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?
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Yes, we are only changing the levels.
Which file is responsible for the placement of building icons on the town building screen?
UI\TownBuildNew\Towns
file academy.(TownBuildDefinition).xdb
this is exactly what I was writing about
UI\TownBuildNew\Towns
file academy.(TownBuildDefinition).xdb

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.
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.
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.
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.
Or the path to the visual is incorrect, but that's unlikely.
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.
Added 57 minutes later
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 there any way to change the laying on of hands animation to the inquisitor's cast? I just gave this ability to the inquisitor.
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
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 thereTitle
<?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
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, 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 correct
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
In the folder \GameMechanics\Spell\Creature_Abilities\Haven there is a file LayHands.xdb
Inside it looks like thisHeader
<?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 would like to have my own icon. I was thinking of reworking the healing spell icon, but I can't find it anywhere.
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.