Bodies Stay Sub-mod Compilation These are several submods, which make bodies stay. |
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Register and log in to move these advertisements down Adding Morthond Bowmen into a mod
Horde Creation: Here we will create the horde object for the bowmen 1) Rename the menhordes.ini file that you copied to the southernfiefdom horde folder to southernfiefdomhordes.ini. 2) Open the folder and look for:
3) Delete everything above that line. 4) Go to the end of the object (In RotWK 2.01 look for GondorRangerInnHorde) Delete everything after the rangerhorde object. 5) Rename GondorRangerHorde to MorthondBowmanHorde. 6) Look for the HordeContain behavior within the GondorRangerHorde object. Within the behavior there are a couple of lines that we are going to change:
and
and
7) Change the initial payload to MorthondBowman 12 8) Change the GondorInfantryBanner to SouthernFiefdomInfantryBanner 9) Change the UnitType:GondorRanger underneath the banner carrier to UnitType:MorthondBowman 10) Change the UnitType:GonorRanger in the rank information to UnitType:MorthondBowman Now for the horde level changes that we made to the individual unit: 1) Look up the commandpoints in the file and change the total to 80. (8X10 units = 80) 2) Look up the buildcost and buildtime and change them to: 600/25. They will be more expensive than rangers but they will build quicker. 3) To add heavy armor as a possible upgrade for the horde, add the following code next to the fire arrows upgrade:
4) Also change the upgrades available on the living map in WotR. Add "Upgrade_GondorHeavyArmor" to the "WorldMapArmoryUpgradesAllowed" line entry. 5) Similar to the Unit we are removing the longshot from the horde. Remove the following code:
6) Change the locomotor speed of the horde to match the gondor archers-same as the unit. Change the value to NORMAL_FOOT_MED_HORDE_SPEED. Change the horde size: I'll walk you through how to change the horde size from 12 to 10 to give you an idea of how to make these changes. 1) Find the hordecontain behavior 2) In here change the intialpayload to:
3) Change the slots to 10 as well. 4) Next change:
To
Basically the idea is to change the x:y coordinates. Look at the before and then work out what the coordinates would be if the y was center on 0 and change accordingly. The last item that we are going to do with the horde is create the commandset so you will be able to purchase heavy armor and not use longshot: 1) Find the commandset entry in the horde file. It should be listed as GondorRangerHordeCommandSet 2) Next open up the commandset.ini file in the \data\ini\ folder 3) From here copy and paste the commandset at the bottom of the file. 4) Rename the new commandset to "MorthondBowmanHordeCommandSet " 5) Remove the longshot ability and add the heavyarmor commandbuton for Gondor. The final commandset should look like:
Now that we have a Morthond Bowman horde that we will be able to use. Next Page:Commandbuttons, Commandsets, images, and other ancillary files Links / Downloads
CommentsDisplay order: Newest first | Page: 1, 2 modboy451 - Friday December 3, 2010 - 13:04 you could be a little for clear on where to place the .tga and.w3d files(maybe add spme space inbetween lines) otherwise It was a great tutorial! BigBrainiac - Monday October 25, 2010 - 16:27 This is a good, well written article. Rob38 (Team Chamber Member) - Monday September 6, 2010 - 18:53 Some of the material such as the AI and WOTR mode will not work for BfME1. Most of the general information though should be applicable to BfME1 modders. Souske22 - Monday September 6, 2010 - 17:58 Ok rather stupid question buuut I was wondering would this Tutorial also work for BFME1 to replace models? Asking so I dont kinda waste time reading this and following the steps to replace regular gondor soldiers with Numenorian Models. acidRain - Wednesday June 23, 2010 - 7:33 Hmm...well, I followed all the instructions - to the letter - and my model's still invisible. If it helps, I attempted xxxMr. Xxxx's Aragorn bow/sword model. I'm no novice to coding, but modeling and skinning absolutely baffles me. {AE}Manveru - Tuesday September 1, 2009 - 12:08 @Kingeragon007, did you compile your asset.dat properly? And add it into the .big file? *Kingeragon007* - Saturday August 9, 2008 - 20:17 hey im new around here, Tar-Palantir - Tuesday May 6, 2008 - 18:36 @ lycan, Robnkarla's using RoTWK, you're probably using BFME I or BFME II so the locomotors have diferent names, I suggest you check some other file to see what they're called. Centurion - Monday March 24, 2008 - 22:46 I keep getting this message: lycan - Monday October 1, 2007 - 12:45 i did everything, |
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