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#16
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Caliostro
Okay, but what exactly needs to be changed there?
Should we replace <BuildingType>TB_DWELLING_4</BuildingType> with <BuildingType>TB_DWELLING_5</BuildingType> and vice versa? 
Yes, we're only changing the levels
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#17
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fktifzobr@mail.ru
Yes, we are only changing the levels.
Which file is responsible for the placement of building icons on the construction screen?
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#19
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fktifzobr@mail.ru
this is exactly what I was writing about

UI\TownBuildNew\Towns
file academy.(TownBuildDefinition).xdb
I mean this
 2025-01-06-163903975
I made the following changes in the dwarven.(TownBuildDefinition).xdb file
</buildings>
        </Item>
        <Item>
            <BuildingType>TB_DWELLING_4</BuildingType>
            <buildings>
                <Item>
                    <Upgrade>BLD_UPG_1</Upgrade>
                    <XSlotPos>5</XSlotPos>
                    <YSlotPos>3</YSlotPos>
                </Item>
                <Item>
                    <Upgrade>BLD_UPG_2</Upgrade>
                    <XSlotPos>5</XSlotPos>
                    <YSlotPos>3</YSlotPos>
                </Item>
            </buildings>
        </Item>
        <Item>
            <BuildingType>TB_DWELLING_3</BuildingType>
            <buildings>
                <Item>
                    <Upgrade>BLD_UPG_1</Upgrade>
                    <XSlotPos>4</XSlotPos>
                    <YSlotPos>3</YSlotPos>
                </Item>
                <Item>
                    <Upgrade>BLD_UPG_2</Upgrade>
                    <XSlotPos>4</XSlotPos>
                    <YSlotPos>3</YSlotPos>
                </Item>
            </buildings>

As I understand it, the answer we're looking for is in the position lines. 
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#20
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you have a strange building panel... did you take this screenshot from the internet? there's an extra building stage on the panel that doesn't belong there.
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#21
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fktifzobr@mail.ru
You have a strange building panel... did you take this screenshot from the internet? There's an extra building stage on the panel that doesn't belong there.
This is a screenshot from the game. I'm editing the Universe mod.

A strange error popped up, even though I haven't changed the visuals since I modified the archers. And they passed the tests successfully.
"DB Error
Creature #3 has no visual or its missed."

UPD: I managed to locate the problem, but I don't understand its cause. It's the archers and crossbowmen. Everything used to work, even though I haven't changed the archers' visuals, only removed the arc shot.
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#22
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Caliostro
This is a screenshot from the game. I'm editing the Universe mod.

A strange error popped up, even though I haven't changed the visuals since I modified the archers. And they passed the tests successfully.
"DB Error
Creature #3 has no visual or its missed."

UPD: I managed to locate the problem, but I don't understand its cause. It's the archers and crossbowmen. Everything used to work, even though I haven't changed the archers' visuals, only removed the arc shot.
There can be various reasons, but most likely, you might have made a mistake in the characteristics - deleting an extra character, and that's it, the game can't understand what's written at all. The characteristics are not a big deal for it, but an unreadable visual is a reason not to launch.

Or the path to the visual is incorrect, but that's unlikely.
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#23
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fktifzobr@mail.ru
The reasons can be different, but most likely you made a mistake in the characteristics – you erased an extra character, and that’s it, the game can’t understand what is written at all; the characteristics are not important for it, but an unreadable visual is a reason not to launch.

Or the path to the visual is incorrect, but that is unlikely.
Thank you, I understand everything now. When I was removing the area-of-effect attack for the archer, I forgot to include the fraction bar in .

Added 57 minutes later
fktifzobr@mail.ru
The reasons can be different, but most likely you made a mistake in the characteristics – you erased an extra character, and that’s it, the game can’t understand what is written at all; the characteristics are not important for it, but an unreadable visual is a reason not to launch.

Or the path to the visual is incorrect, but that is unlikely.
Is it possible to change the animation for the "Lay on Hands" ability to the inquisitor's cast animation? I simply gave this ability to the inquisitor.
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#24
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Caliostro

Is there any way to change the laying on of hands animation to the inquisitor's cast? I just gave this ability to the inquisitor. 
so he stands in a T-pose instead of using the ability?

this is fixed in the animset
\_(AnimSet)\Creatures\Haven\Cleric-arena.(AnimSet).xdb

there are links to animations there
Title<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="99">
    <animations>
        <Item>
            <Kind>cast</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>death</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>hit</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>idle00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>move</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>rangeattack</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/rangeattack.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack01</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>happy</Kind>
            <Anim href="Cleric-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>sphaughtiness</Kind>
            <Anim href="/Characters/Heroes/DS/Randall_DS_U-arena-sphaughtiress.xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>spneutral</Kind>
            <Anim href="/Characters/Heroes/DS/Randall_DS_U-arena-spneutral.xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>idle01</Kind>
            <Anim href="/Characters/Heroes/DS/Randall_DS_U-arena-idle00.xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
    </animations>
    <ExpSrcScene href="/models/Creatures/Castle/Cleric.mb"/>
    <ExpSrcClipFolder href="/Animations/Creatures/Cleric/Clip/"/>
    <ExpRootTransform>Global</ExpRootTransform>
</AnimSet>


you need to copy the cast animation

        <Item>
            <Kind>cast</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>

in the line <Kind>cast</Kind> write specability
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#25
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fktifzobr@mail.ru
So it goes into T-pose instead of using the ability?

This is fixed in the animset
\_(AnimSet)\Creatures\Haven\Cleric-arena.(AnimSet).xdb

There are links to animations there
Title<?xml version="1.0" encoding="UTF-8"?>
<AnimSet ObjectRecordID="99">
    <animations>
        <Item>
            <Kind>cast</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>death</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/death.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>hit</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>idle00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>move</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>rangeattack</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/rangeattack.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack00</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>attack01</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/attack01.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>happy</Kind>
            <Anim href="Cleric-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>sphaughtiness</Kind>
            <Anim href="/Characters/Heroes/DS/Randall_DS_U-arena-sphaughtiress.xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>spneutral</Kind>
            <Anim href="/Characters/Heroes/DS/Randall_DS_U-arena-spneutral.xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>idle01</Kind>
            <Anim href="/Characters/Heroes/DS/Randall_DS_U-arena-idle00.xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
    </animations>
    <ExpSrcScene href="/models/Creatures/Castle/Cleric.mb"/>
    <ExpSrcClipFolder href="/Animations/Creatures/Cleric/Clip/"/>
    <ExpRootTransform>Global</ExpRootTransform>
</AnimSet>


You need to copy the cast animation

        <Item>
            <Kind>cast</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>

In the <Kind> line, write specability
Yes, T-pose.
Like this?
<Item>
            <Kind>cast</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>specability</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
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#26
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Caliostro
Yes, T-pose.
Like this?
<Item>
            <Kind>cast</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
        <Item>
            <Kind>specability</Kind>
            <Anim href="/_(BasicSkelAnim)/Creatures/Haven/Cleric/cast.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
        </Item>
yes, that's all correct
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#27
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fktifzobr@mail.ru
yes, that's correct
I messed up with the file name. Everything is fine now. The only complex thing left is figuring out how to add an ability icon.
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#28
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In the folder \GameMechanics\Spell\Creature_Abilities\Haven there is a file LayHands.xdb

inside it looks like this
Header<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="16">
    <NameFileRef href="/Text/Game/Spells/Creature_Abilities/Haven/LayHands/Name.txt"/>
    <LongDescriptionFileRef href=""/>
    <Texture href="/Textures/RefMaps/negx.xdb#xpointer(/Texture)"/>
    <EffectTexture/>
    <SpellBookPredictions/>
    <CombatLogTexts>
        <Item href="/Text/CombatLog/Spells/AbilityLayHands.txt"/>
    </CombatLogTexts>
    <Level>0</Level>
    <MagicSchool>MAGIC_SCHOOL_SPECIAL</MagicSchool>
    <RequiredHeroLevel>0</RequiredHeroLevel>
    <IsAimed>true</IsAimed>
    <TrainedCost>0</TrainedCost>
    <damage/>
    <duration/>
    <sSpellCost>
        <Wood>0</Wood>
        <Ore>0</Ore>
        <Mercury>0</Mercury>
        <Crystal>0</Crystal>
        <Sulfur>0</Sulfur>
        <Gem>0</Gem>
        <Gold>0</Gold>
    </sSpellCost>
    <IsAreaAttack>false</IsAreaAttack>
    <CanSelectDead>false</CanSelectDead>
    <Target>TARGET_FRIEND</Target>
    <Element>ELEMENT_NONE</Element>
    <visuals>
        <Item href="LayHands.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
    </visuals>
</Spell>


you need the line   <Texture href="/Textures/RefMaps/negx.xdb#xpointer(/Texture)"/> 

it contains a link to some placeholder, you can insert the path to the resurrection icon for example

if you want to make something of your own, then you need to extract an xdb texture file from somewhere....

take a look at how I did it here with the repair ability, if you have questions or problems, I'll help
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#29
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fktifzobr@mail.ru
In the folder \GameMechanics\Spell\Creature_Abilities\Haven there is a file LayHands.xdb

Inside it looks like this
Header<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="16">
    <NameFileRef href="/Text/Game/Spells/Creature_Abilities/Haven/LayHands/Name.txt"/>
    <LongDescriptionFileRef href=""/>
    <Texture href="/Textures/RefMaps/negx.xdb#xpointer(/Texture)"/>
    <EffectTexture/>
    <SpellBookPredictions/>
    <CombatLogTexts>
        <Item href="/Text/CombatLog/Spells/AbilityLayHands.txt"/>
    </CombatLogTexts>
    <Level>0</Level>
    <MagicSchool>MAGIC_SCHOOL_SPECIAL</MagicSchool>
    <RequiredHeroLevel>0</RequiredHeroLevel>
    <IsAimed>true</IsAimed>
    <TrainedCost>0</TrainedCost>
    <damage/>
    <duration/>
    <sSpellCost>
        <Wood>0</Wood>
        <Ore>0</Ore>
        <Mercury>0</Mercury>
        <Crystal>0</Crystal>
        <Sulfur>0</Sulfur>
        <Gem>0</Gem>
        <Gold>0</Gold>
    </sSpellCost>
    <IsAreaAttack>false</IsAreaAttack>
    <CanSelectDead>false</CanSelectDead>
    <Target>TARGET_FRIEND</Target>
    <Element>ELEMENT_NONE</Element>
    <visuals>
        <Item href="LayHands.(SpellVisual).xdb#xpointer(/SpellVisual)"/>
    </visuals>
</Spell>


You need the line   <Texture href="/Textures/RefMaps/negx.xdb#xpointer(/Texture)"/> 

It contains a link to some placeholder; you can insert the path to the resurrection icon, for example

If you want to make something of your own, you'll need to extract an xdb texture file from somewhere....

Take a look at how I did it here with the repair ability; if you have questions or problems, I'll help
Yes, I'd like my own icon. I was thinking of reworking the healing spell icon, but I can't find it anywhere. 
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#30
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Caliostro
Yes, I would like to have my own icon. I was thinking of reworking the healing spell icon, but I can't find it anywhere.
Regeneration is easy to find; it was added in the add-on, and the icons from the add-ons are located in UI/H5A1 (the add-on with gnomes) or UI/H5A2 (the add-on with orcs).

Resurrection is in the textures folder... \Textures\SpellBook______2618\Spells

Added 5 minutes later
If you need a gray frame for the spell, take it from the icon \Textures\SpecialAbilities\Holy_Charge.(Texture).dds; it's easy to remove the image in the center.
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