Fallen Enchantress

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abob101

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abob101

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31 comments

  1. temyankee
    temyankee
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    So, I know I am late to the FE:LH party, but I am having a few gameplay problems with this mod.

    1) The Call Bear skill for the Ranger does not seem to be working. It doesn't even show up as an option in the Skill menu during Tactical Combat.
    2) It would seem that none of the equipment items from this mod will fit my character. I created a character from scratch, an Urns race, then made him a Ranger. None of the items unique to this mod work for my character. It says that it does not fit. For example, the Archer's Gloves. They will work on any Champion that I acquire, just not my main character. I am wondering if this is true for all three Paths made in this mod.
    3) The Magic Missile ability for the Mage does not show up in the Spell Menu during Tactical Combat. Another spell, called Scorching Arrow(I Think) shows up instead. Please clarify
    4) The Infiltrate skill for the Ranger prevents Spellcasting for the entire combat, not just the first turn.

    I really hope someone out there reads this and helps with these issues. Otherwise, really loving this mod.
  2. TheDeadDude
    TheDeadDude
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    This mod is great! I noticed some lag with the bloodline load of every startup in battle and delay when you "autobattle". Seems this mod is pretty taxing ingame. However the summoner is too powerful, it's pretty easy to race to level 13 and get a drake. Drakes clean the whole map because that drake has 26 initiative and two AoE moves that clear mobs like a hot knife through butter.

    Other than that i really like your mod! Ty for keeping it up to date and giving to the community.
  3. abob101
    abob101
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    New version (1.7c) now available with major additions... see Changes for details.
  4. kpz74628
    kpz74628
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    hi~ thanks for the great mod.

    i loved your mod & been enjoying it, but recently i found that my shadow bolt spell always costs double mana
    i tried to uninstall all the mods (was only using CoS + Demon ) and did fresh install with only your mod,
    but it still costs 36 mana instead of 18 as the description stated.
    its strange that i could cast it with 18 mana left in my pool and it ended up with negative 18 mana

    is there any quick way to modify the mana cost, plz?
    been looking in every xml files but got no luck.

    thanks again for your great work.
    1. abob101
      abob101
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      This has been fixed in the next version, thanks.
  5. Sir_Toejam
    Sir_Toejam
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    why is there a core mount file in your mod? it looks like, other than forgetting you need the animations for custom races included in your file (see the core mounts file as of patch 1.6), you didn't actually make any changes to the mounts themselves.

    I looked hard, but couldn't see anything, so simply deleted it.

    also, why on earth could you not write your own spell file, but had to rewrite the core spell file?

    other mods that add or modify spells (like necromancer revamped) do not do this.

    also, this conflicts with the trait mods from heroic pursuits It makes spell schools not show up at all, either in the traits tree, or in the spellbook).

    i very much like the idea of summon pool points, and the new spells (from looking at the xml) and the different pathways of nature/beast/battle.

    need to work on general compatibility issues (write your OWN files, don't modify core files! ) and maybe more variety of summon types within the summoner tree.

    not going to use this as it is, which is unfortunate









    1. Sir_Toejam
      Sir_Toejam
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      also, you neglected to add the movement type = air to a lot of your flying summons (oddly, not all), so they actually can't move on mountain or water terrain. most remarkably, wasps and dragons can't fly

      -beastlord ability for hyleroi does not work; the icon appears on the character, but there is no skill to use.

      -the strategic beast control spell (level 4 beast power) is great... if there is only one animal stack you are trying to control. if there are multiple animal stacks in the army, and you only control one of them, you will never gain control of the others, and the stack you did control will never be able to move out of the enemy army, as it will always have zero move points available. I swear, did nobody actually bother to test this stuff? I give up. too many bugs. I fixed as many as I could; even creating proper custom ability files and spells so you aren't overwriting core spells. It's just too much work.

      i guess I'm the only one that's bothering to report bugs at this point, and you probably haven't visited the site in ages.

      this mod needs a lot of work still, even though I know you spent TONS of time on the autosummon files.

      oh well.
    2. abob101
      abob101
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      Hi Sir_Toejam , thanks for the feedback. There has not been an update to this mod for a while, because it's about to get a major expansion. I haven't had the chance to do a minor update for a while as all effort has been on the new features. I do still monitor this site. New version should be out in about a month and will include lots of new races, another new Path, bug fixes and compatibility with LH 1.7.

      I'll try and answer all your questions...

      > why is there a core mount file in your mod?
      It's included in the "UnitStats Library" used by some mods (most notably Children of Storm). It doesn't visibly changing anything, behind the scenes it defines the unit as "mounted". Some spells or abilities may affect units that are "mounted".

      > why on earth could you not write your own spell file, but had to rewrite the core spell file?
      If you're talking about the fact that there is a CoreSpells.xml file included, again it is included with the unitstats library. It changes some core spells, noteably the summoning spells... so that when they summon units, those units then count as "summoned". Some abilities/spells/items may only affect summoned units.

      > also, this conflicts with the trait mods from heroic pursuits It makes spell schools not show up at all, either in the traits tree, or in the spellbook).
      This mod was never intended to be compatible with Heroic Persuits. It's a neat mod, but not really in balance with this one.

      > i very much like the idea of summon pool points, and the new spells (from looking at the xml) and the different pathways of nature/beast/battle.

      Cool thanks.

      > need to work on general compatibility issues (write your OWN files, don't modify core files! )

      With a mod as large as this, it's very difficult to maintain compatibility with all other mods. Compatibility is not the main priority, the focus is on expanding the mechanics particularly with relation to summoning to provide a different experience - rather than just being compatible with the core game. The new version (coming in a month or so) takes this further. Note that the "core files" such as spells and mounts that you mention should not be placed in the core folder. They only modify spells as required to make them compatible with the mechanics introduced with this mod.

      > also, you neglected to add the movement type = air to a lot of your flying summons (oddly, not all), so they actually can't move on mountain or water terrain. most remarkably, wasps and dragons can't fly

      Note that Dragons can't fly in the core game either! (silly right, I know). They can both "fly" in the sense that they have the Flying ability which means they don't get a penalty for moving over forest and hills etc... but yeah I might change it so they can also fly over mountains and water, thanks for that.

      > beastlord ability for hyleroi does not work; the icon appears on the character, but there is no skill to use.

      You're right it's stopped working at some point, will fix it in the next version thanks.

      > the strategic beast control spell (level 4 beast power) is great... if there is only one animal stack you are trying to control.

      I've just tested this again... what should happen is that it works on all the animals in the stack or none, i've not been able to recreate what you describe. To test it, I used the Beast 5 spell "Stampede" which creates a stack of 5 Hergon units... then I cast Control Animals on the stack and I got all 5 of them, and could move each of them as individual units. I guess if you have 2 separate stacks in one tile (which happens on the odd occasion as roaming monsters cross paths) then what you describe could happen. My suggestion if that occurs would be to try and control the 2nd stack also

      > i guess I'm the only one that's bothering to report bugs at this point, and you probably haven't visited the site in ages.

      There has been other bugs reported (and fixed) but as mentioned I haven't had the chance to do a bugfix release. It's all bundled up in the next version.

      Again thanks for the feedback.




  6. NyxDraco
    NyxDraco
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    Incredible mod, thank you!
  7. wtfthis
    wtfthis
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    JB_CustomShardsNewBooks_Core.xml does not seem to be working for me. It is in the folder the install file says to place it in FE Legendary HeroesdataEnglish

    Any ideas how to get the custom shards to show in game?
    1. abob101
      abob101
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      Make sure you *moved* the JB_CustomShardsNewBooks_Core.xml out of the Mod files area, i.e. the file needs to go in the Legendary HeroesdataEnglish folder and make sure there is no copy of the same file anywhere in the Mods folder.
  8. bardy73
    bardy73
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    Thanks for a wonderful mod.
  9. abob101
    abob101
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    Thanks for the feedback Jojash/Dieunicos/Altha glad you like it.
  10. Jojash
    Jojash
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    I have to give you props for the name, well done, my friend! Anyway, I'm posting before trying this out, but it looks to be pretty fantastic! I'll edit this post after trying it out.

    Edit:

    Well... I'm never playing without this mod again.