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Posts from Dwells – Unique dwellings for creatures on the map, levels 4-7.

4.0 (1 rating)
14 years ago
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The mod adds dwellings of levels 4-7, unique to each creature. Screenshots: Academics http://s11.postimage.org/5ld51uk9v/mag.jpg http://s9.postimage.org/qs6tjczdr/djinn.jpg http://s17.postimage.org/eo38adlwf/rakshass.jpg http://s18.postimage.org/q8piipqmh/titan.jpg Knights http://s10.postimage.org/sjzu79mkp/grif.jpg http://s15.postimage.org/ng4440fwr/monk.jpg http://s16.postimage.org/q0lss4e8l/paladin.jpg http://s13.postimage.org/3u52u8erb/angel.jpg Dark Elves http://s11.postimage.org/phv7yow7n/rider.jpg http://s16.postimage.org/jdz4yxwk5/hydra.jpg http://s7.postimage.org/6c3arq3nf/matron.jpg http://s11.postimage.org/m3hmwaq6r/dragon_te.jpg Dwarves http://s12.postimage.org/uh524lqnh/kostolom.jpg http://s10.postimage.org/nacjzwp95/ded.jpg http://s17.postimage.org/82ik6n4m7/tan.jpg http://s17.postimage.org/al497bqcf/dragon_gn.jpg Necromancer http://s10.postimage.org/i0zr123ft/vamp.jpg http://s12.postimage.org/f14yemq31/lich.jpg http://s10.postimage.org/f0nhy9hih/vestnik.jpg http://s13.postimage.org/bmrlrvevb/dragon_necr.jpg Demons http://s9.postimage.org/76510v71r/succub.jpg http://s11.postimage.org/vv5xeuwkj/koshmar.jpg http://s15.postimage.org/t3bhyl39n/pit.jpg http://s13.postimage.org/9bkhv4oc7/devil.jpg Orcs http://s12.postimage.org/dv1tv0cvh/shaman.jpg http://s7.postimage.org/qxjwp499n/palach.jpg http://s10.postimage.org/isqfd8mtl/vywern.jpg http://s16.postimage.org/uiqfwo1hh/cyclop.jpg Elves http://s9.postimage.org/irjug4jen/druid.jpg http://s18.postimage.org/wk175yund/unicorn.jpg http://s10.postimage.org/fdqu4kl5l/treant.jpg http://s10.postimage.org/5boex40zt/dragon_elf.jpg Download links: dwells.rar - complete archive with all dwellings. Instructions inside. dwells_example_map.h5m - map, just for demonstration. P.S.: To avoid unnecessary questions:

1) The mod is completely harmless, compatible with other mods, and does not 'corrupt' existing maps.
2) Simply installing the mod will not make the new dwellings appear instead of the old ones, as the standard outposts have not been changed.
3) In order for the dwellings to be visible to other players, they must also have the 'custom_dwellings.PAK' file, or you can embed the contents of the archive into the map.

Dwellings are generated in IRMG version 1.6.7. Huge thanks to dwp. IMPORTANT! To work with the new generator, you need to have an additional package with new dwellings. Otherwise, when the dwellings are generated, they will be missing from the map. In the TE mod, starting from version 5.8.4 and higher, this pack is already embedded in the mod's content. To avoid glitches and desynchronization when playing with the TE mod 5.8.4 and higher, the additional pack with dwellings must be removed from data.pak.
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14 years ago
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Great, I like it. Although, I would raise the mage dwellings a bit higher.
In reply to Ment
14 years ago
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Ment
.... it would be good to raise the height of the mage dwellings.
It's not as low as it seems. Screenshot from the editor:
http://s8.postimage.org/pctcnwm05/academy_2.jpg

In principle, you can change the height and size, move it, add individual elements and effects, and cut off the excess - you can do it all!!!

....
Altar of Wishes (Djinn dwelling) - for now, there are 2 options (either make it in the air or just on the ground). We'll add various clouds and glows as we go. Screenshots:
http://s11.postimage.org/k9m2915jn/jinni_v1.jpg
http://s18.postimage.org/yjdhgp2i1/jinn_2.jpg
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14 years ago
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JonnyP
We are creating a mod that replaces the dwellings of creatures (levels 4-7) with unique ones for each creature. A similar thing was already done in the EWA mod, but not all dwellings were included, and some don't look very good, so all dwellings of levels 4-7 will be revised.
The mod is planned to be integrated into the TE mod and their generation will be done through IRMG.
I invite everyone to discuss. Share your ideas for the dwellings, impressions of the already finished ones, and suggestions for improving the visual part.
The mod was simply included in the EWA collection. It was released separately at some point.
Is the mod really just a regular mod? Or will the dwellings still have to be placed manually in the editor?
That is: I had a dwelling of levels 4-7 installed, where there was a checkmark for vampires. Now it should turn into a vampire dwelling?

There is something similar in the Outcast of Ogh-I map; you can compare it with those.
It would also be great to include dwellings for wolves, phoenixes, mummies, dark knights, and manticores. It is not difficult to place a creature for neutrals; it is more difficult to "borrow" a model
In reply to Dyrman
14 years ago
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Dyrman
The mod was simply included in the EWA collection. It was released separately at some point.
Is the mod really just a regular mod? Or will I still have to manually adjust the dwellings in the editor?
That is, I had a dwelling of level 4-7, with the "vampires" checkbox enabled. Now, should it transform into a vampire dwelling?

There's something similar in the "Exile of Ogo-I" map; you can compare it to that.
It would also be great if you could include wolf, phoenix, mummy, and negor rider dwellings. It's not difficult to add a creature for neutral factions; the harder part is getting the model.
I don't need any of this for editing – everything is taken from in-game resources and edited in a 3D editor. You can compare it to any existing one; the EWA screenshot is just an example – I need suggestions for improving the appearance of the dwellings.
It's not quite a mod; it's mentioned in the first post:
The mod is planned to be integrated into the TE mod and have their generation done through IRMG.
It seems like this shouldn't be a problem for dwp.
Mummy and manticore dwellings are already there, although they could be replaced with something more impressive. Academics are next in line.

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Djinn dwelling:
http://s17.postimage.org/atvg1k27j/dwell_djinn.jpg
http://s18.postimage.org/wmgsznobt/academy.jpg
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14 years ago
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Altar of Wishes (dwelling for genies) - currently, there are two options (place it in the air or simply on the ground). We'll add various clouds and glows as we go. Screenshots:
I think the first one is better quality.
That is, I had a level 4-7 dwelling placed, with the "vampires" option checked. Now, should it transform into a vampire dwelling?
That would be really cool.
In reply to Dyrman
14 years ago
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Updated the first post of the thread.

So, I had a dwelling of level 4-7, with the vampire option checked. Now, should it transform into a vampire dwelling?
No. Here, copies of the fortress are used. In principle, if you unpack them from the data.pak, they should appear in the editor (like with chasms and cliffs) - all paths are specified, but without textures for now. It just doesn't want to work as a mod :cool:.
Ment, the first variant for the genies was discarded - it turns out to be too large or with very fine details. It was made based on the second screenshot, on an island and in the air.
In reply to JonnyP
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14 years ago
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JonnyP

It seems like it wouldn't be a problem for dwp to do this.
Dwelling of mummies and manticores are already there, although they could be replaced with something more grand. For now, the Academy units are next in line.
He'll replace them and release a new version again. And he was going to give it to someone for Heroes of Might and Magic. Will it just be very large in size?
We need something cooler for the neutral creatures, and for the firebirds and phoenixes (upgrades for the firebirds), something truly impressive.
The idea is good, especially with Heroes of Might and Magic. It's a shame that the old models will only remain on regular maps.
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14 years ago
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JonnyP
We are creating a mod that replaces the dwellings of creatures (levels 4-7) with unique ones for each creature. A similar thing was already done in the EWA mod, but not all dwellings were replaced, and some don't look very good, so all dwellings of levels 4-7 will be revised.
The mod is planned to be integrated into the TE mod and their generation will be done through IRMG.
One question - is it possible (allowed) to use this work on the dwellings in another mod, WGE?
In reply to Nargott
14 years ago
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Nargott
One question - is it possible (allowed) to use this work on dwellings in another mod, WGE?
Of course, you can, with proper attribution, and also - all the source files will be available for public use only after the complete completion of the project and its release on IRMG (or TE - I don't know what and where it is). The plan is to create a separate pack so that map developers don't feel left out.

A little about the Knights. A screenshot (TSoD's work, from a similar project on dwellings), for your reference.
http://s12.postimage.org/hdgoakjh7/haven.png
What suggestions do you have?
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14 years ago
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I think the arena should be made larger, and the monastery should be placed on some kind of pedestal (as it is in a real castle).
In reply to Ment
14 years ago
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Ment
I think the arena should either be made larger, and the monastery should be placed on some kind of pedestal (as in a real castle).
The monastery is the only Haven structure that requires minimal changes; I think it would look good with a pedestal. As for the arena, I doubt increasing its size will help; I think it should be replaced altogether... I don't know with what yet. :)

Altar of Light (dwelling of angels) in progress...
http://s7.postimage.org/eq01pnui3/angel.jpg
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14 years ago
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I wanted to suggest expanding the mod to make it more comprehensive. That is, adding more types of buildings that are based on scripts. In conjunction with Heroes of Might and Magic, the scripts will work well.
In reply to Dyrman
14 years ago
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Dyrman
I wanted to suggest making the mod more extensive. That is, adding all sorts of buildings that are tied to scripts. In conjunction with HotA, the scripts will work well.
Yes, that would be really great. :) But I think we shouldn't get distracted and try to do everything at once – first, let's finish the dwellings, and then we'll see. Besides, it seems like people don't have many ideas :( ... The idea is excellent, and there shouldn't be any problems with its implementation.

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