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*There are no conflicts, something is being overwritten. Zero crashes and bugs. However, crashes appeared with the AI mod and the patched exe. But that's my laptop's fault.
I already removed it; without this mod, there are no numbers at all, like hordes of bandits and so on. Just regular, non-mixed camps, as in the original.
That means it's still present in some other mod. It is not in FixsToE_3.1 in the last screenshot.
I was tossing the fix back and forth for the sake of truth, so to speak. New game, new screenshot. To be honest, I'm more concerned about what's being written here. Somehow icons are more important than what the fix actually does, and it does many times more—even things I would never have noticed; even with the fix, it's hard to remember the difference). For some reason, I can accept the text in some places more easily than this. Some things are constantly before one's eyes...
But what about the file "CreaturesNumber.(WindowTextViewShared).xdb" at the path "FixsToE_3.1.pak\UI\Tooltips\CommonAdvObjTooltip"?? )))
This file shifts the text six pixels to the left and increases the horizontal text size by those same 6 pixels, so that "Legion" and "Group" are not cut off. Everything is shown here.
This file shifts the text six pixels to the left and increases its horizontal size by those same 6 pixels, so that "Legion" and "Group" are not cut off. Everything is shown here.
considering what a dump collection of mods he has, I wouldn't be surprised at all if this one harmless file is what breaks everything for him ))
considering what a dump collection of mods he has, I wouldn't be surprised at all if this one harmless file is what's breaking everything for him ))
This is not a text file specifying the number of creatures. For it to be like what ViNi shows in his screenshots, the text files must look like the screenshot below (text and digits/numbers). In FixsToE_3.1, these text files are missing.
considering what a dump collection of mods he has, I wouldn't be surprised at all if this one harmless file is what's breaking everything for him ))
Can you be more specific? Half of the mods there are heroes; I installed them recently—is it because of the heroes? It's the same without them. You guys are seasoned pros here, can't you see the conflict? Two mods affect these values: m30_rus_neutralcounts.h5u, which is optional, and EWA_CoolTip.h5u
IMHO, pack files have priority; this isn't the case in the original—priority is usermod, fix pack file overwrites everything from usermod, idk basically, just my armchair opinion.
Adds six unused maps to the "Duel" mode; translations are original: 1) Abandoned Mine 2) Swampy Mire 3) Velvet Meadow 4) Blazing Wasteland 5) Lifeless Sands 6) Treasure Dungeon Special thanks to Rommy.
Hello! Could you tell me, are there now mods for smooth movement for ships? Maybe someone has worked on this topic and on the ships themselves — if there's a redesign, it would be cool to make a unique variant for each faction that reflects their characteristics!
All elves got bowstrings, and holes on sleeves and boots were patched up
If you find any issues - write about them, I'll keep the Blender source files, so edits can be made without problems
Install the mod in UserMods
Ah, if only there were a version without those wreaths on the body
Open the textures, copy everything except the foliage, assemble the texture in another window and save it with mipmaps and compression (compression is optional). For the second texture, just create an empty one and save it.
Study the mod below, compare with the original files. You'll find the other elves here data.pak\Textures\HighElf and here data.pak\Textures\WoodElf. Also don't forget to replace the LOD textures if you use them.
p.s. Not everything is fine with the regular archer model. If you use the mod for archers, you need to change the value AM_OPAQUE to AM_ALPHA_TEST in WoodElf_add.(Material).xdb, and then the unnatural blackness will disappear (screenshots 2 and 3). The remaining part probably needs to be removed from the texture.
all elves got the bowstring, also holes on the sleeves and boots were patched
if you find any issues - write about them, I'll keep the Blender source files, so edits can be made without problems
install the mod in UserMods
ah, if only there were a version without those wreaths on the body
You open the textures, copy everything except the foliage, assemble the texture in another window and save it with mipmaps and compression (compression is optional). For the second texture, just create an empty one and save it.
Study the mod below, compare it with the original files. You'll find the other elves here data.pak\Textures\HighElf and here data.pak\Textures\WoodElf. Also don't forget to replace the LOD textures if you use them.
p.s. Not everything is fine with the regular archer model. If you use the mod for archers, you need to replace the AM_OPAQUE value with AM_ALPHA_TEST in WoodElf_add.(Material).xdb, and then the unnatural blackness will disappear (screens 2 and 3). The remaining part probably needs to be removed from the texture.
wow, I was working on the elf's visuals, removed the wreath, but the black part was the problem. thought it couldn't be removed without working in a 3d editor. will definitely do it, thank you very much