Replacing objects while still only using mod files

So, replacing traits/spells/heroes while still using the mod system (as opposed to overwriting core files) has been doable so far, but i've run into a problem.

 

I want to add slightly more granular size category traits (5 levels, Small to Colossal) that also scale very differently than existing traits (to up monster difficulty across the board) and when it comes to mobs that do not already HAVE a size trait (Large, Monstrous) then this is perfectly fine, as they can just be assigned the appropriate size trait via the mod files.

 

The problem presents itself for the mobs that DO have an existing size trait. Modifying those traits isn't the solution as 1) i don't want some of the mobs that currently have them to have those levels of size trait and 2) I want to change the levels of most of the stats those traits grant, and i can't remove an existing GameModifier via mod files.

 

So the only thing i can think of is to replace all mobs with near-clones that have the size traits i want them to have. But how do i do this and still have them spawn appropriately? Is that something we can control?

 

For example, if i replace the elemental lords, how do i get my mod versions to spawn instead of the core versions? Same question for Dragons. Or ogres/trolls/etc.

 

Or is there a better way (that doesn't involve overwriting core files)?

 

Thanks!

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Reply #1 Top

This can be done from the mod folder. There is no need to overwrite the core files for modding UnitTypes.

There are a few things that require core modifications, but this is not one of them.

edit: I should clarify, that when writing a UnitType, the internal name is what is called upon anywhere throughout the game. So if you write another unit with that same internal name for the unittype it will read your modded version instead of the core version. This will not however work on games in progress you must start a new game to see the effects.

Reply #2 Top

In my experience so far, it reads the mod file version of the object in *addition* to the core version. So, you can insert additional modifiers, or overwrite settings that can't 'stack', but for settings that DO 'stack', you cannot remove them via mod files. Which is why i'm having this specific problem.

So, for example, if i don't want a given champion to show up as selectable in-game, i can overwrite their Allegiance to 'null' (something invalid) as that setting doesn't 'stack', IE the mod-file version will overwrite the core file version of that setting.

However, if i wanted to remove a trait from a champion, i can't do that via mod file (without disabling the core version and creating a mod-version 'copy' of the champion) as traits 'stack' and whatever you specify in the mod file will be given to the unit in *addition* to what the core file says, not instead of. Right? That's how GameModifiers work, anyway. Can't overwrite, can only add.

Edit: Dur, spelling

Edit #2: Annnnnd i'm totally wrong. You're right, units are replaced by their mod-file version, not added to. I've spent 96.334% of my modding time so far doing traits, and they ARE additive, that i just assumed unit info that could stack, would. You know what they say when you assume! :D

Very glad to be wrong, though. Makes things, like, 100X easier then i thought they'd be. *wipes tear* I love this game...

Reply #3 Top

Glad to see you found the different quirks in modding E:FE and E:FE:LH

Here is a relevant forum post of a long time ago... it's a bit dated but a good rule of thumb in general.

https://forums.elementalgame.com/434780/