Heavenfall Heavenfall

[eMOD] Stormworld 1.5x for FE 1.32

[eMOD] Stormworld 1.5x for FE 1.32

 

 

 

Stormworld

a high fantasy mod pack for FALLEN ENCHANTRESS by Heavenfall, with help from EviliroN and jshores.

(Stormworld has also been converted to Fallen Enchantress: Legendary heroes in Children of Storm)

Download

Wiki with installation instructions

 

 

And they forged counterfeits from our frame, creatures vile and

obscene, who hungered only for violent congress. These beasts they

loosed upon the land, where they multiplied, no matter how fierce

the Ishroi hunted them. And soon Men clamoured at our gates,

begging sanctuary, for they could not contend with the creatures.

"They wear your face," the penitents cried. "This calamity is your

issue." But we were wroth, and turned them away, saying,

"These are not our Sons. And you are not our Brothers."


from the Isûphiryas (Great Pit of Years)

R. Scott Bakker

 

 

 

Kingdoms

   

   

 

Empires

   

   


   

Rivers


 

Reliquary

   

 

Champions (no Wiki pages)

 

Monsters

 

 

 


Credits

Various people have helped with different bits. I have tried to include everyone who have made more than a "comment" in the past. If you feel your name is missing, contact me.

https://forums.elementalgame.com/user/2990919 seanw3 - spitballing and feedback
https://forums.elementalgame.com/user/3155540 EviliroN - proof-reading and ideas
https://forums.elementalgame.com/user/3823385 jshores - tiles and ideas
https://forums.elementalgame.com/user/2394776 Aeron Astari - art for Reliquary items
https://forums.elementalgame.com/user/3364067 RavenX - skin for elves and zombies
https://forums.elementalgame.com/user/698520 Murteas - Quest Wizard, Logos for Elves, Living Stone, Gnomes, Frost Giants, Lizardmen
https://forums.elementalgame.com/user/4202839 fsemprini - Icons for Reliquary items


3d models attributions:

Bow of the forest - "reliquary_bowofforest.hkb" and "reliquary_bowoftheforest.png" by Gabriellanzer: http://www.blendswap.com/?author=3036

Pollaxe - "reliquary_hache.hkb" and "reliquary_hache_skin.dds" by Clarabox: http://www.blendswap.com/?author=2895

Ancient sword - "reliquary_ancientsword.hkb" and "reliquary_ancientsword_skin.dds" by Aquila: http://www.blendswap.com/?author=23194

Crossbow - crossbow.hkb and crossbowskin.png. Released by Lamoot: http://opengameart.org/content/low-poly-crossbow

3d models attributions released under Creative Commons Attribution Share Alike 3.0:

Venusians - mesh_venusian.hkb, venusian_skin2.dds, venusian_skinwings.dds by thecubber: http://opengameart.org/content/open-tempest-3d-venusian-model-textured

Kami - all files in /Kamiguard/ folder, all files with kamiguard_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/

Faerie - all files in /Kamiforet/ folder, all files with kamiforet_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/

Darkwasp - all files in /kitinvolant/ folder, all files with kitinvolant_* filenames. Made for Ryzom MMO http://www.ryzom.com/en/

Gasques - all files in /Ryzom_Gasque/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Ryzomshields - all files in /Ryzomshield/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Ryzombracers - all files in /Ryzombracers/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Vampignon - all files in /Vampignon/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Electroalg - all files in /electroalg/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

RyzomCrustacean- all files in /RyzomCrustacean/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

RyzomGibbai - all files in /RyzomGibbai/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

Ryzomshark - all files in /ryzomshark/ folder. Made for Ryzom MMO http://www.ryzom.com/en/

2,449,691 views 1,118 replies | Pinned
Reply #776 Top

Note: The below method demonstrates how to change a Hair model from using the Hair material into using the Trans(parent) material. It can be used to alter it to any of the other materials available in the kumquat class. hkobject attribute name will obviously differ from file to file.

 

First, open up Havok Preview Tool and drag the hair model you want to use into it. The hair models are linked in the CoreClothes.xml file and look like this

    <GameItemType InternalName="Arielle_Head">
        <DisplayName>Arielle Hair</DisplayName>
        <Type>Head</Type>
        <Subtype>Hair</Subtype>
        <CanBeEquipped>1</CanBeEquipped>
        <ArtDef>Arielle_Head_ArtDef</ArtDef>
        <GameItemTypeArtDef InternalName="Arielle_Head_ArtDef">
            <GameItemTypeModelPack InternalName="Arielle_Head_Default">
                <IconFile>ArielleHair.png</IconFile>
                <SupportedUnitModelType>AmarianFemale</SupportedUnitModelType>
                <SupportedUnitModelType>EmpireFemale</SupportedUnitModelType>
                <SupportedUnitModelType>FallenFemale</SupportedUnitModelType>
                <SupportedUnitModelType>IroneerFemale</SupportedUnitModelType>
                <SupportedUnitModelType>KingdomFemale</SupportedUnitModelType>
                <SupportedUnitModelType>MancerFemale</SupportedUnitModelType>
                <SupportedUnitModelType>TarthanFemale</SupportedUnitModelType>
                <SupportedUnitModelType>UrxenFemale</SupportedUnitModelType>
                <SupportedUnitModelType>WraithFemale</SupportedUnitModelType>
                <GameItemTypeModel>
                    <ModelFile>Gfx\HKB\Hair\K_Female_Hair_Royal_Mesh_01.hkb</ModelFile>
                    <AttachmentType>Skinned</AttachmentType>
                    <Texture_Hair>Gfx\HKB\Hair\K_Female_Hair_Texture_02.png</Texture_Hair>
                </GameItemTypeModel>
            </GameItemTypeModelPack>
        </GameItemTypeArtDef>
    </GameItemType>

Next, in Havok Preview Tool, click File->Save and select Format: XML (Cross Platform Text). Click Browse button and then in the next screen select "Save as type" -> XML Files. Give a filename (whatever). Click Save. Click OK. Close Havok Preview Tool.

Now you have converted the model into Havok XML. Now go into Explorer and open up the file you just saved.

Search for the "kumquat" text inside the file. There may be multiple occurrences. What you are looking for is what looks something like this

       <hkobject name="#0154" class="hkxEnum" signature="0xc4e1211">
            <!-- memSizeAndFlags SERIALIZE_IGNORED -->
            <!-- referenceCount SERIALIZE_IGNORED -->
            <hkparam name="items" numelements="14">
                <hkobject>
                    <hkparam name="value">0</hkparam>
                    <hkparam name="name">Skin</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">1</hkparam>
                    <hkparam name="name">Hair</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">2</hkparam>
                    <hkparam name="name">Clothing1</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">3</hkparam>
                    <hkparam name="name">Clothing2</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">4</hkparam>
                    <hkparam name="name">Metal</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">5</hkparam>
                    <hkparam name="name">Trans</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">6</hkparam>
                    <hkparam name="name">Primary</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">7</hkparam>
                    <hkparam name="name">Secondary</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">8</hkparam>
                    <hkparam name="name">Roof</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">9</hkparam>
                    <hkparam name="name">TerrainBlend</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">10</hkparam>
                    <hkparam name="name">TerrainOnly</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">11</hkparam>
                    <hkparam name="name">SCROLLTRANSMASK</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">12</hkparam>
                    <hkparam name="name">Eyes</hkparam>
                </hkobject>
                <hkobject>
                    <hkparam name="value">13</hkparam>
                    <hkparam name="name">Crest</hkparam>
                </hkobject>
            </hkparam>
        </hkobject>

        <hkobject name="#0155" class="hkxSparselyAnimatedEnum" signature="0x68a47b64">
            <!-- memSizeAndFlags SERIALIZE_IGNORED -->
            <!-- referenceCount SERIALIZE_IGNORED -->
            <hkparam name="ints" numelements="1">
                1
            </hkparam>
            <hkparam name="times" numelements="1">
                0.000000
            </hkparam>
            <hkparam name="enum">#0154</hkparam>
        </hkobject>

        <hkobject name="#0156" class="hkxMaterial" signature="0x2a30cda">
            <!-- memSizeAndFlags SERIALIZE_IGNORED -->
            <!-- referenceCount SERIALIZE_IGNORED -->
            <hkparam name="attributeGroups" numelements="1">
                <hkobject>
                    <hkparam name="name">Kumquat3DSetings</hkparam>
                    <hkparam name="attributes" numelements="1">
                        <hkobject>
                            <hkparam name="name">Kumquat3DMaterialID</hkparam>
                            <hkparam name="value">#0155</hkparam>
                        </hkobject>
                    </hkparam>
                </hkobject>
            </hkparam>
            <hkparam name="name">paradin:lambert29SG</hkparam>
            <hkparam name="stages" numelements="1">
                <hkobject>
                    <hkparam name="texture">#0149</hkparam>
                    <hkparam name="usageHint">TEX_DIFFUSE</hkparam>
                    <hkparam name="tcoordChannel">0</hkparam>
                </hkobject>
            </hkparam>
            <hkparam name="diffuseColor">(1.000000 1.000000 1.000000 1.000000)</hkparam>
            <hkparam name="ambientColor">(0.000000 0.000000 0.000000 1.000000)</hkparam>
            <hkparam name="specularColor">(0.000000 0.000000 0.000000 0.000000)</hkparam>
            <hkparam name="emissiveColor">(0.000000 0.000000 0.000000 1.000000)</hkparam>
            <hkparam name="subMaterials" numelements="0"></hkparam>
            <hkparam name="extraData">null</hkparam>
        </hkobject>

in the above XML, change

       <hkobject name="#0155" class="hkxSparselyAnimatedEnum" signature="0x68a47b64">
            <!-- memSizeAndFlags SERIALIZE_IGNORED -->
            <!-- referenceCount SERIALIZE_IGNORED -->
            <hkparam name="ints" numelements="1">
                1
            </hkparam>
            <hkparam name="times" numelements="1">
                0.000000
            </hkparam>
            <hkparam name="enum">#0154</hkparam>
        </hkobject>

into

       <hkobject name="#0155" class="hkxSparselyAnimatedEnum" signature="0x68a47b64">
            <!-- memSizeAndFlags SERIALIZE_IGNORED -->
            <!-- referenceCount SERIALIZE_IGNORED -->
            <hkparam name="ints" numelements="1">
                5
            </hkparam>
            <hkparam name="times" numelements="1">
                0.000000
            </hkparam>
            <hkparam name="enum">#0154</hkparam>
        </hkobject>

if the number was already 5 (or anything else) you are at the wrong material. Search for another kumquat material entry like above until you find the right one. The number corresponds to the material entry in the XML above it - 5 = trans. 1 = Hair.

When you have changed the right number, save the XML file and close it.

Open Havok Preview Tool and drag your .xml file into it. Go to File->Save and select Format: Win32:MSVC (4101). Then click Browse and select "save as type" "binary HKX files". Enter a filename that is something like YourNewHair.HKB. Click Save. In the pop-up make sure that .HKX was not appended to your Filename. If it was, remove it. Your file should be named YourNewHair.HKB, nothing else. Click OK.

Now you have converted your file back from Havok XML into the format the game uses. Hook up your new 3d model as you normally would in the XML but note the differences below (bolded)

   <GameItemType InternalName="NewHairStyle">
        <DisplayName>Arielle Hair</DisplayName>
        <Type>Head</Type>
        <Subtype>Hair</Subtype>
        <CanBeEquipped>1</CanBeEquipped>
        <ArtDef>NewHairStyle</ArtDef>
        <GameItemTypeArtDef InternalName="NewHairStyle">
            <GameItemTypeModelPack InternalName="NewHairStyle">
                <IconFile>ArielleHair.png</IconFile>
                <SupportedUnitModelType>ShadowMale</SupportedUnitModelType>
                <SupportedUnitModelType>ShadowFemale</SupportedUnitModelType>
                  <GameItemTypeModel>
                    <ModelFile>YourNewHair.hkb</ModelFile>
                    <AttachmentType>Skinned</AttachmentType>
                    <Texture_Trans>Gfx\HKB\Hair\K_Female_Hair_Texture_02.png</Texture_Trans>
                </GameItemTypeModel>
            </GameItemTypeModelPack>
        </GameItemTypeArtDef>
    </GameItemType>

Now your hair should appear in-game.

+1 Loading…
Reply #777 Top

Great! Thanks a lot for this.

I was thinking up a few things for the wolfmen race.  I have no clue that what is duable but I figure since you wanted to go with the barbarian thing and to compensate for having leather armor you could increase every group size by 1 person so they would have larger units.  Another would of be to give them the ability to recruit wolves and wargs this would give them a great scouting edge with wolves and if they can unlock great wolves a decent unit to buff their army with howl.  Another would be to make it so they could only ride Wargs as mounts since most horses would probably not allow something that smells similar to a wolf near or on them.

Reply #778 Top

I wonder if perhaps the fae are a bit over-powered, everything considered.  I started up a new game last night, with a city in a dead end valley.  Rounded the corner out, and within 20 spaces was a unit of 6 fae.  I had a 3rd level champion, sovereign, and warg.  Each cast Coal Stones or something very like it.  Sovereign and warg were dead before the end of the first turn; champion went down as soon as they got within distance and did their garlic breath number.  And joy of joys, two paces away from them was another unit of 4 faes.  They're very aggressive; I only had to move my unit within view of theirs for them to follow.  The combination of abilities, numbers, and aggressiveness is impressive.

Reply #779 Top

They're getting nerfed hard next release.

Reply #780 Top

Ok I followed your steps, placed the new hkb in with the other shadow stuff. Created a new xml and copied the above code with proper name changes.  The hair appears as an option but when I select it the game crashes.  I'm not sure what I'm doing wrong as I tried twice and got the same results.  Any clue what I might be doing wrong?

Reply #781 Top

What does the debug.err say? Also upload the files so I can look at them.

Reply #782 Top


HF: trait suggestion.

Potent poison, for higher level spiders, should reduce poison resistance on top of the increased poison damage. basicly working like dodge against accuracy or spell resistance against spell mastery.

It is fairly easy to get more than 100 poison resistance by now (drota, plus hel of hygiene plus goblen is 150 poison resist already)

Reply #783 Top

Interesting idea, but there are no high level spiders in this mod. :D

 

I'll keep it in mind, but generally I don't like the idea of messing with those absolute values.

Reply #784 Top

HF, love the mod! The factions you did are great! VVell done, sir!

 

I notice vvhen creating a custom faction for a custom sovereign, several Empire races are unavailable (trogs, urxen, quendar) unless I specify Empire Ideology. And a blank "Special" faction is listed.

 

Reply #785 Top

The first one isn't my fault, the second one is. Just ignore it, there's no Special race to create factions for.

Reply #786 Top

^ I'm glad you brought that up, dwilson.  I apologize if I'm missing something obvious, but with this mod activated, I no longer have any access to ANY default sovereigns from the base game when starting a new game (custom sovereigns are unaffected).  While I have made a few custom sovereigns and factions, that seems to have no impact on this problem.  The only thing that brings the default sovereigns back is deactivating/removing this mod. 

 

(EDIT: and indeed, I did gloss over something while installing the mod :X )

 

Other than that, the experience has been painless, in fact quite enjoyable!  Thank you for all your brilliant work on this. And I'd truly look forward to seeing a big, hairy, hulking, wolfman race down the line.  I'm imagining them with scratching and biting attacks, and abilities like beserk.

Reply #787 Top

http://stormworld.wikidot.com/#toc4

Stormworld_ExpandedFactions_NoVanillaSov - this module removes the default sovereigns from the game. That means that the vanilla factions in the game are unavailable, unless you have your own sovereigns designed for them. The purpose of this is to allow Stormworld_ExpandedFactions users to set up games with randomized enemies from only that mod.

Reply #788 Top

Uploaded 1.5m, a beta build that requires the .exe Frogboy posted in https://forums.elementalgame.com/437369 

Also note that for those preferring manual installation instead of using the Mod Manager, there is a new sub-folder requiring new installation procedures (read about it on wiki under installation).

http://stormworld.wikidot.com/versions#toc1

 

Reply #789 Top

Quoting Heavenfall, reply 784
Interesting idea, but there are no high level spiders in this mod.

 

I'll keep it in mind, but generally I don't like the idea of messing with those absolute values.

 

I ddin't check, but I wonder if having 150 poison resistance doesn't give you bonus health, when poisoned.

 

you don't have high level spiders, but you have Drota and normal assassins, they could use it for levelup (like jump I,II,III)

like this

venomous attack I +2 poison damage and +0 poison potency

venomous attack II + 4 poison damage and +50% poison potency

venomous attack III +8 poison damage and +100% poison potency

 

Reply #790 Top

It said that it could not update the yournewhair.hkb to the current version. Here are the files I was using.

 

http://www.mediafire.com/?bdh6bf38rqzdz

Reply #791 Top

Can you show me the original HKB and the Havok XML file as well?

Reply #793 Top

Trying out the Golems.  Question about traits:  These both look really cool, but seem totally useless against anything other than enemy heroes.  Spending one of your three possible unit traits on something with very limited application is questionable IMO, unless I am missing something?

 

Sever Soul 8HourGlass_Icon.png 2Icon_Crystal.png Whenever this unit strikes an enemy target, there is a 50% chance that the target will have increased tactical mana cost for the duration of combat. The effect stacks with multiple strikes. The exact increase is equal to (Golem Troopcount * 4).
This ability costs 2 Crystal per unit member. It may not be selected at the same time as Magical Attraction.
Magical Attraction 10HourGlass_Icon.png Unit gains +25 Accuracy against any target with at least 1 spellbook trait. Unit gains another +50 if the target is also Hexed, unless this unit is also Hexed.
May not be selected at the same time as Sever Soul.

 

  This on the other hand is a truly wonderful thing:

Self-repair 12HourGlass_Icon.png Unit gains 1+(0.5/level) tactical health regeneration

 

 My last comment is on 'Machinelord'.  What can you actually capture with this thing?  Sand Golems?  Most constructs seem to be magic-immune and so make this less than useful?

 

 

Reply #794 Top

The havok xml file is vastly different to what I get when I convert it from hkb to xml. Are you sure you downloaded havok content tools 7.1 32-bit? Edit: You got the wrong files from intel, make sure you get the right one and try again.

Reply #795 Top

Quoting ManiiNames, reply 794
Trying out the Golems.  Question about traits:  These both look really cool, but seem totally useless against anything other than enemy heroes.  Spending one of your three possible unit traits on something with very limited application is questionable IMO, unless I am missing something?

 




Sever Soul
8 2
Whenever this unit strikes an enemy target, there is a 50% chance that the target will have increased tactical mana cost for the duration of combat. The effect stacks with multiple strikes. The exact increase is equal to (Golem Troopcount * 4).
This ability costs 2 Crystal per unit member. It may not be selected at the same time as Magical Attraction.


Magical Attraction
10
Unit gains +25 Accuracy against any target with at least 1 spellbook trait. Unit gains another +50 if the target is also Hexed, unless this unit is also Hexed.
May not be selected at the same time as Sever Soul.



 

  This on the other hand is a truly wonderful thing:




Self-repair
12
Unit gains 1+(0.5/level) tactical health regeneration



 

 My last comment is on 'Machinelord'.  What can you actually capture with this thing?  Sand Golems?  Most constructs seem to be magic-immune and so make this less than useful?

 

 

Yes, they are anti-champion traits. Golems play with no magic and would suffer too much against champions without those traits.

Machinelord - everything that has "Race: Construct". Catapults and roaming golems, particularly from the golem wildland.

Reply #796 Top

Lol, I thought it might be something like that.  I probably did not download the right one.  The link you gave me goes to this page http://software.intel.com/sites/havok/en/thanks.php?file_type=1&a=1354139285&b=4cce53bac47e3a96d346ed38829888fa

after that I was tired and so just choose the top one that had 2012 figuring that was the latest version.  Getting the 7.1 now.

Reply #797 Top

Quoting Heavenfall, reply 789
Uploaded 1.5m, a beta build that requires the .exe Frogboy posted in https://forums.elementalgame.com/437369 

Also note that for those preferring manual installation instead of using the Mod Manager, there is a new sub-folder requiring new installation procedures (read about it on wiki under installation).

http://stormworld.wikidot.com/versions#toc1

 

Now Mod Manager can handle it!

With actual configuration file inserted in beta release (Stormworld BETA-4-1-5m just downloaded), new Mod Manager realease work fine

:beer: to me..... :)

 

[edit]

please double check it, I could be wrong

Reply #798 Top

It works fine, I tested it before release of course.

Reply #799 Top

 

 

Thanks I now have a shadow with hair.  I was wondering if the shadow is suppose to have all those darker blocky parts or if I have the mod installed wrong or a bad setting?

Thanks again for all your help with the hair thing.

Reply #800 Top

Quoting Heavenfall, reply 799
It works fine, I tested it before release of course.

I was excited and I wrote the post after the first positive test...edited the post as a precaution :grin: