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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»
Adi_PL
Adi_PL

Tavern Dweller
posted June 27, 2006 01:48 PM

You are all the best.I am working now at green ghost mode and red archlish mod(from image of collection edition).I can't make aureola in cleric mod unfortunelly.I searched help but nobody know how to enable it.It is problem, how to make pak dile.I think we must pak the hexadecymetrial code-file in pak file.I hope someone can help other peoples in modding heroes(like FC of course)Nothing.I get out.
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Millsy
Millsy

Tavern Dweller
posted June 27, 2006 06:51 PM

homer171: <power> refers to the creatures strength.  its used for computer AI calculations.  If your armies <power> adds up to be much higher than the army you're attacking they are more likely to flee.  Im not sure of the exact algorithm for their fleeing, but thats what power is.  I imagine its also used for computer players to determine whether or not its "safe" to attack you.

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Homer171
Homer171


Promising
Supreme Hero
posted June 28, 2006 03:19 AM

Stupid me. I tough AI doesn't have brains at all. I have many times wondered does AI see my creature numbers.. Like do they fear me more if i have 9 bone dragons in stead of 5. Both is shown as "pack" to human players but does AI just calculate 3174x9 is 28566 Oh snow! I gotta run! ..Well what ever is the case it's not really important.. Thanks millsy for your reply.
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Don't be too proud of this technological terror you've constructed. The ability to destroy a planet is insignificant next to the power of the Force.

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Gus
Gus


Known Hero
Not-So-Bright Crusader
posted June 28, 2006 03:48 AM

Quote:
You are all the best.I am working now at green ghost mode and red archlish mod(from image of collection edition).I can't make aureola in cleric mod unfortunelly.I searched help but nobody know how to enable it.It is problem, how to make pak dile.I think we must pak the hexadecymetrial code-file in pak file.I hope someone can help other peoples in modding heroes(like FC of course)Nothing.I get out.


A French guy did it already, you can download it at this URL:
http://davinov.free.fr/patch5/data/mod-archilicherouge.pak

if you want pictures, there you go:
http://davinov.free.fr/patch5/mods/mod6.htm

His website is: http://davinov.free.fr/patch5/readme.htm
His work is great =) For visual things, i don't think the language matters. For the other mods, i've made the translation myself, and the english versions are available in this forum =)
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If Pacman had affected us as kids we'd be running around in dark rooms, munching pills and listening to repetitive music.

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Adi_PL
Adi_PL

Tavern Dweller
posted June 28, 2006 02:12 PM
Edited by Adi_PL at 14:17, 28 Jun 2006.

Red Archlish looks great.But nobody can make nimbus.I don't know why this is hard to do.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 28, 2006 04:46 PM

QUESTION: Do any of you know if it's possible to change the starting skills of the Heroes you have in the single scenarios (or any scenario for that reason)? And where will I find the appropriate files?


I wan't to know this, because it sucks to play the Academy campaign, and the Hero starts with Sorcery > Mana Regeneration and you need to have Sorcery > Arcane Training > Counterspell > Erratic Mana in order to reach the ultimate skill. I would like to make a MOD to change all Heroes that start with a skill that block their path to the Ultimate Skill, but I can't find the files describing the Heroes and their starting abilities anywhere.

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sfidanza
sfidanza


Promising
Supreme Hero
posted June 29, 2006 05:43 AM

Adi, that's because only alcibiades is allowed the nimbus.

alcibiades, I guess you mean the Maahir's Gambit scenario, not the Academy campaign.
Basically, the map .xdb file (in the map folder) has the heroes listed, with possibly additions or overrides to their standard skills, stats, spells... anything.
Then, there's the hero file itself, which contains the standard hero that we're listing on the AoH pages.

So in this example (Maahir's Gambit), the map is:
Maps/SingleMissions/SL1/SL1.xdb
Search for Maahir. Scroll down to the <Editable> section containing the hero overrides.
There, you see there are none.
Now go to the referenced hero generic file:
MapObjects/Academy/Maahir.(AdvMapHeroShared).xdb
Here you see that the <skills> section gives Basic Sorcery to Maahir. And the <perkIDs> section just below gives him Mana Regeneration (HERO_SKILL_MYSTICISM).

To mod that, you have two ways:
- change the map
- change the hero

If you go with the first, more explanations are needed, as you will need to know the override code for skills/perks (which I don't remeber just now ).

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 29, 2006 09:19 AM
Edited by alcibiades at 09:21, 29 Jun 2006.

That's perfect - I'll just go with changing the Hero! I'll see if I can get this to work - IMO, no Hero should start with skill's that'll block him from reaching his full potential. If people wanna deviate from that path to get - in this case - Mana Regeneration, it should be their own choice.

And yes, the Nimbus comes with the personalety.

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Ma_trix
Ma_trix


Adventuring Hero
Carpe Diem
posted June 29, 2006 07:38 PM

If I could have some hmm... wishes - I'd like to see this forum be more clear for visitors. What do I mean? It's the matter of topics' names - I strongly suggest to write before names of topics smoething like categories. For example:
- for uploading mods - Mod: Modname
- for mod propositions -  Proposition: blablabla
- for technical stuff - Technical: blablabla
- for discussions about mods - Discussion: Modname
I think it wouldn't give much work to do but it'll make forum much more clear Names of categories should be constant and it would be best if they were accepted by sfidanza and sticked in one thread.

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Millsy
Millsy

Tavern Dweller
posted June 30, 2006 01:55 AM

good idea, or perhaps even sub-forums?  nice catagories btw.

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mindwarper2005
mindwarper2005

Tavern Dweller
posted July 05, 2006 04:03 PM
Edited by mindwarper2005 at 16:04, 05 Jul 2006.

I want to be able to mod the Townportal spell to the way it was in HoMM 3 series...
Just for testing purposes only, any one what I should mod in data.pak file, there is this section in there....


data\Textures\SpellBook______2618\Spells

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 06, 2006 12:44 PM

I have been trying the same, but without succes. I think the folder you refer to only contain the graphical elements (the Textures) that appear when the spell is used.

My first approach was to look in data\GameMechanics\Spell\Adventure_Spells\Town_Portal.xdb - the content of this file looks like this:

<?xml version="1.0" encoding="UTF-8"?>
<Spell ObjectRecordID="141">
<TableID>SPELL_TOWN_PORTAL</TableID>
<NameFileRef href="/Text/Game/Spells/Adventure/Town_Portal/Name.txt"/>
<ThisIsANameFileRef href="/Text/Game/Spells/Adventure/Town_Portal/ThisIsAName.txt"/>
<LongDescriptionFileRef href="/Text/Game/Spells/Adventure/Town_Portal/Long_Description.txt"/>
<Texture href="/Textures/SpellBook______2618/Spells/Spell_TownPortal.xdb#xpointer(/Texture)"/>
<EffectTexture/>
<CombatLogTexts/>
<Level>5</Level>
<MagicSchool>MAGIC_SCHOOL_ADVENTURE</MagicSchool>
<RequiredHeroLevel>20</RequiredHeroLevel>
<IsAimed>false</IsAimed>
<IsFriendly>true</IsFriendly>
<TrainedCost>20</TrainedCost>
<damage/>
<duration/>
<Effect href="/Effects/_(Effect)/Spells/townportal_start.xdb#xpointer(/Effect)"/>
<SoundEffect href="/Sounds/_(Sound)/Spells/TownTeleportStart.xdb#xpointer(/Sound)"/>
<Decal/>
<HitDelay>3</HitDelay>
<MagicElement>
<First>ELEMENT_NONE</First>
<Second>ELEMENT_NONE</Second>
</MagicElement>
</Spell>

None of these features seem to be usefull (I tried to change <IsAimed> to 'True' but this only meens you can click somewhere on the adventure map before the spell takes effect - it still transports you to the closest town).


This brings me on to a question I'd like to have answered: Some of these features seem to be defined in other files - but what files? I have looked through the .xdb files and the .lua files without succes to find information on spells, creature abilities and other things. Do anybody know where this information is - and will we be able to MOD it in any way?

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sfidanza
sfidanza


Promising
Supreme Hero
posted July 06, 2006 04:42 PM

Quote:
Some of these features seem to be defined in other files - but what files?

H5_Game.exe?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 06, 2006 08:36 PM

Quote:
Quote:
Some of these features seem to be defined in other files - but what files?

H5_Game.exe?


Hmmm ... might be. I thought that the .exe file only was an executive - and that all data for the program was located in the data folder. But that was just an assumption, might be I'm wrong.

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted July 06, 2006 10:41 PM

Well, big part of data is somwhere else [xp needed for levels for example] and we all would like to know where it is and how to mod it

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Miru
Miru


Supreme Hero
A leaf in the river of time
posted July 16, 2006 01:15 AM
Edited by Miru at 21:01, 18 Jul 2006.

Could someone make a mod (Im no good at it) that changes the phoenix graphics to something else -- anything else (even H1 phoenix)

And a mod that lets non-special edition use the special hero trails?
____________
I wish I were employed by a stupendous paragraph, with capitalized English words and expressions.

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Zeldor
Zeldor


Known Hero
The Bringer of Pestilence
posted July 23, 2006 02:08 PM

We are looking for someone who can get into hardcoded data and find a way to edit it.

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Haldowan
Haldowan


Adventuring Hero
posted July 23, 2006 11:38 PM

Hi all, newbie to the series here .

This LUA code reminds me of the way WoW modding works. From my experience (I did some personals mods) you can't modify the game mechanisms. Maybe if you can have some discussion with Nival, new fonctions will be unlocked allowing you to do great things. Even if you can modify hardcoded data, patches will be released and all work will be lost at compilation .

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sfidanza
sfidanza


Promising
Supreme Hero
posted August 05, 2006 07:48 AM

So you should have a file named "Unlock_Campaigns.pak", NOT "Unlock_Campaigns.zip" or "Unlock_Campaigns", in your data/ folder.

If your file has a .zip extension, rename it to .pak.

If your file has no extension, it means your system is playing tricks on you, silently renaming files and hiding extensions (good ol' Windows!!). If you know how to do it, you can force the extensions to show and rename to .pak. If you don't, send me an HCM with your email, I'll send you the file as needed.

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Dominixux
Dominixux

Tavern Dweller
posted August 05, 2006 10:31 PM

Help

Does anyone know how to add/change creatures abilities like no melee penalty, unlimited retaliation?

Does anyone know how to add/edit creature pictures, because black knight is peasant?

This is all from me for now!


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