed? It has an engine and the NCF_core file.
In it, in the \GameMechanics\Creature\Creatures\Neutrals folder, there are approximately 800 empty units, file-cameras, and files for the map editor - this is the root of our branched file tree.

Thanks to the new engine, the game sees all this and doesn't crash, but if you just want to practice, use the Yeti.

Now about the file tree... how does it all work? very stupidly

through... text links


Here's a goblin - it has links to a file for the map (AdvMapMonsterShared) and a file for the main game (CreatureVisual). If you change the path and, most importantly, create such a path with a file at the end in your mod, the unit will become partially independent of the game... why partially? because for complete independence, you need to create new paths for all files.

This problem is partially solved by Zahar's file system.


Zahar created a system in which you don't need to change a bunch of file paths; all that is needed for it to work in the game is to change two lines in the characteristics and one line in the file for the map editor (he explains there how to link your system to the latnik).

But there is a small problem for a completely beginner modder - in Zahar's system, there is a peasant, but how do you put a goblin there? You can manually rewrite the contents of the files, or you can go with the method of a gardener-chaotist - cut off branches of the file tree and graft new ones onto their place.

The peasant model, as can be seen in the first picture, has paths to the geometry, skeleton, and materials.
We remove the creature-Geom, creature-Skel files, and the material folder from Zahar's system.
We take all the materials, textures, skeleton, geometry, and model from the goblin's files and put them into Zahar's system, rename T1a_Goblin.xdb to creature.(Model).xdb, and that's it, Zahar's system starts to consider the goblin as part of itself, the branch is grafted.

The same needs to be done with the animset - in the animset folder, move the goblin's animations and animset, rename T1a_Goblin-arena.xdb to creature.(AnimSet).xdb, and the goblin's animations are grafted.

Such a goblin will be independent of the vanilla game
Мои мини-моды

Мод RTF

Мои NCF существа