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I recently installed this mod, the list of improvements is quite interesting, but i ended up with a problem

I downloaded the sdk and tried to use the NOTeditor to add a ring in the game, both in vanilla and in AOE. But in both case while the game work correctly normally, every time i add a new ring, even without changing anything in it, the game crash as soon as the opening cinematic end

I read the few information available on NOTeditor, but found nothing in particular. There is something with the game engine or i somehow messed up something?

To add the item i extracted the Global.not file, after adding the ring i repacked the file using 7zip, exactly as it was before changing it, using same proprieties etc
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Catrhis: I recently installed this mod, the list of improvements is quite interesting, but i ended up with a problem

I downloaded the sdk and tried to use the NOTeditor to add a ring in the game, both in vanilla and in AOE. But in both case while the game work correctly normally, every time i add a new ring, even without changing anything in it, the game crash as soon as the opening cinematic end

I read the few information available on NOTeditor, but found nothing in particular. There is something with the game engine or i somehow messed up something?

To add the item i extracted the Global.not file, after adding the ring i repacked the file using 7zip, exactly as it was before changing it, using same proprieties etc
Was 7zip v4.65 or earlies?
avatar
Catrhis: I recently installed this mod, the list of improvements is quite interesting, but i ended up with a problem

I downloaded the sdk and tried to use the NOTeditor to add a ring in the game, both in vanilla and in AOE. But in both case while the game work correctly normally, every time i add a new ring, even without changing anything in it, the game crash as soon as the opening cinematic end

I read the few information available on NOTeditor, but found nothing in particular. There is something with the game engine or i somehow messed up something?

To add the item i extracted the Global.not file, after adding the ring i repacked the file using 7zip, exactly as it was before changing it, using same proprieties etc
avatar
Signothorn: Was 7zip v4.65 or earlies?
It's 9.10 ver

Yep, the problem was the repackaging, as after a few attempts i finally manage to add this goddamn ring into the game, thanks for the reply

Still not sure why the 5th time was the charm....

Now i have another question, this time is about item proprieties. This new ring is supposed to add 5 soak vs everything, meant to be found on a boss and bathed in his blood; while the effect.ned file describe various kind of soak, all of them are unique for every type of damage in the game

There is an entry that work for all damage type?

I tried "ef_item_xsoak", line 285, but it doesn't seems to do anything, at least on the character screen. The other soak are appearing on the resistance table, is this recourse "ef_item_xsoak" is a bonus value and as such simply won't appear?
I'd definitely use v4.65. I know it's an earlier version, but it'll likely give you a more stable result. Read this thread for a reference:

http://e-mods.net/forum/index.php?topic=738

I can't answer the other question, sorry.
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Signothorn: Was 7zip v4.65 or earlies?
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Catrhis: It's 9.10 ver

Yep, the problem was the repackaging, as after a few attempts i finally manage to add this goddamn ring into the game, thanks for the reply

Still not sure why the 5th time was the charm....

Now i have another question, this time is about item proprieties. This new ring is supposed to add 5 soak vs everything, meant to be found on a boss and bathed in his blood; while the effect.ned file describe various kind of soak, all of them are unique for every type of damage in the game

There is an entry that work for all damage type?

I tried "ef_item_xsoak", line 285, but it doesn't seems to do anything, at least on the character screen. The other soak are appearing on the resistance table, is this recourse "ef_item_xsoak" is a bonus value and as such simply won't appear?
ef_item_xsoak contains the 0x8 flag. Meaning (as inputted in effects.ned)

# 0x8 effect is NOT used in the rollover description (assuming a SPECIALDESCRIPTION has been set in the template)

Basically, xsoak should act similar to fortitude, but without visuals, effect icon, or item description.
avatar
Catrhis: It's 9.10 ver

Yep, the problem was the repackaging, as after a few attempts i finally manage to add this goddamn ring into the game, thanks for the reply

Still not sure why the 5th time was the charm....

Now i have another question, this time is about item proprieties. This new ring is supposed to add 5 soak vs everything, meant to be found on a boss and bathed in his blood; while the effect.ned file describe various kind of soak, all of them are unique for every type of damage in the game

There is an entry that work for all damage type?

I tried "ef_item_xsoak", line 285, but it doesn't seems to do anything, at least on the character screen. The other soak are appearing on the resistance table, is this recourse "ef_item_xsoak" is a bonus value and as such simply won't appear?
avatar
Javokis: ef_item_xsoak contains the 0x8 flag. Meaning (as inputted in effects.ned)

# 0x8 effect is NOT used in the rollover description (assuming a SPECIALDESCRIPTION has been set in the template)

Basically, xsoak should act similar to fortitude, but without visuals, effect icon, or item description.
Thanks for the answer, i managed to make create a new effect and everything work fine, despite not seeing the effect in the character screen, i know it work as i have attempted it first with a ridiculous soak of 900 and it absorbed all damage, i am confident that 5 work

Now i have a curiosity in mind if anything, when the campaign is close to it's end the melee charters can do a lot of damage with a good sword, and smaller opponent like the Tzimisce pets literally end up in pieces in 1 blow

Now, it's possible to avoid the opponents body ending up in pieces? It's an effect that can be removed from the game?

It annoy me seeing weaker opponent literally exploding this way, but i found nothing on how to prevent it
avatar
Javokis: ef_item_xsoak contains the 0x8 flag. Meaning (as inputted in effects.ned)

# 0x8 effect is NOT used in the rollover description (assuming a SPECIALDESCRIPTION has been set in the template)

Basically, xsoak should act similar to fortitude, but without visuals, effect icon, or item description.
avatar
Catrhis: Thanks for the answer, i managed to make create a new effect and everything work fine, despite not seeing the effect in the character screen, i know it work as i have attempted it first with a ridiculous soak of 900 and it absorbed all damage, i am confident that 5 work

Now i have a curiosity in mind if anything, when the campaign is close to it's end the melee charters can do a lot of damage with a good sword, and smaller opponent like the Tzimisce pets literally end up in pieces in 1 blow

Now, it's possible to avoid the opponents body ending up in pieces? It's an effect that can be removed from the game?

It annoy me seeing weaker opponent literally exploding this way, but i found nothing on how to prevent it
Actually it is a flag that can be removed from the template of the target in question. You can use NOT editor to remove the flag fairly easily. It's an ACTOR_FLAG property. In NOT editor the flags are listed items with check boxes on each. You can simply un-check any flag on the ACTOR_FLAGS list related to CANGIB ALWAYSGIB... Anything with GIB on it.
avatar
Catrhis: Thanks for the answer, i managed to make create a new effect and everything work fine, despite not seeing the effect in the character screen, i know it work as i have attempted it first with a ridiculous soak of 900 and it absorbed all damage, i am confident that 5 work

Now i have a curiosity in mind if anything, when the campaign is close to it's end the melee charters can do a lot of damage with a good sword, and smaller opponent like the Tzimisce pets literally end up in pieces in 1 blow

Now, it's possible to avoid the opponents body ending up in pieces? It's an effect that can be removed from the game?

It annoy me seeing weaker opponent literally exploding this way, but i found nothing on how to prevent it
avatar
Javokis: Actually it is a flag that can be removed from the template of the target in question. You can use NOT editor to remove the flag fairly easily. It's an ACTOR_FLAG property. In NOT editor the flags are listed items with check boxes on each. You can simply un-check any flag on the ACTOR_FLAGS list related to CANGIB ALWAYSGIB... Anything with GIB on it.
Did that, removed the various gib from all enemies, but still the spiders, rats and the slaz something found in the mines at the beginning of the game, are exploding into bits when tested with high strength, sometimes even with low strength albeit more rarely

Originally the Not Editor didn't allow me to add character flag to those creature, say missing a key, 16 i think, no matter what i did i was unable to solve this even after comparing them with other NPC that had those flag and where working perfectly. So i used another Not editor, the one marked as alternative for the site, written in java, that one permitted me to add those flags, although perhaps it's because it simply doesn't check anything before adding data

If that was the problem (missing key in those NPC and as such the flag are ignored), what the heck is key 16? I tried adding all actor variables but it always gave me the same warning, "KEYEXIST Failed"
avatar
Javokis: Actually it is a flag that can be removed from the template of the target in question. You can use NOT editor to remove the flag fairly easily. It's an ACTOR_FLAG property. In NOT editor the flags are listed items with check boxes on each. You can simply un-check any flag on the ACTOR_FLAGS list related to CANGIB ALWAYSGIB... Anything with GIB on it.
avatar
Catrhis: Did that, removed the various gib from all enemies, but still the spiders, rats and the slaz something found in the mines at the beginning of the game, are exploding into bits when tested with high strength, sometimes even with low strength albeit more rarely

Originally the Not Editor didn't allow me to add character flag to those creature, say missing a key, 16 i think, no matter what i did i was unable to solve this even after comparing them with other NPC that had those flag and where working perfectly. So i used another Not editor, the one marked as alternative for the site, written in java, that one permitted me to add those flags, although perhaps it's because it simply doesn't check anything before adding data

If that was the problem (missing key in those NPC and as such the flag are ignored), what the heck is key 16? I tried adding all actor variables but it always gave me the same warning, "KEYEXIST Failed"
If you were trying to restore from a saved game then it wont work because the flags were already saved after you loaded the level. Best to make the edits in NOT Editor before going into an area with the enemies.

Secondly; Be sure Global.NOT is loaded AT ALL TIMES before editing any of the other not files. You can cause instability in the DB if you continue to edit a .NOT file without having global.not loaded. That can also explain why tags are missing. This is due to the inherent values; if a tag is inherent from another template it will be located under the inherent column, but if it's inherent on a template in Global.NOT and you don't have that loaded then that's why it isn't appearing.

If you made edits without Global.NOT loaded, you're gonna have to delete those NOT files and start again. So again, pay attention to the hierarchy system along with the inherent tags then you'll be able to make the proper edits.
avatar
Catrhis: Did that, removed the various gib from all enemies, but still the spiders, rats and the slaz something found in the mines at the beginning of the game, are exploding into bits when tested with high strength, sometimes even with low strength albeit more rarely

Originally the Not Editor didn't allow me to add character flag to those creature, say missing a key, 16 i think, no matter what i did i was unable to solve this even after comparing them with other NPC that had those flag and where working perfectly. So i used another Not editor, the one marked as alternative for the site, written in java, that one permitted me to add those flags, although perhaps it's because it simply doesn't check anything before adding data

If that was the problem (missing key in those NPC and as such the flag are ignored), what the heck is key 16? I tried adding all actor variables but it always gave me the same warning, "KEYEXIST Failed"
avatar
Javokis: If you were trying to restore from a saved game then it wont work because the flags were already saved after you loaded the level. Best to make the edits in NOT Editor before going into an area with the enemies.

Secondly; Be sure Global.NOT is loaded AT ALL TIMES before editing any of the other not files. You can cause instability in the DB if you continue to edit a .NOT file without having global.not loaded. That can also explain why tags are missing. This is due to the inherent values; if a tag is inherent from another template it will be located under the inherent column, but if it's inherent on a template in Global.NOT and you don't have that loaded then that's why it isn't appearing.

If you made edits without Global.NOT loaded, you're gonna have to delete those NOT files and start again. So again, pay attention to the hierarchy system along with the inherent tags then you'll be able to make the proper edits.
Again thanks, that was exactly the problem, now all NPC die normally without ending up in pieces, i find the game MUCH more enjoyable now

During my new play/test i also found out three other curious things

- I attempted to modify how discipline like command or entrancement work, i wanted the opponent ending up dead or stunned when the effect was over, and after a few attempt i managed, however the damage formula seems to be reversed for the disc effects, because while targeting the victim while choosing the caster as a damage source work fine normally, in the disc effect i had to reverse the subjects and set the caster as target and the victim as the source, otherwise it was the caster ending up stunned

Basically i used the Shambling Horde "onend" script as a base, but using exactly that stunned the caster instead?

Nonetheless i solved it, just curious as why

- Despite my attempt i am unable to select any "enslaved" NPC as a target for my disciplines, sometimes i am able to use Feed on a pet i have brought back with "Shambling Hordes" or "Command" but not consistently, only when the "pet" blood seems to be almost full it seems to work, otherwise it prevent me from using anything. I know about the flag preventing Feeding, but it should not block other disciplines and it doesn't seems active otherwise i wouldn't have been able to use it at all

What prevent me from targeting my "pet" with disciplines? Can be removed?

- In the campaign after Christoph is converted as a vampire (embraced), his character table change, perhaps due to a script? The new changes do not reflect how Christoph was in the modified table, and it seems to follow the default limitations. For example i increased the mental cap from 100 to 150 (physical stat would have been too strong over 100), i tested it and it worked, but after leveling up as a vampire the cap returned 100, stat beyond 100 remained but i could not increase them any more. Same for the bloodpool, i had increased it but it returned down after leveling up and reloading a save

What forced Christoph stat back to default? There is a generic NPC table that the game enforce?
avatar
Javokis: If you were trying to restore from a saved game then it wont work because the flags were already saved after you loaded the level. Best to make the edits in NOT Editor before going into an area with the enemies.

Secondly; Be sure Global.NOT is loaded AT ALL TIMES before editing any of the other not files. You can cause instability in the DB if you continue to edit a .NOT file without having global.not loaded. That can also explain why tags are missing. This is due to the inherent values; if a tag is inherent from another template it will be located under the inherent column, but if it's inherent on a template in Global.NOT and you don't have that loaded then that's why it isn't appearing.

If you made edits without Global.NOT loaded, you're gonna have to delete those NOT files and start again. So again, pay attention to the hierarchy system along with the inherent tags then you'll be able to make the proper edits.
avatar
Catrhis: Again thanks, that was exactly the problem, now all NPC die normally without ending up in pieces, i find the game MUCH more enjoyable now

During my new play/test i also found out three other curious things

- I attempted to modify how discipline like command or entrancement work, i wanted the opponent ending up dead or stunned when the effect was over, and after a few attempt i managed, however the damage formula seems to be reversed for the disc effects, because while targeting the victim while choosing the caster as a damage source work fine normally, in the disc effect i had to reverse the subjects and set the caster as target and the victim as the source, otherwise it was the caster ending up stunned

Basically i used the Shambling Horde "onend" script as a base, but using exactly that stunned the caster instead?

Nonetheless i solved it, just curious as why

- Despite my attempt i am unable to select any "enslaved" NPC as a target for my disciplines, sometimes i am able to use Feed on a pet i have brought back with "Shambling Hordes" or "Command" but not consistently, only when the "pet" blood seems to be almost full it seems to work, otherwise it prevent me from using anything. I know about the flag preventing Feeding, but it should not block other disciplines and it doesn't seems active otherwise i wouldn't have been able to use it at all

What prevent me from targeting my "pet" with disciplines? Can be removed?

- In the campaign after Christoph is converted as a vampire (embraced), his character table change, perhaps due to a script? The new changes do not reflect how Christoph was in the modified table, and it seems to follow the default limitations. For example i increased the mental cap from 100 to 150 (physical stat would have been too strong over 100), i tested it and it worked, but after leveling up as a vampire the cap returned 100, stat beyond 100 remained but i could not increase them any more. Same for the bloodpool, i had increased it but it returned down after leveling up and reloading a save

What forced Christoph stat back to default? There is a generic NPC table that the game enforce?
-In age of redemption the pet's are setup so that the master isn't being blocked by them while not in combat. This requires that their collide be disabled - thus you can't interact with them while in that state due to a game limitation.

-The 100 stat limit is hard coded and no amount of java can subvert it. Any modifications you do to the "maximums beyond 100" inside the NPC file only creates a temporary effect. You can create limitations below 100 in the NPC max stats, but anything above 100 is only temporary.