In my Mod Extension, I've quite a few Dependencies enabled in order to access Campaign content and so forth. However, I've run into some extreme issues when converting my mod from Wings of Liberty to Heart of the Swarm.
Some issues I have been able to fix, however, there are numerous others that are plaguing me and I am unsure what to do about it. For example, Overlords can no longer morph to Overseers, yet in the Editor, everything required of them to do so is correctly in place. Nothing has been changed in this regard when it previously worked fine in my WoL version of the Mod. When I added the HotS dependencies, this issue occured.
Similarly, Mercenaries called down from the Mercenary building do not appear to cost any resources or supply whatsoever, yet everything in the Editor is as it should be when it was previously working in WoL. All I did was add the HotS dependencies. The units still have their cost. The training ability is still correctly set up (displaying resource costs, time, etc). Only it magically seems to screw itself up once ingame.
Another issue I have run into is stuff seemingly not existing AT ALL anywhere in the Editor, yet in-game it does. This works both ways, with stuff either vanishing, or stuff appearing that I havent put there. Siege Tech, 250mm Thor Cannons and the Hellion fire upgrade for example at the Factory Tech lab simply does not exist on the command card of the Tech Lab when in-game, yet in the Editor, everything is as it should be, with the research ability down to buttons and costs and all.
The Anion-Pulse crystals upgrade for Phoenixes (+ range) does not exist anywhere in the Editor whatsoever. I have systematically gone through every single Protoss upgrade and it does not appear anywhere. The Fleet Beacon itself does not have anything relating to the upgrade in its abilities, command card or anything either, yet in-game it is magically there. The same thing for the Laser-Weapon ability on the Oracle. Somehow the Oracle has it in-game yet it cannot be found anywhere whatsoever in the Editor.
The Oracle issue here is of particular note. The Pulsar-Laser weapon does not exist in the Weapons category of the Data Editor. There is no ability on the Oracle relating to this either. There is nothing on the command card. There is no listed effect for the damage it deals. Nothing. It simply does not seem to exist in the Editor, yet it is there in-game.
I apologize for the lengthy phrasing of this, but it is baffling and I dont know what to do. I have searched all of the relevant fields, such as Weapons, Upgrades, Abilities, Command Cards, you name it. I understand how Upgrades work and how they need to be tied to a button, to an ability, to the unit, to the command card and so forth. Yet these issues seem to occur all on their own.
In order, my Mod has these Extensions enabled :
Swarm (Mod)
Swarm (Campaign)
Swarm Story (Campaign)
Liberty (Campaign)
Liberty (Mod)
I can only think that these issues have something to do with these Dependencies or the order in which they are in. The tooltips describing what each of the Dependencies add is not clear either. What is the difference between Campaign and Story Campaign? Can any of these Dependencies be safely removed?
the story is all the stuff used between the maps or assets needed for cutscenes. i don't have hots but i have read that units get overwritten by the hots depencies. so you check the overlord of wol inside the editor but ingame you are using the overlord from hots.
Am I able to remove Swarm Story (Campaign) without it affecting any in-game units or abilities?
I still wish for some of the upgrades and options from the HotS campaign, such as the alternative creature morphs (Like Zerglings > Raptorlings). Im fine with losing the cutscene models and whatnot though.
Im also curious if I can remove the WoL dependencies entirely. Since in the final missions of HotS campaign Mengsk uses mercenary forces... would keeping the HotS dependencies and removing the WoL ones be 'safe' in regards to currently existing tech I've added to the Terran faction? For example, they've got Bunker Turrets, Mercenaries and Goliaths from Story Mode tech.
But currently its having serious in-game issues considering Overlords cannot morph to Overseers, certain upgrades magically vanish or some abilities simply do not exist anywhere in the Editor whatsoever.
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Hi folks
In my Mod Extension, I've quite a few Dependencies enabled in order to access Campaign content and so forth. However, I've run into some extreme issues when converting my mod from Wings of Liberty to Heart of the Swarm.
Some issues I have been able to fix, however, there are numerous others that are plaguing me and I am unsure what to do about it. For example, Overlords can no longer morph to Overseers, yet in the Editor, everything required of them to do so is correctly in place. Nothing has been changed in this regard when it previously worked fine in my WoL version of the Mod. When I added the HotS dependencies, this issue occured.
Similarly, Mercenaries called down from the Mercenary building do not appear to cost any resources or supply whatsoever, yet everything in the Editor is as it should be when it was previously working in WoL. All I did was add the HotS dependencies. The units still have their cost. The training ability is still correctly set up (displaying resource costs, time, etc). Only it magically seems to screw itself up once ingame.
Another issue I have run into is stuff seemingly not existing AT ALL anywhere in the Editor, yet in-game it does. This works both ways, with stuff either vanishing, or stuff appearing that I havent put there. Siege Tech, 250mm Thor Cannons and the Hellion fire upgrade for example at the Factory Tech lab simply does not exist on the command card of the Tech Lab when in-game, yet in the Editor, everything is as it should be, with the research ability down to buttons and costs and all.
The Anion-Pulse crystals upgrade for Phoenixes (+ range) does not exist anywhere in the Editor whatsoever. I have systematically gone through every single Protoss upgrade and it does not appear anywhere. The Fleet Beacon itself does not have anything relating to the upgrade in its abilities, command card or anything either, yet in-game it is magically there. The same thing for the Laser-Weapon ability on the Oracle. Somehow the Oracle has it in-game yet it cannot be found anywhere whatsoever in the Editor.
The Oracle issue here is of particular note. The Pulsar-Laser weapon does not exist in the Weapons category of the Data Editor. There is no ability on the Oracle relating to this either. There is nothing on the command card. There is no listed effect for the damage it deals. Nothing. It simply does not seem to exist in the Editor, yet it is there in-game.
I apologize for the lengthy phrasing of this, but it is baffling and I dont know what to do. I have searched all of the relevant fields, such as Weapons, Upgrades, Abilities, Command Cards, you name it. I understand how Upgrades work and how they need to be tied to a button, to an ability, to the unit, to the command card and so forth. Yet these issues seem to occur all on their own.
In order, my Mod has these Extensions enabled :
I can only think that these issues have something to do with these Dependencies or the order in which they are in. The tooltips describing what each of the Dependencies add is not clear either. What is the difference between Campaign and Story Campaign? Can any of these Dependencies be safely removed?
Thanks in advance for any advice.
the story is all the stuff used between the maps or assets needed for cutscenes. i don't have hots but i have read that units get overwritten by the hots depencies. so you check the overlord of wol inside the editor but ingame you are using the overlord from hots.
So... what?
Am I able to remove Swarm Story (Campaign) without it affecting any in-game units or abilities?
I still wish for some of the upgrades and options from the HotS campaign, such as the alternative creature morphs (Like Zerglings > Raptorlings). Im fine with losing the cutscene models and whatnot though.
Im also curious if I can remove the WoL dependencies entirely. Since in the final missions of HotS campaign Mengsk uses mercenary forces... would keeping the HotS dependencies and removing the WoL ones be 'safe' in regards to currently existing tech I've added to the Terran faction? For example, they've got Bunker Turrets, Mercenaries and Goliaths from Story Mode tech.
But currently its having serious in-game issues considering Overlords cannot morph to Overseers, certain upgrades magically vanish or some abilities simply do not exist anywhere in the Editor whatsoever.