Modding FAQ

#191

Kindly see the below link.

https://drive.google.com/open?id=1ma-bDhp4IwO-hK5blOGe1M4bTfLgcM9K

#192

As I thought, you have wrong files structure. I guess you want to make every creature type selectable/de-selectable in launcher so you want to make few submods. Then you must create Mods folder in your mod and inside it put all your sub-mods.
Look at this architecture.
Creature types.zip (1.9 KB)
Creating Mods folder fixes skeletons.
mods

And in game: image

#193

One more thing: casting after attack format is:
SPELL_AFTER_ATTACK
subtype - spell id
value - chance %
additional info - [X, Y]
X - spell level
Y = 0 - all attacks, 1 - shot only, 2 - melee only

So, in your case, percent chance for casting is 1%

Proper configuration should be sth like this:
{
“core:skeleton” :
{
“abilities” :
{
“sorrow” :
{
“type” : “SPELL_AFTER_ATTACK”,
“subtype” : “spell.sorrow”,
“val” : 10,
addInfo [1, 2]
}
}
}
}

It means Sorrow is casted with 10% probability, spell level is 1 - base magic school, and it can be casted after meelle attack (2).

#194

And one more thing:
Code with addInfo in brackets form [ ], is read only with daily builds installed. Old 0.99 version can undestand such format but I don’t remember old format :frowning:

#195

that looks neat! thx for your help.

the game still crashes when entering a battleground so i disabled all mods. Apparently, this happens anyway. It says that it cannot find POTRAITSMALL/CANIMATION. All this on a newly installed VCMI over h3 complete. Is this because of the lack of hero portrait (linked bugs about portraits, be it hero or creature)?

Is 0.99 the latest one?

#196

No, new vcmi versions can be found here: https://builds.vcmi.download/branch/develop/Windows/ (for windows). Install it carefully to your Heroes 3 folder. Sometimes ‘/’ at the end of installation filepath leads to installation one folder deeper and not override files - you must check it.

About missing portraits. I guess you clicked in launcher UPDATE button to update vcmi. This option is bugged and screws whole game. Never do that :slight_smile:
If you did it, reinstall vcmi (with daily build), then install vcmi essential files and play!

#197

Is growing command for artifacts works for heroes?
For commanders artifacts we have for example:

		"growing":
		{
			"bonusesPerLevel":
			[
				{
					"level": 6,
					"bonus": 
					{
						"type" : "PRIMARY_SKILL",
						"subtype" : "primSkill.attack",
						"val" : 1
					}
				}
			]
		},

It means that commander gains +1 attack for every 6 levels. But when I configure artifact for hero to do that, nothing happens…

#198

How do i edit creature abilities correctly. I have this “abilities”: {
“noMorale”: {
“type”: “NO_MORALE”
i found creature abilities website https://wiki.vcmi.eu/List_of_all_bonus_types#Creature_abilities i know that i want to write RETURN_AFTER_STRIKE in ‘‘type’’ section but where can i get info on what to write in ‘‘noMorale’’

#199

NO_MORALE is a bonus with no additional paramiter. Just creature has ‘no morale’ ability. Some bonuses have more paramiters like SPELL_AFTER_ATTACK and some bonuses has no additional paramiters like NO_MORALE, FEAR, THREE_HEADED_ATTAC

#200

yeah but what do i write when i change ability to RETURN AFTER STRIKE. i found the ability list but where is the list for what to write in upper part. “abilities”: {
“noMorale”: {
“type”: “RETURN_AFTER_STRIKE”
cause this looks wrong.

#201

Look in any creature mods what should this be properly made. For example - if you wrote 2 ‘{’ there shoild also be 2 ‘}’.

#202

Can i disable the fort screen in VCMI?

Because when i want to recruit any unit from here VCMI crash.

#203

You can’t disable, but you have three other alternative ways of creature recruiting

#204

You cannot disable it but there are alternatives like clicking on the dwelling/clicking on creatures’ icons on the bottom-left of the town screen. I know how much it’s annoying to click by accident on any fort’s creatures and having the game crash. I hope it will get fixed soon.

Is there any tutorial of how to create a town screen? If I design all the town’s buildings and have all the sprites needed, how do I complete the structure node?

#205

The best way to learn structure nodes is… downloading any existing new town mod and browse jsons. For specific question - ask here.

#206

I’m asking here because I already did that! I’m actually working with Cathedral Town as a base and fully-replacing the creatures/heroes was funny and easy. However, studying the structure.json didn’t give me any answer as well as the VCMI Wiki.

So how that really works? If I create a Photoshop.psd with a 800x374px resolution (like NWC’s Forge Composition), does the Photoshop’s x & y valors will be coherent with the .json formula?

#207

Yes, x=0 and y=0 are first pixel in left-top corner of the screen.

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#208

Where can I find information about how to define any building property? For example:

  1. If I want my Town’s Special1 building to work the same way as Rampart’s Mystic Pond, what do I need to do? Do I need to change the “id”?

  2. If I want my Special2 to work as Castle’s Stables, will it be the “same” manipulation as for my special1?

  3. This time, I do not want my Special3 to work the same as an already-existing building. While Castle’s Brotherhood of the Sword gives +2 moral bonus to any defending creatures, I want my Special3 to gives -1 moral to attacking creatures. Is it possible? If it is, how do I do this?

I didn’t found any precise information about that on the VCMI Wiki and I’d really appreciate help on this. Thanks for reading!

#209

Such information can be found at forum. You can’t because sich features are not implemented. In every town mods special buildings do nothing (despite description).

1 Like
#210

That’s sad but I hope special buildings support will be implemented someday. Thanks for your fast answer!