Modding Question

I copied and edited some of the data files and placed them in the Mods folder in /doc~1./MyGame/FallenEnchantress/Mods...

started the game ( with use mods preferrence selected, restarted game) but I still can't see the stuff I edited.  Ie, Wealthy attribute for sovereign gives 150 gold.  I changed that to 500 gold but the starting gold is still 300.  150 starting cash + 150 for attribute.

 

Is there some file I am forgetting or is there a special location I should put the edited file?

 

Any help here would be appreciated.

17,365 views 14 replies
Reply #1 Top

I believe creating a shortcut with the -localdataonly tag added to the location might solve the problem.

Reply #2 Top

ok ty I will give it a try

"C:\Program Files (x86)\Stardock Games\FallenEnchantress\FallenEnchantress.exe -localdataonly" won't work

Reply #3 Top

Exactly what is in your file, and where did you put it?

Reply #4 Top

I placed the files in C:\Users\Home\Documents\My Games\FallenEnchantress\Mods\Data

 

Files were: CoreItem, CoreMounts, CorePlayerAbilities and CoreWorldResources

 

with Resources I am trying to get Clay to spawn so I have a material resource like gold/iron.

 

I suppose I could just replace the originals in the game file but don't really like doing that.

Reply #5 Top

None of those files have the Wealthy background history, it is in CoreAbilities.xml.

You only need to start with -localdataonly in the shortcut if you change files in the installation directory.

Reply #6 Top

ok but adding -localdataonly at the end of the desktop shortcut "C:\Program Files (x86)\Stardock Games\FallenEnchantress\FallenEnchantress.exe -localdataonly"

give me an error and won't modify the shortcut pathway. I am I doing something wrong?

 

Also do you happen to know how to get Clay to show up on the map or alter the base tile material/grain starting positions? ie 5-2, grain/mat. Best I have found was 4/4.

Reply #7 Top

"C:\Program Files (x86)\Stardock Games\FallenEnchantress\FallenEnchantress.exe" -localdataonly

 

When modding any AbilityBonusOption, it is a very bad idea to include everything in the mod file. This will lead to every modifier being counted twice - if you have a trait that gives +2 strength, it will give +4 instead. This also applies to ImprovementTypes (buildings), but mostly not to other types like items and units.

This is an example of a mod file that makes Wealthy add 500 gildar. Nothing else is needeed in the file.

    <AbilityBonus InternalName="WealthyAbility">
        <AbilityBonusType>Champion_Talent</AbilityBonusType>
        <AbilityBonusOption InternalName="Wealthy">
            <DisplayName>Wealthy</DisplayName>
            <Description>Sovereign starts with an additional 500 Gildar</Description>
            <Icon>Ability_Wealthy_Icon.png</Icon>
            <GameModifier>
                <ModType>Resource</ModType>
                <Attribute>Gold</Attribute>
                <Value>350</Value>
            </GameModifier>
            <Cost>1</Cost>
            <HideWhenUpgraded>0</HideWhenUpgraded>
            <AIData AIPersonality="AI_General">
                <AIPriority>5</AIPriority>
            </AIData>
        </AbilityBonusOption>
    </AbilityBonus>

You'll see it is only +350 here, as we already have +150 from the installation file.

Reply #8 Top

ok so if I modifiy the base files I need to add that tag for them to take effect if I don't use the Mod folder. Thank you.

 

Also do you happen to know how to get Clay to show up on the map or alter the base tile material/grain starting positions? ie 5-2, grain/mat. Best I have found was 4/4.

Reply #9 Top

I'm not sure why Clay isn't showing up at the moment, it may if you play with -localdataonly.

To change the tile stuff, search your installation directory for TileYieldMaterials and TileYieldGrain. They are given from TerrainTypes.xml and CoreWorldResources.xml. I am not sure about the final result, there is some math going on there that isn't obvious.

Reply #10 Top

ok cool ty. good info.

 

I will probably just modify the base files and add the tag to the shortcut to prevent X2 effects from occurring.

 

I just want a little boost not a god like  or over powering effect.

 

Thanks again.

Reply #11 Top

You're welcome. If you have any other questions, please post them here: https://forums.elementalgame.com/forum/1008

It's a hidden modding forum where we won't miss any post.

Reply #12 Top

ty for the path, and last question....

 

What is the path to TerranType.xml or is that just an generic form of say...Fertile_Land.xml

Reply #13 Top

TerrainTypes.xml is in installation directory \ data \ english

Reply #14 Top

A new modder? I guess the game is getting compelling enough to attract new users. Very good day.  :w00t: