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Posts from NCF – Extended list of Neutral creatures.

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OK... But so there is also my limit of knowledge!) So hope, someone will help with this difficulty
С уважением, }{0TT@6bI4
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Gerter
as I said before, index.bin just contains information that makes game resources visible in the Editor. So it has nothing to do with game variables like creatures' max ID. The index.bin that comes with the NCF mod just makes creatures with IDs from 180 to 999 visible in the Editor.
Thank you for the information!
But having objects in the editor doesn't add new creatures... Do you know how it works?
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Thank you for the information!
But having objects in the editor doesn't add new AI units... Do you know how it works??
Here, it's the opposite. Having new IDs doesn't automatically add objects to the editor. Index.bin only allows existing objects to be visible.
The same applies to maps. When you create resources using the advanced editor, without index.bin, only the last created one will be displayed.
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Yes, that's true (and new objects in the editor don't exhaust the available IDs, meaning that IDs and object links aren't connected, which is what I wrote about), but my main question isn't about that: do you know how to add IDs? I would be very happy if you did!
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Yes, that's true (but new objects in the editor don't exhaust the IDs either, meaning that IDs and object links are not connected, which is what I wrote about), but my main question is not about that: do you know how to add IDs? I would be very happy if you did!
You need the original NCF patch (not an EXE file, but the patch itself) and change the values in it; that's how it should be done. And, of course, you need to edit the creatures.xdb file.
Нет войне.

We already solved that part - here is an updated NCF patch that you can use with Deflaktor's app.

Inside you can change the amount of total units from 1000 (where the last slot is always reserved for "rotate all" or something like that).

The patch also allows NCF creatures to be used to create a map with RMG without crashing the game.
With the knowledge we have we believe it is possible to add new item slots in other domains - skills, spells and may be towns so we want to find out how to be able to add them in the editor too. That is why I ask about changes in index.bin

Here are a couple of images from RMG:

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Nice job, however i was interested in the method of realising, indeed; anyway thanks a lot, later i will look, so if any questions appear — will ask u or comrade Gerter!
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You can find all changes that need to be done to add new creature slot in the game on the fandom modding page.
The guide is not yet complete but I am working on it.
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dredknight
You can find all changes that need to be done to add new creature slot in the game on the fandom modding page.
The guide is not yet complete but I am working on it.
Oh! I don't know, why i hadn't already been told about this solution or just hadn't found this information myself! Thanks you so much!
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Hmm, that's a great idea. I should expand the number of creatures for my mod so I can assign all the internal creatures to new IDs and eliminate potential conflicts.
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Hmm, that's a great idea. I need to expand the number of creatures for my mod so I can put all the internal creatures into new IDs and eliminate potential conflicts.
If it's not a secret, what mod are you working on?
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maksim-2004
If it's not a secret, what mod is it?
Well, probably the one he has in his signature. The MCCS mod.
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