Conquest of Elysium 4

Conquest of Elysium 4

KingJohnVI 21 Oct, 2019 @ 9:49pm
Suggestions for Mod Conflict Avoidance and Range of Ritpow and NewRitPow Commands
I made the Frost Druid Mod which appears here:

https://steamhost.cn/steamcommunity_com/app/403950/discussions/1/1639793837568813725/

My issue is that some people are having conflicts with other mods. Given that I have 6 newritpows (current values 48-53) in the mod I can't just eliminate the numbers and maintain the mod in its working state.

Therefore, I have a three part question.
1) Is there a way to have the game automatically assign newritpow numbers to avoid conflicts with other mods?
2) If not, does anyone have any suggestion other than downloading every mod that has ever been made and attempting to find unused numbers? and finally,
3) In the event that there is really no other way, what are the min and max ranges of ritpow command values.

Any help is greatly appreciated as I would prefer to have my mod work in conjunction with as many others as possible. Thank you.
Last edited by KingJohnVI; 21 Oct, 2019 @ 9:53pm
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Althaea 21 Oct, 2019 @ 11:21pm 
Originally posted by KingJohnVI:
1) Is there a way to have the game automatically assign newritpow numbers to avoid conflicts with other mods?

I know that this is possible and even the intended default, precisely to permit compatibility between mods. The example "Orc Warlord" mod produced by Illwinter (very crude and without real sprites) used something like this, but I can't find it anywhere anymore. So I don't recall exactly how it's supposed to work.

Newritpow etc. is easy - you don't have to assign them numbers at all. If you don't assign a number, newritpow automatically uses the latest available ID, and every ritual uses the latest newritpow defined. Basically, it operates in load order. Define a newritpow, define all the rituals it uses, then define the next newritpow and then the rituals for that etc. etc.

The real question is how you actually assign these 'power':s to commanders. I'll see if I can figure something out there.

Originally posted by KingJohnVI:
3) In the event that there is really no other way, what are the min and max ranges of ritpow command values.

I don't think that's documented anywhere, but I would assume the range is rather wide, so it probably goes up to at least 100.
Last edited by Althaea; 21 Oct, 2019 @ 11:28pm
Althaea 21 Oct, 2019 @ 11:28pm 
Alright, so the way you assign the latest created power to a new monster is by using "power 0". If you use "power -1" you can assign the second-latest power created to a monster, and so on.

As an example:
newritpow newritual "Eat Crow" level 1 cost 0 10 summoning addstring "Messenger Crows" selectmonster "Baron" power 0 1 newritpow newritual "Unbearable" level 1 cost 0 10 summoning addstring "Bear" selectmonster "Barbarian Leader" power 0 1

Works fine to create a new ritpow and assign it to the Baron and give him a basic ritual that costs ten gold to summon a Messenger Crows mob, while also giving a punny ritual to the Barbarian Leader. Basically, the entire system is specifically set up to allow mod compatibility! Naturally this should work with newmonster:s as well.

Hope this helps!
Last edited by Althaea; 21 Oct, 2019 @ 11:41pm
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