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Heroes Community > Heroes 5 - Modders Workshop > Thread: Heroes V Modding
Thread: Heroes V Modding This thread is 8 pages long: 1 2 3 4 5 6 7 8 · «PREV / NEXT»
sfidanza
sfidanza


Promising
Supreme Hero
posted May 25, 2006 03:51 PM

Except, to my knowledge, you can't.
Creature abilities is among the most messy part of the data files. It seems that the abilities themselves are tied to the creatures in the engine, not in the xdb files. Of course, there are the text references to display the abilities list, but changing it won't change the creature itself.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted May 25, 2006 05:42 PM

Aaah ... so this means that if I enter the .xdb file and, say, delete the Death Strike (or whatever it's called) ability, it won't change anything except that this ability will no longer be listed in the creature description?

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sfidanza
sfidanza


Promising
Supreme Hero
posted May 26, 2006 07:07 AM

You might want to check that, but that's my guess, yes.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 27, 2006 08:37 PM
Edited by Vlaad at 19:02, 31 May 2006.

updates

Female Knights mod by Nengkan

Quote:
I have made a little mod so all our noble female Knights have a female avatar in the world and arena. They use Isabel's model so i hope that you like it...

It doesn't work in current games so you have to start a new game (er.. not meaning campaign, ok? just the map). It's not completely tested (aka all the heroes, all the situations... i'm still in C1M4 ).

Female heroes changed: Irina, Maeve, Freyda and Ellaine.
Unrar the file in your Data directory. It will add the MapObjects directory, with a subdirectory named Haven (that includes the changed files).


Pictures: 1 2

The author is experimenting with different models, too. Here's a picture of an angelic hero.

Update:

Here's some new stuff:

http://jiyuujin.iespana.es/femaleheroes1.jpg
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Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted May 28, 2006 11:35 PM

I'm terribly, teribly dissapointed so far...

Has anyone tinkered with the models and textures?
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elen síla lúmenn' omentielvo

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 29, 2006 08:05 AM

Quote:
I'm terribly, teribly dissapointed so far...
Why are you terribly, terribly disappointed?
Quote:
Has anyone tinkered with the models and textures?

Well, the authors of the Black Knight and Female Knights mods obviously have...

Here's a short explanation by LongDarkBlues, who created Purple Zombies (just for fun ):

Quote:
I actually swapped out the texture. You have to get a program, it's free, called DDS converter 2 which lets you convert the texture files into Photoshop files and then back again after you've edited them.

To get the texture files, I would recommend making copy of the whole game directory and then unzipping the Data and Texts .pak files - then you just have to dig around a bit - the files are sort of scattered around. After you've replaced the textures, you need to drag the the top folder level of whatever you're working on into the .pak file the original was in, which you can edit in the non-Wizard screen in WinZip.

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sfidanza
sfidanza


Promising
Supreme Hero
posted May 29, 2006 08:58 AM

Except if you want to make a distributable mod, you'd better make a standalone zip with your changed files (respecting their paths).

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Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted May 29, 2006 11:10 AM

Quote:
Why are you terribly, terribly disappointed?



Becosue it's not nearly as moddable as it should be...
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elen síla lúmenn' omentielvo

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OOPMan
OOPMan


Adventuring Hero
posted May 30, 2006 07:18 PM

I think a whole lot of you people are being very pessimistic a little bit early...

The game has just been released. Given time, even without official support, I'm sure some dedicated people will work out the various hitches involved with modding the game...

Maybe Nival have hard-coded everything, but I doubt it. Why?

1: Hard-coding is generally not a good idea when writing a game. It limits flexibility and increases the impact of bugs. On the other hand, judicious (but not excessive) use of scripting and data files makes bug fixing and content addition that much easier...

2: There a .lua files hidden away in the data.pak file. This means that Heroes V is making use of the Lua scripting langauge (Google for "lua scripting" if you don't know what it is), a popular choice in many games that have proved to be pretty moddable. This bodes well for the possibility of modding...

3: I doubt Nival and Ubi are complete morons. If they were, then maybe they would consider the idea that people would want to mod the game alien. Then and again, considering how much of Heroes 3 is drawn on, I'm pretty sure Nival would have noticed a "little" mod for Heroes 3 called WoG...


Essentially what I'm saying is: Don't count H5 modding out. It's early days yet and the official map editor (And who knows what else...) aren't even out. I doubt modding will still seem that impossible in 3 or so months time...
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It's all fun and games, until someone loses an eye...

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 30, 2006 07:18 PM
Edited by Vlaad at 23:52, 30 May 2006.

update

What everyone has been waiting for...!

Treant Mod by xManiaCCCx (and sfidanza )

Simply unpack to your data folder.
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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted May 30, 2006 07:41 PM

Does that mean the original graphics were never taken out?
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sfidanza
sfidanza


Promising
Supreme Hero
posted May 30, 2006 11:48 PM
Edited by sfidanza at 23:54, 30 May 2006.

Vlaad posted the link before I did
It doesn't work, though (until Vlaad edits it). In the meantime, here it is:
http://www.dagobah-online.com/heroes5/Treants.pak (4.63 Mo)

As I said in the Ubi thread, the only problem is that the ugly treant guardian still shows up when defending (take roots). Some peole are also reporting adventure maps glitches, but it works well here.
Some screenshots for the greedy:
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_1.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_2.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_3.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_4.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_5.jpg

And the morphing problem:
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_TakeRoots_Morphing_1.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_TakeRoots_Morphing_2.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_TakeRoots_Morphing_3.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_TakeRoots_Morphing_4.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_TakeRoots_Morphing_5.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_TakeRoots_Morphing_6.jpg
http://i59.photobucket.com/albums/g288/sfidanza/h5/Treants_TakeRoots_Morphing_7.jpg

Enjoy!!

@Gnoll_Mage, most of them have been replaced, but we took them from the beta data.pak

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 30, 2006 11:54 PM
Edited by Vlaad at 00:05, 31 May 2006.

Quote:
Vlaad posted the link before I did
That's because we, the undead, needn't sleep - unlike you mortals...
Quote:
It doesn't work, though (until Vlaad edits it).
Edited!

Again, thanks for the great work!
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sfidanza
sfidanza


Promising
Supreme Hero
posted May 31, 2006 03:23 AM

After some more work, we have updated the mod. Still the same file, but now:
- the TakeRoots model is fixed
- Treants now have their leaf trails effects in combat
- Some sound fixes

And after analysis, it seems the adventure models work fine on a new map. Only on saved games is the old/new Turboboosted Treant used.

ManiaCCC is checking the details, so there might be another update, but we're pretty near final.

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Ellderon
Ellderon


Adventuring Hero
Lightbringer
posted May 31, 2006 11:11 AM

If hte models aren't taken out, that means that the old inquisitor model should still be in there..

And let's hope the game turns out more moddable than it appears to be.
Without new models and abilities/spells the posibilities are extreemly limited...
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elen síla lúmenn' omentielvo

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OOPMan
OOPMan


Adventuring Hero
posted May 31, 2006 12:09 PM

Quote:
If hte models aren't taken out, that means that the old inquisitor model should still be in there..

And let's hope the game turns out more moddable than it appears to be.
Without new models and abilities/spells the posibilities are extreemly limited...


Well, keep one thing in mind:

Warcraft 3, one of the more modded games out there (Although not I game I actually generally like), is also limited in a couple of unpleasant ways. Notably, adding new skills and the like into that game is pretty impossible because the skills are hardcoded. That hasn't stopped people from monkeying around with existing skills to such an extent that they seem to be almost new :-)

So yeah, there may yet be hope :-)

Also, Nival did Blitzkrieg 1/2, and those were moddable, so the idea is definitely not alien to them...

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted May 31, 2006 07:25 PM
Edited by Vlaad at 19:33, 31 May 2006.

More updates... thanks to Alatropix!

Continuity of CH claims that "the 'Russian mods' work fine on the English version, and the only stuff you need to do besides put the .paks in the 'data' folder is edit input.cfg if you want a hotkey for loading in combat."


1) adds LOAD button in combat

2)  disables the rotating camera in the town screen

3) disables sound when viewing text

4) no tooltip sounds

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted June 01, 2006 09:25 AM
Edited by Vlaad at 09:26, 01 Jun 2006.

Two new mods appeared, both introducing the WAIT button in combat.

One has been done by The Gryphon, the other by MistWeaver of CH.

I wouldn't install these two yet. Here's hoping Nival is reading the message boards and includes such suggestions in the first patch.
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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted June 07, 2006 07:58 PM
Edited by Vlaad at 20:03, 07 Jun 2006.

Yay, we got a modding section at AoH! Again, great work, sfidanza!

I guess this thread is obsolete now, unless someone reports bugs or needs further instructions.

It would be nice to see the current modders form an informal group and produce one big mod, like WoG for H3. I guess it's too early for that (waiting for the editor and expansions...!), but I'm really looking forward to playing such an add-on in the future.
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sfidanza
sfidanza


Promising
Supreme Hero
posted June 07, 2006 11:19 PM

Vlaad, this thread is not at all obsolete!! On the contrary, I have put it on the modding page as a reference for getting help and discussing mods.

I also remind everyone that there is an email address on that page (in the FAQ box) where you can submit your mods (I'd gladly copy it here, if it weren't for those stupid spammers...).
If you do submit a mod, you can fill in the description, H5 target version, mod type and version, authors to be credited... Do it in your mail, or here, as you wish.

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