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5 years ago
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creature banks – like a crypt, an elemental altar, or a blood temple – can only be customized in DefaultStats or somewhere else?
Because I found that even after changing the creatures, their quantity, and other characteristics in this file, the generated maps (converted for this mod) still had the old creature banks. I then tested it on a generated map without the converter for this mod, and even tried changing DefaultStats in the default game folder, but the same thing happened. I came to the conclusion that either they need to be activated somehow, or they are configured somewhere else.
Does anyone know the answer to this question?
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5 years ago
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shakkashuu
although my question isn't directly related to the mod, I'm still wondering: are creature banks – like crypts, elemental altars, or blood temples – configured only in DefaultStats or somewhere else?
Because I found that even after changing the creatures, their quantity, and other characteristics in this file, the generated maps (converted for this mod) still had the old banks. I then tested it on a generated map without the converter for this mod, and even tried changing DefaultStats in the game's default folder, but the same thing happened. I came to the conclusion that either they need to be activated somehow, or they are configured somewhere else.
Is there anyone who knows the answer to this question?
Personally, I changed the guards in the banks, and it worked. Perhaps you should import the mod into the generated maps. I also recommend changing the unused banks.
In reply to }{0TT@6bI4
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5 years ago
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I can't say for sure, but it seems there are separate files for the random map generator. They contain parameters for the terrain, what types of structures will appear, and what creatures will guard them, as well as duplicated characteristics of resource nodes. I repeat, I cannot guarantee the accuracy of this information. It's all approximate and based on memory, so it might be completely wrong. But if these preset files exist, you should look for them in the folders/subfolders with the name RMG, i.e., random map generator.
In reply to }{0TT@6bI4
5 years ago
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}{0TT@6bI4
I personally changed the guards in the banks; everything works. Perhaps, it's worth importing the mod into the generated maps. I also recommend changing the unused banks.
How do you import a mod into generated maps? And what are the unused banks? And why is it recommended to change them?
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5 years ago
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To import a mod into a map, you need to copy the mod's contents into the map (if there are matching folders, add to them). In DefaultStats, there are 3 more types of banks that are not used (you can even find them by setting the building type; these are: NagaTemple, Unkempt...). It is better to use them so that 1) there are no conflicts with mods that change the original banks, 2) the map can be stored without fear that the banks will be corrupted in multiplayer, for example, and 3) there is a variety of banks.
5 years ago
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Content
I checked it on standard maps, and it still generates the standard creature pool, even though different creatures are specified in the defaultstats mod and the game itself. Also, I'm using Durman's mod for new heroes; it doesn't affect the maps, and I'm just using a randomly generated map for the game.
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5 years ago
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The NHF mod by Durman? It affects potions, actually. I think it's for a specific hero!
In reply to }{0TT@6bI4
5 years ago
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{0TT@6bI4 is right. Look for the NHF_mass_treasury array in NHF_Scripts. Everything will become clear after that.
In reply to JohnHanz
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5 years ago
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JohnHanz
}{0TT@6bI4 is right. Look for the NHF_mass_treasury array in NHF_Scripts. Everything will become clear after that.
By the way, I saw your discussion with Dorman in the NHF topic. Perhaps it would also be worth looking for the DefaultStats.xdb file in the NHF mod, and if it exists, manually change the parameters there to the desired values...
In reply to }{0TT@6bI4
5 years ago
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}{0TT@6bI4
By the way, I saw your discussion with Dorman in the NHF thread. Perhaps it would also be worth looking for the DefaultStats.xdb file in the NHF mod and, if it exists, manually changing the parameters there to the desired values...
That's what I'm doing in the DefaultStats of the NHF mod, and I'm changing the bank settings (but they were standard there). Other settings from the DefaultStats of this mod change parameters in the game (for example, necromancy), but the bank settings don't change.
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5 years ago
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Okay. Try the following: remove all mods from the game for now. Change the parameters in DefaultStats, check the artifacts. After that, you'll need to work on compatibility with NHF (for example, completely remove DefaultStats from NHF...).
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5 years ago
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Okay. Try the following: clear all mods from the game for now. Change the parameters in DefaultStats, check the banks. After that, you'll need to work on compatibility with NHF (for example, delete defaultstats in nhf entirely... 😶
5 years ago
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I removed all mods, and in reality, I only had NHF and a few other mods for the regular version. Regardless, it turned out that the issue was with NHF, because when it's removed, the banks revert to the ones I changed in the DATE/Defaultstats of the original game. Deleting the defaultstats file in the NHF mod also didn't help. Therefore, I conclude that the banks are actually being modified by some script in Durman's mod. I didn't find anything in the NHF_mass_treasury scripts, so I'll contact Durman directly.
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5 years ago
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Give it a try. He doesn't seem to visit the forum very often, though.
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5 years ago
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JohnHanz
}{0TT@6bI4 is right. Look for the NHF_mass_treasury array in NHF_Scripts. Everything will become clear after that.
That's correct, the file is:
scripts\NHF_Scripts.lua

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