impinc

[eUTIL] Race Editor 0.45

[eUTIL] Race Editor 0.45

FE Editor

Current Release v0.45 (beta)

 

Download: (ModNexus) http://fallenenchantress.nexusmods.com/mods/10/

WinCustomize: https://www.wincustomize.com/explore/elemental_fallen_enchantress/8/

Alternate Download: http://goo.gl/6UQam

 

NOTE: The download now contains a text file, and an exe. Just click the exe to run. If you have an operating system other than Windows, let me know, and I will post a link for the runnable jar file.

For now, this is starting as a Race editor (Race Type). It will include an editor for creating/editing RaceTypes, Factions, and units. 


Don't mind the ugly UI for now, I'm still just getting things operational:


Image shown has units contained in Heavenfall's great mod Stormworld . I set the mod directory to \Mods\Stormworld_ExpandedFactions.


At the moment, it pulls units from the core game, so you can just easily assign current units to your new race. The idea here is to make a starting base for your new race (it's much easier to clone your new race from another premade one, then modify it from there). 

All units are then cloned from the selections you make, (in the above sample, everything is from the Altarian race) then are modified to be unique to your new race (changing racetype, and modeltype, internalnames, etc).


Most of the other stuff (like weapons, armor, mounts) is just taking the artdef and adding the new race's modeltype to the list of supported ones (it only picks those items of the race you selected).


Also, for the starting unit selector, if you hover over the checkbox, it will show you the unit's internalname (which contains the unit's race).


The editor exports 12 files right now, to try to help organize things:

newrace_animations.xml 

newrace_coreabilities.xml

newrace_artgameitems.xml 

newrace_clothes.xml 

newrace_coreunits.xml 

newrace_eyes.xml 

newrace_hair.xml 

newrace_heads.xml 

newrace_mounts.xml 

newrace_otherartitems.xml 

newrace_raceType.xml 

newrace_skins.xml


If there's something you'd like to see in here, let me know. 


Imp Inc.


Notes about how FEEditor scans files (Mainly for other modders):


 The editor scans the selected mod folder for all xml files. A lot of the things gathered by the editor depend on Stardock's naming convention (ex: Blood traits start with Blood_ in their internalname). 


Bloodlines:

  The editor searches all xml files in the mod folder (recursively) for the AbilityBonus tag, then see's if the internal name starts with Blood_ . Right now, this is case sensitive. The description is then used for the hover over tooltip for the dropdown box.


Shopkeeperunits/SageUnits:


  Scans the xml files for unittype containers, and checks if the internalname starts with "Shopkeeper_" or "Sage_".


Generic Sov/Units:


  Same as above , only this works a little different. It checks if the internalname contains the appropriate tags (rather than having to start with it) (ex "Generic" "Male" "Sovereign" ).


StartingUnits:


  Scans xml files for unittype containers, and checks to see if the unit has the IsStartingUnit node set to 1. The display name of the unit is displayed in the hover over tooltip in the selector.


Skins/Eyes/Heads/Clothes/etc


  Coming soon.


 

 

Release notes:


0.1 - Initial beta release


0.2 - Fixed bug where other races didn't have heads. Recoded how they are saved out (they now have their own heads defined, rather than trying to add the new racetype to the current in game ones). This also applies to a few other things.

     - Fixed mounts as well. Now, you don't get extra mounts appearing in the tech tree.


0.3 - Added menu option to set the output directory. If none is set, it defaults to MyDocs/FEEditor.

     - Fixed bug in core unit exporter which was causing starting units that had a prereq to not show up for the new race.

     - Added menu option to set a mod directory. This is not yet fully implemented.

     - Added combobox for selecting bloodline. This will clone the selected bloodline, and adjust all core units

         to have this "new" bloodline. (All the internal names get changed over. You may still want to tweak the descriptions,

         and/or display name.)


0.31 - Added a check when opening to make sure the program can find the files in the selected directory


0.35 - Changed unit displays from their display name, to their internal name. You can add one mod folder, and it will scan through it recursively (this may elongate loading time though). 

 

v0.40
- The jar file is now contained in an exe, to make running it easier for everyone.
- A splash screen was added while the program loads.
- When a mod directory is chosen, the app will now restart to rescan for all xml nodes.
- Bloodline description box added on right hand side.
- The xml files are no longer displayed in the panel on the right hand side.

- Starting Unit Selector window now scrolls at a faster speed.


v0.41

- Fixed issue with units being exported (it was using the wrong units to copy from).


v0.45

- Iron Golems will now show up for your new races.

- Juggernauts and Henchman will as well. If either of these are selected, you will get an additional two files exported:

     newrace_techdefs.xml

     newrace_techtree.xml

   NOTE: As this only exports the racetype right now, after you create your new faction based on your new race, you will have to edit the new faction's xml file. You simply have to change the TechTree tag to TechTree_newrace (obviously newrace is the name of your new race). Once this is done, your faction will use the new tech tree, which contains the new techs (juggs, and/or hench). This is ONLY required when selecting one, or both of these two types of units.

240,485 views 68 replies | Pinned
Reply #51 Top

Quoting Kojack187, reply 51
Hello everyone:

I have been messing around with the Race editor and I have been trying to make a Trog faction for the Kingdom side. However when I create the faction and I get into the game the Juggernaut technology is not showing up in the Tech tree. How does one add the unique units to a faction like Henchmen, Iron Golems , Juggernauts, and Slaves? And can you combine the units in a faction, like having a faction that can train Henchmen and Iron Golems?

Has no one else had this issue?

Reply #52 Top

Quoting Kojack187, reply 51
Hello everyone:

I have been messing around with the Race editor and I have been trying to make a Trog faction for the Kingdom side. However when I create the faction and I get into the game the Juggernaut technology is not showing up in the Tech tree. How does one add the unique units to a faction like Henchmen, Iron Golems , Juggernauts, and Slaves? And can you combine the units in a faction, like having a faction that can train Henchmen and Iron Golems?

 

Unfortunately, some things require some extra work afterwards.

 

You'll have to create a new tech, then a new abilitybonus which grants this tech. (The game right now ties the Juggernauts tech to the Trog race, so no other race can use the technology). Basically, find the originals in CoreAbilities.xml and then Techs_Amarian.xml. Copy the ones you want into a new xml file, and change the internal names. Change any reference to Race_Type_Trogs to Race_Type_yourracename. 

 

Then give your sov this new ability, and change the juggernaut's Tech prereq (in yourrace_coreunits.xml)  to your new tech's internalname.

 

EDIT: I suppose I could just wrap this into the editor (at least creating the tech, and ability). I'd have to have a seperate check for juggs, iron golems, and henchmen.

Reply #53 Top

Thank you, I'll play around with those and see if they work.

Reply #55 Top

Quoting Darkranger85, reply 55
What do you do for starting units?

 

Select them. StartingUnits is kind of misleading. They are all the pre-designed units that show up in the tech tree, and in the train menu (except for AI units).

 

It's probably best to just select all the units of the race you're basing off (so let's say you choose altar to copy from, select all the units with Altarian in the internal name.). Once you have all the units selected, you can just close the window.

 

I'll try to get something in the next version which will allow you to automatically select all starting units of a certain race.

 

Reply #56 Top

Ok, uploaded version 0.45 to mod nexus, and wincustomize (wincustomize will probably take a day or two to show up).

 

v0.45

- Iron Golems will now show up for your new races.

- Juggernauts and Henchman will as well. If either of these are selected, you will get an additional two files exported:

     newrace_techdefs.xml

     newrace_techtree.xml

   NOTE: As this only exports the racetype right now, after you create your new faction based on your new race, you will have to edit the new faction's xml file. You simply have to change the TechTree tag to TechTree_newrace (obviously newrace is the name of your new race). Once this is done, your faction will use the new tech tree, which contains the new techs (juggs, and/or hench). This is ONLY required when selecting one, or both of these two types of units.


Reply #57 Top

Added an alternate download link to the OP in case either of the two sites are unavailable.

 

Reply #58 Top

I have a mod file that contains:

  <AbilityBonus InternalName="Blood_ArmacianAbility">
    <AbilityBonusOption InternalName="Blood_Armacian">
      <DisplayName>Armacian Blood</DisplayName>
      <Description>-20% the mana cost for tactical
      spells</Description>
      <Icon>Ability_Affinity_Icon.png</Icon>
      <GameModifier>
        <ModType>Unit</ModType>
        <Attribute>AdjustUnitStat</Attribute>
        <StrVal>UnitStat_TacticalSpellManaCost_Multiplier</StrVal>
        <Value>-0.2</Value>
        <Provides>-20% mana cost for tactical spells</Provides>
      </GameModifier>
      <GameModifier>
        <ModType>Unit</ModType>
        <Attribute>AdjustArmyStat</Attribute>
        <StrVal>UnitStat_HealthRegen</StrVal>
        <Value>2</Value>
        <Provides>+2 to the Army's Health Regeneration per season</Provides>
      </GameModifier>
      <HideWhenUpgraded>0</HideWhenUpgraded>
      <AIData AIPersonality="AI_General">
        <AIPriority>5</AIPriority>
      </AIData>
    </AbilityBonusOption>
  </AbilityBonus>

 

But it never shows up as a blood choice. What am I doing wrong here please?

Reply #59 Top

Did you set the mod directory? 

 

In the File drop down menu, select Mod Directory. Point it to the directory where that xml file resides.

 

Reply #60 Top

Yes I did, maybe I better make sure it has everything expected in the section then.

Reply #61 Top

I copied what you had there into a blank xml file, and it worked for me. How are you creating the xml file? It may have something to do with that. Try creating it with notepad++.

Reply #62 Top

I find this race editor really useful and interesting, but I seem to have a problem with some of the custom races I have made. 

For one, any race I make seems to have gnome militia garrisoned in their cities. (obviously I have stormworld installed)

Secondly, If I give the race the Ironeer blood trait I cannot seem to equip some vanilla or stormworld items as it says the equipment is not the right size. I'll admit it may not be a problem with the editor itself, but I'd like to know if the Ironeer blood trait is packaged with an equipment restriction and if there is a workaround.

If anybody knows how to change what race the city militia stationed in my cities can be I'd be very thankful. It's not a game breaker but it is really strange to have gnome militia among human sized soldiers.

EDIT: I found out from a race specific quest in stormworld that my custom races are considered gnomes for some reason. However I still don't know how to change that.

Reply #63 Top

Hey Impinc I have been using your awesome editor lately and one thing that would be really handy to have is the ability to combine or create artdef files for multiple races at once, so you end up with only one clothes file for example instead of one for every custom race you create.

 

Reply #64 Top

Quoting DsRaider, reply 64
Hey Impinc I have been using your awesome editor lately and one thing that would be really handy to have is the ability to combine or create artdef files for multiple races at once, so you end up with only one clothes file for example instead of one for every custom race you create.

 

 

I've kind of abandoned the editor. I've just accumulated too many projects at this point. Hopefully sometime soon I can clear up some of these other projects, so I can spend a little time on the editor.

 

I personally like having them all in their own files, but I can see the use of having something like what you propose. If/when I get time to work on it again, I'll look into adding something like that.

Reply #65 Top

Thanks for the reply Impinc, I wish you luck with your projects. :thumbsup: