The 3rd Age

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Bodies Stay Sub-mod Compilation

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Ultimate beginner's guide. New hero, many topics

Avatar of malvack

malvack

Category: Code
Level: Beginner
Created: Saturday March 5, 2016 - 6:37
Updated: Tuesday October 11, 2016 - 6:19
Views: 16180
Summary: Guide to make new hero based on CaH and many other topics

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By this point I assume you have look at the weaponset, armorset, and maxhealth of yourhero.ini and mess around with it, if not you should totally do it is very fun. Let's say that you want your hero to have a massive buff of power, health and damage at level 6, so this is what we're going to do. First let's go with the health, to increase it use the CaH power of Toughness, which basically all that it does is to give health. This power, if I remember correctly gives +500 hitpoints, if you want to be more than that, you can create a new attributemodifier (as we said in the previous page) and instead of adding 500 HP it can be 1000 or whatever you want.

So that's the easy part, now for the really easy part is that we are going to apply in our hero the same thing that applies with regular soldiers and the heavy armor and forged blades upgrade. Let's say that our hero has the Faramir sword by default, and once he achieves level 6 he will gain the sword of Aragorn. The weaponset section of ourhero.ini will look like this in that case:

              
Code

    WeaponSet
        Conditions        = None
        Weapon            = PRIMARY FaramirSword
        AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    End
    WeaponSet
        Conditions            = PLAYER_UPGRADE
        Weapon                = PRIMARY GondorAragornSword
        AutoChooseSources    = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
    End


By default our hero will have the Faramir Sword and when he reaches level 6 he will change to the Aragorn Sword. But what about the armor? Well is the exact same thing, we will have something like this:

              
Code

    ArmorSet
        Conditions = None
        Armor = HeroLightArmor
        DamageFX = NormalDamageFX
    End
    ArmorSet
        Conditions = PLAYER_UPGRADE
        Armor = ToughHeroArmor
        DamageFX = NormalDamageFX
    End


Now you have a hero that, upon an upgrade can have either a crappy sword and a crappy armor OR an awesome sword and good armor. However the question remains: which upgrade? Well, if you copied CaH's Toughness correctly, you should have something like this:

              
Code

//--------------------------------------------------------------------------    
//    TOUGHNESS SPECIAL POWER
//--------------------------------------------------------------------------    
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroToughnessEnabler
    SpecialPowerTemplate = SpecialAbilityMalvackToughness
    TriggeredBy = Upgrade_ObjectLevel6
End

Behavior = SpecialPowerModule ModuleTag_CreateAHeroToughnessStarter
    SpecialPowerTemplate        = SpecialAbilityMalvackToughness
    UpdateModuleStartsAttack    = Yes
    StartsPaused                = Yes
End

Behavior = AttributeModifierAuraUpdate ModuleTag_CreateAHeroToughnessUpdate    //    TODO figure out how to do this as a one time thing
    StartsActive        = No ;If no, requires upgrade to turn on.
    BonusName        = CreateAHeroToughnessBonus
    TriggeredBy        = Upgrade_ObjectLevel6
    RefreshDelay    = 2000
    Range            = 0
    AllowSelf        = Yes
End


As it is it only gives more HP (+25% to be exact, just checked), but it doesn't give the command to change armorset nor weaponset. To do that we need the propper flags, which if you search in ANY regular soldier you'll find them. My ability ends like this:

              
Code

//--------------------------------------------------------------------------    
//    TOUGHNESS SPECIAL POWER
//--------------------------------------------------------------------------    
Behavior = UnpauseSpecialPowerUpgrade ModuleTag_CreateAHeroToughnessEnabler
    SpecialPowerTemplate = SpecialAbilityMalvackToughness
    TriggeredBy = Upgrade_ObjectLevel6
End

Behavior = SpecialPowerModule ModuleTag_CreateAHeroToughnessStarter
    SpecialPowerTemplate        = SpecialAbilityMalvackToughness
    UpdateModuleStartsAttack    = Yes
    StartsPaused                = Yes
End

Behavior = AttributeModifierAuraUpdate ModuleTag_CreateAHeroToughnessUpdate    //    TODO figure out how to do this as a one time thing
    StartsActive        = No ;If no, requires upgrade to turn on.
    BonusName        = CreateAHeroToughnessBonus
    TriggeredBy        = Upgrade_ObjectLevel6
    RefreshDelay    = 2000
    Range            = 0
    AllowSelf        = Yes
End

    Behavior = ArmorUpgrade ArmorUpgradeModuleTag
        TriggeredBy = Upgrade_ObjectLevel6
        ArmorSetFlag            = PLAYER_UPGRADE
    End

    Behavior = WeaponSetUpgrade WeaponSetUpgradeModuleTag
        TriggeredBy = Upgrade_ObjectLevel6
    End


And that's it, when your hero reaches level 6, he/she will become a badass.

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Comments

Display order: Newest first

Amonrath - Monday August 14, 2017 - 2:16

Hello! I'm trying to do the but in the bfme I. Is there any different steps? I created a folder with my own mod... I then just edit the values that I want and I save them... I have also added the -mod in the end of the "Path" as well as done the lotr.srt extraction. Could anyone help? Thanks =D

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Hello! I'm trying to do the but in the bfme I. Is there any different steps? I created a folder with my own mod... I then just edit the values that I want and I save them... I have also added the -mod in the end of the "Path" as well as done the lotr.srt extraction. Could anyone help? Thanks =D

BouncyKnight - Tuesday April 25, 2017 - 22:08

Amazing step-by-step, very detailed and explanatory tutorial on how to create your custom heroes! Thank you sir, you're great!

Gabriel Oak - Tuesday December 13, 2016 - 11:19

I created this account only to thank you, sir. This tutorial is really, really useful.

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