[quote who="fosterloucks" reply="6" id="3678094"] 1. It is in E:\Steam\... Does that matter for purposes of what we are assessing? C: drive is my SSD that I use mostly for my OS and such, and E is my drive with quite a large library of games, including FE:LH[/quote] Yes, there is at least one known issue with mods (STR files) when FELH is installed in a custom directory, see, in <a href="https://www.dropbox.com/s/kcp99hgvpezqmjv/A_UserGuide.txt?d
Primal_Savage
The Screens folder in the Documents subs always remains empty as dxpack files are moved/copied to the core (local) folder. You are correct that if one does the steps outlined in "H1. (UI\Optional) - XW_1920x1080_Primal", one can skip section "H10. (UI) - XW_UnitDetailsWnd" There are 41 Sovereigns, but the original ChooseSovereignWnd.dxpack only shows the first 10 using 2x5 columns (and then you can scroll down to see the rest). The modded ChooseSovereignWnd.dxpack shows the fi
I don't think you need to reinstall (just yet anyway). A common mistake, or at least one I've seen a few times, is users moving the dxpack to the wrong screens folder (There's two such folders, one in the Mods directory and one in the Program Files directory). If the game is still using the original dxpack rather than the modded dxpack, then the modded files aren't being moved/copied to the right folder. The modded dxpack must "physically" overwrite the original dxpack. At that p
[quote who="murphy9926" reply="1972" id="3677348"]-Keep up the good work Primal. Seems you are the last modder for a great game.[/quote] I want to believe there will be a Champion Bonanza 2.0 before May 18 (Thread Lock). [e digicons]:(O[/e] But yeah, I guess I'm certainly one of the last one if not the last one around, although I'm mostly just doing support these days. However, if I do end up repackaging the mod, I'd like to fix as many issues as possible be
Hey, Guessing this is for XtraDeconstruct... To prevent spillover, you need to use either the 1380 x 1020 set or the 1550 x 1020 set. I would recommend using the version I'm using (1550 x 1020), which is found, among others, in the XW_1920x1080_Primal directory. You need to move ALL the .dxpack files from the selected MOD Directory: ...\Documents\My Games\LegendaryHeroes\Mods\XtraDeconstruct\XW_1920
I'm probably going to repackage the mod at some point to include a few fixes that have been discussed in this thread before. Will try to pinpoint the issue then. Could very well be with something I did at some point (or not).
@Alamar_ None of your Champions/Sovereign have Forging Power so the forging spells aren't unlocked. Next time one of them levels, select Tinker in the general tab. +1 Forging Power is given when Crafting for Dummies is consumed. +1 Forging Power is given when Governor is selected. +1 Forging Power is given when Path of the Commander is selected. +1 Forging Power is given when Tinker is selected. +1 F
[quote who="Alamar_" reply="1966" id="3675260"] Hi I just finished my gameplay with your mod and some others from here which was said to be compatible. No spells in spellbook of enchanting item, alchemy etc. appeared in my gameplay. I had heroes with those abilities (forging, enchanting), i had consumed numerous arcanum gems/dust, I had researched technology for creating arcanum (although all arcanum dust/gem I consumed where those I looted during game, nevertheless
[quote who="Charch" reply="1964" id="3672265"]this kinda seems like an oversight but gallowmans mana making ability has no cool down or cost so is spamable. you have been pretty good about rooting most of those kinda things out and fixing up the talent trees you have incorporated as well.[/quote] Yeah, Consume Spirit has always been a bit overpowered. Also, you can Steal Spirit Gallowman and give the ability to your sovereign, which probably makes it even more powerful. A 5 Cooldown s
[quote who="anc46" reply="1962" id="3671835"]Things seem to have been squared away somewhat, thanks, ever so. Is there any cheat code or way to force the game to complete a turn when it gets stuck? So far when playing with your mods, I've only been able to complete one game, the other two stop completing turns after turn 300 or so. Putting all that time in and getting stuck is very frustrating.[/quote] I'm sure you're aware of that, but as a general statement it can take a
[quote who="murphy9926" reply="1959" id="3671349"]Ive been lurking here and watching all the updates but the dynasties thing got me way excited. Now I understand its not something you are planning to do anytime soon but are you saying that it is possible to make it work in FELH? Man that would be amazing. As stripped down and unfinished Elemental is I still very much enjoyed playing it. Just seeing the prospect of such a neat feature is exciting.[/quote] Just some stuff I was trying f
[quote who="Charch" reply="1957" id="3671303"]hmm not just you, the op is gone from the top of the forums for me too. [/quote] Guessing they changed it to improve mobile experience, but that's a pretty bad change for mod threads; they need to add a checkbox for this in user profile or something. Anyhow, I've reposted the OP in #1951 , but that's hardly a long-term solution...
[quote who="anc46" reply="1955" id="3671192"]I have had a system crash and had to reinstall the entire game plus mods. I installed the 2.0 LH Ultimate Edition, the Bazaar mod, the Champions mod, the COS mod, the republic mod, the xtra deconstruct version with all the abovementioned mod updates included, and finally the most recent patch listed earlier in this thread. So far, everything seems to be working ok, except I don't see the Republic faction. Is this one you have to create custom,
[quote who="aliberk15" reply="1953" id="3671169"]Can we count this as a teaser? [e digicons]:)[/e] I have always wondered what this system in Elemental is. Everybody is talking about how unique/different it was.[/quote] I'm afraid not. [e digicons]:S[/e] Might delve into it more at some point, but right now it's not working properly.
I think this is as far as anyone made it - which is not very far - regarding dynasties. Unfortunately, it looks like they simply never hooked up all the necessary material to make it work (and even if they did, would still be missing the dynasty screens somewhere in the UI). <img style="vertical-align: middle; border: 3px solid black; display: block; margin-left: auto; margin-righ
<span style="font-size: xx-large; color: #4169e1; font-family:
Am I the only one not seeing the OP anymore? Somewhat annoying if a new forum feature. Unrelated, but with last week changes to Steam User Reviews feature (Removing, among others, Refunded/Gifted/FreeWeekend reviews from the overall score), FELH is now sporting 79% rating, probably less than 5 positive ratings away from the illusive Very Positive (80%+).
[quote who="anc46" reply="1947" id="3670662"]3. First xp book you can research sometimes allows you to use it repeatedly rather than disappearing as it should.[/quote] See, in A_UserGuide.txt : T2. (Others) - Troubleshooting, Known Issues, Knowledge Base, and FAQ 34. Consumables don't always disappear after being used, in which case I can then use them any number of times...
[quote who="anc46" reply="1947" id="3670662"]Some errors to report.... 1. Mirror demons don't appear to be reflecting damage properly when they are from your faction. 2. Strategic sorcerer city spell regarding apprentices appears to be missing even if sorcerer is stationed in city with sorcerer's tower. Thanks for your efforts on this mod, and God bless.[/quote] Hey, Thanks for taking the time to post issues you are
[quote who="BlackSmokeDMax" reply="4" id="3668890"]Primal, would this be compatible with your Xtra mod?[/quote] Yes. There is an extra step to make it compatible, described in the ReadMe file.
I reduced the minimum distance between objects.
Patch 2.0p.2 [ Dropbox ] Extract in ...\Documents\My Games\LegendaryHeroes\Mods\ Contains the changes explained in #19
[quote who="Ares1001" reply="1937" id="3667838"]Ah. Okay. I guess I forgot that! Whoops! And I don't mind starting over again. So, what exactly causes the double cost?[/quote] Many Core XML files (including CoreSpells) are rewritten in the Mods folder. If you don't do Step #2, you end w/ SpellResourceCost in both the Core folder and the Mods folder, meaning you will pay twice the mana.
[quote who="Ares1001" reply="1935" id="3667829"]Thank you! I really love this mod a lot, and although learning to play on Normal difficulty is a tiny challenge after so many games on easy, it's a ton of fun. [e digicons]:)[/e] I'll give those tweaked resource options a try. And the Red dot will help, because the Beige one doesn't stand out. [e digicons]:)[/e] I also didn't realize they were Outpost roads. That also explains things. I remember how help
[quote who="Ares1001" reply="1931" id="3667772"]I could have sworn this mod added the spells to make wild grain/etc spawn as well, but I don't see those as options.[/quote] You will need a Sorcerer Champion w/ Visimancy and Agrimancy: (Click image to enlarge) <img style="vertical-align: middle; border: 3px solid black; display: block; margin-left: auto; margin-r