Did you simply remove resources from this map, or did you remove them entirely from the mod?
Posts from = Small fix mods =
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NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
Not exactly ideal. Removing part of the mod's concept just for one map seems excessive.
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
Oh, thank you, Moonst@r! You practically saved the entire universe. My deepest gratitude to you.
P.S. Replaced mercury with sulfur in the script and map.
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
Alright, I'll take a look at that moment this evening. Thanks.
In the model files, I set false (like with regular resources) in <ProjectOnTerrain> and everything started displaying correctly. I applied the same settings for gems.
I noticed you're missing the glow effect on all resources, except for a slight one on crystals, gems, and it seems on the campfire.
That moment is now irrelevant. That fix was a workaround for the problem, while this one actually solves it.
In the model files, I set false (like with regular resources) in <ProjectOnTerrain>, and everything started displaying correctly. I applied the same settings for gems.
I noticed you have no glow on any resources, except for a slight one on crystals, gems, and I think at the campfire.
And again I thank you, Moonst@r! Do you think it's worth bringing the glow back to the resources? I kind of like it as is ))
NVS 3.0 (Narron's Visual Solutions for HOMMV)
- Ссылка на скачивание мода;
- Ссылка на Компендиум NVS 3.0;
- Сообщество проекта в vk.com
Do you think we should restore the glow effect to resources? I actually like it the way it is now.
Corrected the "Life Unit" text for towers and gates during city sieges.
FixsToE_3.1 has been updated.
Thanks to Rommy.
I'm too lazy to deal with the text anymore. I added almost everything except "Key not received" and "Key received". It's like (Unvisited) and (Already visited).
Everything is cool, great job. One thing: after installing the fix, the mod that changes enemy stack size labels, "10-100" etc., stopped working; now it says "10- 100 unit", which overlaps the icons. I have a mod installed that reduces the numbers so the icons are visible. Why add "units"? There are already numbers. With the fix, this label covers one third of the enemy stack icons.
Changes were in one file, and the comparison is provided here.
Why add "units"? There are already numbers.
This is a fix mod.