[eMOD] Demons & Wizards compatibility patch for Patchwork mod

This is the patch for the original Demons & Wizards mod to make it compatible with Patchwork mod.

Link is common for the patch and Patchwork mod: http://www.nexusmods.com/fallenenchantress/mods/1891/

This patch requires DLC 04 installed (Undead Race).

It doesn’t work without the original Demons & Wizards mod.

You can download Demons & Wizards mod here:
http://www.nexusmods.com/fallenenchantress/mods/1870/

You can download Patchwork mod and this patch here:
http://www.nexusmods.com/fallenenchantress/mods/1891/

 

Installation:

  1. Be sure you have Patchwork mod installed.
  2. Install Demons & Wizards mod using its installation instructions.
  3. Replace all files in folders “A_LHLIB_UnitStat_BG_vE” and “Demons and Wizards” by the supplied files in this patch and leave other files as they are.

Mod’s folder is here: /Documents/My Games/FE Legendary Heroes/Mods

 

Credits

  • Stardock - for an awesome game
  • Abob101 – for creating the original Demons & Wizards mod

And all those who helped Abob101 to create his mod:

  • Heavenfall – For the BG Unitstats library, a few bits from Children of Storm, some ideas borrowed from the Goetia Mod, the Cacus Giant, lots of invaluable advice and assistance regarding modding FE/LH
  • Nightmurderer03,  ManiiNames,  NaytchSG – for beta testing and providing feedback
  • Jeffqyzt2 – for the Champion backstories
  • Parrottmath – for the Maul debuff mod and his outstanding contribution to FE/LH modding
  • OliverFA_306, GfireflyE, Murteas, Brainjuggler, Naidrev, LordTheRon (and others) - for providing ideas, feedback and discussion which is invaluable when working on this stuff
  • Fsemprini – For the Summoner Path selection graphics, and the TraitPathChoiceWnd.dxpack (wider path selection screen)
22,145 views 12 replies
Reply #2 Top

I haved added this just underneath the Demons and Wizards Mod listing, to the Regularly Updated List of Mods for E:LH.

:thumbsup:

Reply #3 Top

Quoting tjashen, reply 2

I haved added this just underneath the Demons and Wizards Mod listing, to the Regularly Updated List of Mods for E:LH.

Thank you!

This file was just adjusted. Heroes no longer divide experience as it should be in Patchwork mod. So heroes fromDemons and Wizards mod were pethed to have this feature.

The new release v.0.91 was just uploaded to Nexusmods.

Yet another question remains. Why summoned units require 2 points in summon pool when description says that they should require 1?

Also I can summon even if I have -1 summon pool. Is this a feature of Demons and Wizards mod or my mistake?

Reply #4 Top

Quoting webusver, reply 3
Also I can summon even if I have -1 summon pool. Is this a feature of Demons and Wizards mod or my mistake?

If you have included extra copies of my SpellDefs in your mod that would probably cause this.

Reply #5 Top

Abob101,  I will check this in the evening. But I can't remember that I added something. My patch-mod consists of those your xml files, that were modified by me for compatibility issues. No additional files were added. 

Reply #6 Top

Here is the test.

I created new summon familiar spell. There was no such before. I gave it <Resource>JB_Summons</Resource>. Then I start a new game and summon pool reduces by -2:

Code: xml
  1.     &lt;SpellDef InternalName="SummonFamiliar"&gt;
  2.         &lt;DisplayName&gt;Summon Familiar&lt;/DisplayName&gt;
  3.         &lt;Description&gt;Summon a Familiar.  Familiars can cast all the spells your sovereign can.&lt;/Description&gt;
  4.         &lt;Image&gt;M_WargFamiliar_Card.png&lt;/Image&gt;
  5.         &lt;IconFG&gt;T_SummonFamiliar_Icon.png&lt;/IconFG&gt;
  6.         &lt;AutoUnlock&gt;1&lt;/AutoUnlock&gt;
  7.         &lt;CanStack&gt;0&lt;/CanStack&gt;
  8.         &lt;SpellBookSortCategory&gt;Summon&lt;/SpellBookSortCategory&gt;
  9.         &lt;SpellBookSortSubCategory&gt;Summon&lt;/SpellBookSortSubCategory&gt;
  10.         &lt;SpellType&gt;Strategic&lt;/SpellType&gt;
  11.         &lt;SpellClass&gt;Defensive&lt;/SpellClass&gt;
  12.         &lt;SpellSubClass&gt;Summon&lt;/SpellSubClass&gt;
  13.         &lt;SpellTargetType&gt;Self&lt;/SpellTargetType&gt;
  14.         &lt;CasterMustBeSov&gt;1&lt;/CasterMustBeSov&gt;
  15.         &lt;Range&gt;0&lt;/Range&gt;
  16.         &lt;Prereq&gt;
  17.             &lt;Type&gt;AbilityBonusOption&lt;/Type&gt;
  18.             &lt;Attribute&gt;SovereignBond&lt;/Attribute&gt;
  19.         &lt;/Prereq&gt;
  20.         &lt;SpellResourceCost&gt;
  21.             &lt;Resource&gt;JB_Summons&lt;/Resource&gt;
  22.             &lt;Amount&gt;1&lt;/Amount&gt;
  23.         &lt;/SpellResourceCost&gt;
  24.         &lt;SpellResourceCost&gt;
  25.             &lt;Resource&gt;JB_Summons&lt;/Resource&gt;
  26.             &lt;PerTurn&gt;1&lt;/PerTurn&gt;
  27.             &lt;Amount&gt;1&lt;/Amount&gt;
  28.         &lt;/SpellResourceCost&gt;
  29.         &lt;GameModifier&gt;
  30.             &lt;ModType&gt;Unit&lt;/ModType&gt;
  31.             &lt;Attribute&gt;SummonUnit&lt;/Attribute&gt;
  32.             &lt;UnitClass&gt;Familiar&lt;/UnitClass&gt;
  33.             &lt;Duration&gt;-1&lt;/Duration&gt;
  34.             &lt;Value&gt;1&lt;/Value&gt;
  35.         &lt;/GameModifier&gt;
  36.         &lt;AIData AIPersonality="AI_General"&gt;
  37.             &lt;AIPriority&gt;40&lt;/AIPriority&gt;
  38.         &lt;/AIData&gt;
  39.         &lt;HitSoundFX&gt;Spell_SummonFamiliar_01&lt;/HitSoundFX&gt;
  40.         &lt;SpellDefEffect&gt;
  41.             &lt;EffectName&gt;S_SummonEarthElemental_Particle&lt;/EffectName&gt;
  42.             &lt;LocalPosition&gt;0,0,0&lt;/LocalPosition&gt;
  43.             &lt;EffectScale&gt;0.5&lt;/EffectScale&gt;
  44.             &lt;EffectDelay&gt;0&lt;/EffectDelay&gt;
  45.             &lt;SnapToTerrain&gt;1&lt;/SnapToTerrain&gt;
  46.         &lt;/SpellDefEffect&gt;
  47.     &lt;/SpellDef&gt;

Sumon pool reduces by 2.

 

Test 2. I remove this code:

Code: xml
  1.         &lt;SpellResourceCost&gt;
  2.             &lt;Resource&gt;JB_Summons&lt;/Resource&gt;
  3.             &lt;Amount&gt;1&lt;/Amount&gt;
  4.         &lt;/SpellResourceCost&gt;

No result. Sumon pool reduces by 2.

 

Test 3. I remove this code

Code: xml
  1.         &lt;SpellResourceCost&gt;
  2.             &lt;Resource&gt;JB_Summons&lt;/Resource&gt;
  3.             &lt;PerTurn&gt;1&lt;/PerTurn&gt;
  4.             &lt;Amount&gt;1&lt;/Amount&gt;
  5.         &lt;/SpellResourceCost&gt;

Result - No summon pool maintenance. Summon pool remains as it is. Here appears the question - why 1 JB_Summons per turn subtracts 2 points from summon pool?

Reply #7 Top

Also: today this compatibility patch mod is updated to v.0.92.

Summon Familiar requires Summon pool.

Summon various elementals spells return and they all require Summon pool. This is needed for compatibility with some old heroes.

It is suggested to upgrade, though nothing critical will happen if you use v.091.

Reply #8 Top

webusver - I copied that SummonFamiliar spell to my Mod folder (just that file nothing else from your mod).... and it works fine.  I just have D&W plus your SummonFamiliar.  It costs 1 SummonPool as expected.

So your code for that spell is correct.

I'm not sure why it would be deducting 2 Summon Pool for you.  Do all summon spells cost 2 or only this new one?

Reply #9 Top

Quoting abob101, reply 8

webusver - I copied that SummonFamiliar spell to my Mod folder (just that file nothing else from your mod).... and it works fine.  I just have D&W plus your SummonFamiliar.  It costs 1 SummonPool as expected.

So your code for that spell is correct.

I'm not sure why it would be deducting 2 Summon Pool for you.  Do all summon spells cost 2 or only this new one?

It tested it more. It's all right with Demons and Wizards mod and the compatibility patch. I'll test further.

Reply #10 Top

First of all thanks for your efforts, both of you - your work is nothing short of amazing!

 

Now, I unfortunately have a technical issue: Missing icons and images while trying to run your two mods in this compatibility mode - basically anything relating to the D&W mod is missing graphics. I followed the installation instructions above but it appears the game is missing a graphics folder somewhere. Any idea how to correct the problem?



edit: Nevermind, I resolved the problem. I had put the D&W files in \mods\D&W when they needed simply to be in \Mods .

Reply #11 Top

Quoting Apheirox, reply 10
First of all thanks for your efforts, both of you - your work is nothing short of amazing!

 

Cool glad your got it sorted.

Reply #12 Top

New version v.0.96 was uploaded to nexusmods.

Spell books from Demons and Wizards mod were added to Decalon ability. As suggested Aerowreck. Fixed some minor compatibility issues.