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Posts from Creature Enhancement – a collection of mods created by the author. Auto-translated

4.5 (2 ratings)
#63
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Hey Markel, how about adding: mummies, death knights (they don't have to be upgraded), plague ents, and zombie cyclops to the buildings where you can recruit units?
In reply to Eddie 61
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#64
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NecroDwellingEX.h5u

This mod adds the ability to recruit additional creatures in the Necropolis Outpost, besides the standard set of creatures.

- Death Knights
- Mummies
- Plague Ents
- Zombie Cyclops

ATTENTION.

1) It only works in combination with the Threants and Cyclops mod (or the Ex version); otherwise, instead of Ents and Cyclops, there will be random creatures.

2) The mod will only work if the dwelling has a random mode (which is the case in most maps). All creatures may appear, or none at all.

 

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Мои карты

Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

готовится продолжение.

Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

Мои моды (скорректированы мод на чумных энтов и циклопов зомби)
#65
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Isn't it strange that for the Inferno faction – demons – it's considered a living creature? How can this be fixed, meaning how can this option be removed for them?
In reply to Mr.Lico
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#66
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Formally, that's not entirely stupid... they are summoned using spatio-temporal technology from Shio and are a local form of life. Well, and they remain in Ashan for some time.

How to do it? A living creature is the default option unless otherwise specified (undead/elemental). In the case of demons in this situation, you can add to them 

<Item>ABILITY_ELEMENTAL</Item>

via GameMechanics\Creature\Creatures\Inferno

and at the bottom, in the ability profile for all creatures, add this line. Using the example of a regular demon, open the Demon.xdb file  and modify it like this

<Abilities>
        <Item>ABILITY_DEMONIC</Item>
        <Item>ABILITY_ELEMENTAL</Item>
        <Item>ABILITY_ENRAGED</Item>
    </Abilities>

Мои карты

Возрождённый v 1.5 (обновление от 25/09/2016) :smile24:

готовится продолжение.

Великая Пустыня ( 25%) - про Маркела
Тьма над Иролланом (0%) - про Николаса

Мои моды (скорректированы мод на чумных энтов и циклопов зомби)
In reply to Markel the Imperor
#67
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Markel the Imperor

formally, it's not entirely stupid.. they are summoned using spatio-temporal technology from Sheogh, and are a local form of life. Well, and they remain in Ashan for some time.

how to do it? a living creature is the default option, unless otherwise specified (undead/elemental). in the case of demons in this situation, you can add to them 

<Item>ABILITY_ELEMENTAL</Item>

via GameMechanics\Creature\Creatures\Inferno

and at the bottom, in the ability list for all creatures, add this line. Using the example of a regular demon, open the Demon.xdb file  and modify it like this

<Abilities>
        <Item>ABILITY_DEMONIC</Item>
        <Item>ABILITY_ELEMENTAL</Item>
        <Item>ABILITY_ENRAGED</Item>
    </Abilities>


Can you create and add a new ability - demon instead of elemental or undead? with its own perks - like reduced fire damage, and it will display not as a living creature, but as a demon.
#68
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Is it possible to make these mods compatible with MMHH5.5? For example, the following mods:

TreantAndCyclop.h5u and TreantAndCyclop_EX.h5u