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For example, in S.T.A.L.K.E.R., all weeks are filled with plagues, diseases, or fevers, while in "What, Where, When?" all weeks are exam weeks.
Could you give me a hint where this is done? 🧐
New here? I'm Roha — want a quick tour?
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For example, in S.T.A.L.K.E.R., all weeks are filled with plagues, diseases, or fevers, while in "What, Where, When?" all weeks are exam weeks.
I once recorded the "Devil's Chain" spell in Chaos magic....
When used, the spell did nothing (no damage), so I haven't changed the magic since.
Yes, I've looked into this a bit, and it's disappointing. Based on the updated understanding of the task, here are some new questions.
1) Are the spells learned in Tomes and Arcane Knowledge listed somewhere? Or can we not influence this.
2) Since I started adding new heroes, I encountered a problem with their availability. Because it turns out that they were not "Unlocked" on previously created and Original maps, so I cannot select or hire them in the tavern.
The question is, is there a way to influence these settings globally and/or is there a way to change the "default" settings for hero access for maps?
That's right; while I had the "buggy" graphics, I would randomly change the extension to reset the settings and get a more or less decent image for the screenshot.
So, I didn't even bother looking at what extensions were used on those "blurry" screenshots.
But when I recently fixed this problem with the graphics, I switched back to full-screen mode because it's just more convenient.
Attachment 73327
Good day. Could you clarify the details regarding NFC or, as it is correctly called, the "Extended Creature List," and whether something similar already exists for the Artifacts? 1) Are these changes made directly to the game's EXE code? In other words, are they the result of the work done by clever people, and is there no point or need to repeat it yourself because it's very complex? (specifically, considering the difficulty of creating such an "extension"). 2) Is there a more or less "empty" version of this extension? That is, with an empty list (for your own needs) and without any third-party mods on top? (I once found a link on external sites, but there, you still had to manually enter all the new IDs, otherwise the game wouldn't work. I'm wondering if there has ever been a kind soul who created a "template" and uploaded it in that form. (For example, in NFC, there was something like 1/1 Yeti in all the empty slots/IDs). 3) Are there any other similar "extensions" that add more freedom for modding? --- --- --- *) The context is that I have only worked so far using the standard 3.1 version, but now, to implement further ideas, I definitely need more creature IDs and other templates to work with. And I have already realized that it is not possible to add them in the required quantities using simple methods. 🤔
New Hero Class Framework (new hero class IDs)
In my mod, I use:
New Creature Framework (new creature IDs)
New Artifact Framework (new artifact IDs)
New Hero Class Framework (new hero class IDs)
All of this involves modifying the game's launcher (.Exe) at its core. These YML files interfere with it and force it to "recognize/know/use" the changes in the types.xml list, which is stored in the data archive.
At one time, I downloaded them from this forum and manually configured them (I copied data from NSF into types.xml and added lines for 999 creatures + placeholder creatures). It's important to maintain all the connections so that the game doesn't crash.
I don't quite remember about NAF, but it was simpler than with NSF (and it's not that difficult to take a template link to an artifact and replace all the "original" content with the copied content, it just takes time and effort).
I think I found NHCF somewhere on Dreadknight's site, and Waterfall has a video in the video tutorials section – a recording of a stream where I added a new class to the game.
So, there are two options: either you download mods in parts and reconfigure them to suit your needs, as I did. Or you download Armageddon's Blade and overwrite my additions with template links, and then, after clearing everything, you start doing what you want.
Am I understanding correctly? The new class IDs simply allow you to add new classes, like Knight/Dark Lord, and then specify their "Available schools with probabilities," and configure the requirements for perks available to them in the "skills" section.
However, I don't quite understand how the "native faction" for these classes will be determined. Or am I simply forgetting about the existence and location of such a setting?
Another question: how does this work with the selection of heroes at the start and in the Tavern, including for old maps where, in theory, such heroes did not yet exist?
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*) Additionally, a question about "sets" of artifacts (including for these new classes) and the ability to customize them, although I don't rule out that I'm just forgetting where this is located.
Interesting solutions! However, the icon for Grol (I assume he will become a different hero later) clearly needs some work. Welcome back!