few questions about modding spellforce 1

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rupuzioks
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Re: few questions about modding spellforce 1

Post by rupuzioks » Fri Apr 01, 2016 7:39 pm

well I don't know, at least I need that gamedata file to investigate and see what is different, maybe I'll come up with some ideas
as for now I just learned how to modify where you enter from portal, so I can do all campaigns simultaneously :)
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Dieter
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Re: few questions about modding spellforce 1

Post by Dieter » Fri Apr 01, 2016 8:31 pm

rupuzioks wrote:well I don't know, at least I need that gamedata file to investigate and see what is different, maybe I'll come up with some ideas
as for now I just learned how to modify where you enter from portal, so I can do all campaigns simultaneously :)
rupuzioks , hi

Cool ! :o I'm very proud that the idea about travelling through the portals among the campaigns was brought up by me )), it was born when I got tired of version 1.50 and wanted to play 1.36 , but with Phoenix campaign , and this is so great you're a hella IT/forensic specialist ! I doubt I would ever do that alone , or ... maybe after a several years of investigating )) Your work is blazingly fast !
As for 1.35 gamedata , here it is attached , I guess it's possible to compare it with 1.52.
Just replace it with your gamedata to look what I'm talking about.
Example : turn on Aura of light lvl 13 , then you can turn on aura of lifetap , etc .
And the first aura (Aura of light boons 13) will remain working !!! It's a miracle , isn't it ? :P
Unfortunately , on the contrary to 1.38 , this gamedata doesn't have all content from the last expansion , so would be nice just to investigate what causes these auras to work simultaneously

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rupuzioks
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Re: few questions about modding spellforce 1

Post by rupuzioks » Fri Apr 01, 2016 8:51 pm

about portals:
I can even link them to custom maps from community, now I just need to investigate where is scripted portal numbers, so I could add more maps to campaign not just replace them or make portals one way direction

thanks for the file, I'll try to investigate it :)
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rupuzioks
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Re: few questions about modding spellforce 1

Post by rupuzioks » Fri Apr 01, 2016 9:40 pm

well, I checked and your mentioned auras are the same in gamedata file, other spells have a lot of changes though
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Re: few questions about modding spellforce 1

Post by Dieter » Fri Apr 01, 2016 9:50 pm

rupuzioks wrote:well, I checked and your mentioned auras are the same in gamedata file, other spells have a lot of changes though
have you tried to turn them on in game , like I said in the example ? I tried it with various exe files , including 152 , 153 , 154 , 138 , 136 and this gamedata , these auras worked together , maybe it's because of the different scripts ? Try this - replace the gamedata with 135 , replace "object" and "script" folder with the ones I sent (1.38!) version. Exe file could be of any version.
I just doublechecked it again , I turned on aura of light 13 and aura of lifetap 13 / and they are working together , also almost all death auras are working in the same manner with aura of light , forgot to mention , I tried it at the freegame mode , if necessary, I can send my savegame file.

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rupuzioks
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Re: few questions about modding spellforce 1

Post by rupuzioks » Sat Apr 02, 2016 10:00 am

I will check it
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mordo
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Re: few questions about modding spellforce 1

Post by mordo » Fri Aug 19, 2016 5:52 am

can you use this entry trick so we can play coop in hacked campaign maps
going through the portal and enter next map together ?
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Re: few questions about modding spellforce 1

Post by Dieter » Sun Aug 28, 2016 7:20 am

mordo wrote:can you use this entry trick so we can play coop in hacked campaign maps
going through the portal and enter next map together ?
Hi, there is a simple solution invented (I guess by me) , you can just open any campaign map with editor 138 (I posted it here) and add a World portal to it , then save the map with the setting "deathmatch" , when youl enter this portal you'll get your char exported to the free game mode (autosave). I've tried this trick on versions 1.36 , 1.38 , guess yours will work too . It's not a loop , but still ...

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