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If you want to learn how to attach different models to an existing skeleton, the best option is to take apart ready-made projects. As an example, I can suggest you take a look at the creatures on my page, which were created based on the knight/swordsman! :smile13:
the model, animations, and effects are the most important things when creating a creature or hero; the difference between heroes and creatures in this regard is minimal.
The model, animations, and effects are the most important aspects of creating a creature or hero; the difference between heroes and creatures in this regard is minimal.
Okay, thank you. But could you give me a hint on how I should fix my mistake?
Thank you.
Another question:
How can I correctly (and, if possible, compactly) replace creature "A" with creature "B" in a hero's army? (For example, let's say the hero's specialization is to transform all their banshees into death knights in battle).
Specific example:
if (hero == "replacer") and (GetHeroCreatures ('replacer', CREATURE_A) > 0) then
local replace = GetHeroCreatures ('replacer', CREATURE_A);
RemoveHeroCreatures ('replacer', CREATURE_A, replace);
AddHeroCreatures ('replacer', CREATURE_B, replace);
end;
This script has several drawbacks:
1. If the creatures to be replaced are placed in multiple slots, the replacement will result in them being merged into one.
2. If there is only one slot with the creatures to be replaced in the army (and no other army), the replacement will add another creature.
They are already partially compatible ;) But they cannot be fully merged, as there are overlapping elements. atlant108 is incorrect. In general, when projects try to change the same thing, but in different ways, they should not be merged. There are also hero edits in TE.
In this matter, I sincerely hope to be wrong, but so far, unfortunately, it is not possible to fully use the TE mod in the modification, as some scripts do not work. However, this is just a matter of time
In this matter, I sincerely hope to be wrong, but so far, unfortunately, it hasn't been possible to fully utilize the TE mod in the modification, as some scripts are not working. However, this is just a matter of time
P.S.: I'm talking about the EWA modification.
EWA is off-topic, that's one thing. There is a corresponding thread for this collection. It would be appropriate to discuss it there.
Secondly, if two mods replace the same thing, but someone wants to make them compatible – this is not incompatibility, but a merge, where something is removed from one mod that you don't want to remove from the other.
How can I correctly (and, if possible, compactly) replace creature "A" with creature "B" in a hero's army? (For example, let's say the hero's specialization is to transform all their banshees into death knights in battle).
Specific example:
if (hero == "replacer") and (GetHeroCreatures ('replacer', CREATURE_A) > 0 ) then local replace = GetHeroCreatures ('replacer', CREATURE_A); RemoveHeroCreatures ('replacer', CREATURE_A, replace); AddHeroCreatures ('replacer', CREATURE_B, replace); end; This script has several drawbacks: 1. If the creatures to be replaced are placed in multiple slots, the replacement will result in them being merged into one. 2. If there is only one slot with the creatures to be replaced in the army (and no other army), the replacement will add another creature.
A similar script was used in the NHF mod for Daedra, where she replaces Undead with Banshees:
----------------DAEDRA------------------- function error_NHF_Nemor_F() print("error:NHF_Nemor_F"); end; function NHF_HERO_F.Nemor() errorHook(error_NHF_Nemor_F); local prirost = 0; local creatures = ""; local temp_name = NHF_tempName_F("Nemor"); local count_umertvie = GetHeroCreatures("Nemor", CREATURE_WIGHT); if count_umertvie > 0 then RemoveHeroCreatures("Nemor", CREATURE_WIGHT, count_umertvie); AddHeroCreatures("Nemor", CREATURE_BANSHEE, count_umertvie); end; end;
This script only has the second drawback, as the first one won't have time to occur – all creatures will already be replaced.
Secondly, if two mods replace the same thing, but someone suddenly wants to make them compatible, it's not incompatibility, but a merge, where in one mod, something that you don't want to remove from the other is eliminated.
That's exactly what I'm talking about. It requires a lot of thinking.
I apologize if this message is in the wrong thread.