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Heroes Community > Heroes 5 - Modders Workshop > Thread: Curio's Cheating Guide is online
Thread: Curio's Cheating Guide is online [ This thread is 26 pages long: 1 2 (3) 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 ]
joerginger
joerginger


Hired Hero
posted July 28, 2006 07:11 PM

Quote:
Quote:
EDIT:
Quote:

AddHeroCreatures("Tan", 70, 25) ;
There is a space between name and the creature number and a space between creature number and the quantity of creatures you are trying to add and a space between the ) and ;

hope this helps.


For the above, kill the space between the closing parenthesis and the semicolon-- ); rather than ) ;


Curio, oddly enough it would not work for me until I put the space between the parenthesis and the semicolon, weird things they are a happening.


For me the syntax for all commands that has always worked is (for example): @AddHeroCreatures ("Name", #, #);

So I always had a space between the command and the opening bracket, but no space between the closing bracket and the semicolon. The only weird thing that regularly happens to me is that a ^ is inserted at the end of the line after opening the console and selecting a previous command using the up arrow - and this ^ is only visible when I repeat the process.
A couple of posts ago I said that there were no more error messages after mistyping a command, but apparently this only applied to pre-patch 1.2 savegames. Recently I always got an error message.

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joerginger
joerginger


Hired Hero
posted July 29, 2006 01:17 PM

Quote:
I just would like to ask if there is really no way to remove a skill from a hero ?


I never heard of any way to remove a skill.

Are you looking for this because you want a skill but all the slots are already full? In that case you can just add the skill you want. You won't see it on your hero, but the effect is there (as mentioned in the guide).

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Taliesyn
Taliesyn

Tavern Dweller
posted July 29, 2006 09:27 PM

Ok, I'm another one who's not being allowed to input abilities.  I have Findan, and I'm trying to add in Master of Abjuration.  He has Expert Light Magic and only two Light Magic Abilities.  I enter the following:

@GiveHeroSkill("Heam", 50)

and no error message comes up, but when I pull up his info, he does NOT have the skill.  I've also tried using SKILL_MASTER_OF_ABJURATION in place of the number, but THAT results in the following error message:

(Script warning!)Value was NIL when getting global with name 'SKILL_MASTER_OF_ABJURATION'
(Script_ ERROR: Wrong type of argument 2, when calling function GiveHeroSkill

I get the same result if I remove the SKILL_ from the front of that.
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joerginger
joerginger


Hired Hero
posted July 30, 2006 06:45 AM
Edited by joerginger at 06:46, 30 Jul 2006.

Quote:
I enter the following:

@GiveHeroSkill("Heam", 50)

and no error message comes up, but when I pull up his info, he does NOT have the skill.



Of course not, you forgot the semicolon at the end.

Simply change the command to:

@GiveHeroSkill("Heam", 50);

That should give you the ability you want.
As for the longer command you tried, I always used the numbers and I can't remember seeing a list of in-game skill / ability names anywhere. So I guess the error is in the ability name, but that's really just guessing.

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Taliesyn
Taliesyn

Tavern Dweller
posted July 30, 2006 12:03 PM

Quote:
Quote:
I enter the following:

@GiveHeroSkill("Heam", 50)

and no error message comes up, but when I pull up his info, he does NOT have the skill.



Of course not, you forgot the semicolon at the end.

Simply change the command to:

@GiveHeroSkill("Heam", 50);

That should give you the ability you want.
As for the longer command you tried, I always used the numbers and I can't remember seeing a list of in-game skill / ability names anywhere. So I guess the error is in the ability name, but that's really just guessing.


That would be VERY bizarre if that were the case, seeing as NO other command requires the semicolon.

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Udo
Udo

Tavern Dweller
posted July 30, 2006 03:22 PM

I have a problem when I try to put in the sevtar code line that allows you to pull up the console to enter the cheats. I opened the file in worrdpad, went to the end and placed the line. then when i tried to start up my game, it goes to the first screen(the still frame of the people fighting) then it just shuts down the game. I obviously did something wrong......so now I am here to get help in fixing the issue. Thanks to all who help in advance.
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joerginger
joerginger


Hired Hero
posted July 31, 2006 01:35 AM

Quote:
Quote:

you forgot the semicolon at the end.



That would be VERY bizarre if that were the case, seeing as NO other command requires the semicolon.


Most of the @ commands do.

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Taliesyn
Taliesyn

Tavern Dweller
posted July 31, 2006 11:55 AM

Very strange indeed, as I've successfully used all of the ones presented in the guide without ever needing to add the semicolon.

Even stranger that, in testing on the wizard campaign (mission 1), I can add in abilities just fine without using the semi-colon, although I don't have all six skills selected yet.

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Taliesyn
Taliesyn

Tavern Dweller
posted August 01, 2006 01:29 AM

Ok, after doing a bit more research, it seems I'm getting the same issue that Ungoliant saw - as long as a hero doesn't have 6 skills, I can add skills and abilities to my heart's content (with or without the semicolon at the end, btw).  Once skill number six is assigned, however, I can no longer add abilities with an @ command (again, with or without the absolutely superfluous semicolon at the end).
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Udo
Udo

Tavern Dweller
posted August 01, 2006 02:14 PM

can anybody help me with my problem? i posted it a few days ago and still havent gotten a response. thanks to anybody that will help.

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Curio
Curio


Hired Hero
posted August 01, 2006 07:38 PM

Thanks a lot, joerginger, for covering some questions when I'm not around! It really helps when I'm not around, and I know there'll be some experienced code users willing to help.

Anyhow:

Udo: could you please get back into the autoexec.cfg and paste here what you've put into the file? Can't do anything without seeing if there is indeed something wrong, thanks.

Taliesyn: so this semicolon may be "superfluous" to some ppl...that's fine, it's ONE semicolon! These codes are found from game files, and that's how it's written, and that's how they'll be presented. I wasn't going to decide to make some uneccessary editorial decisions, when I know the way they show it is bound to work.

There is no way to remove skills, sorry, but as joerginger mentioned from the guide, you don't have to--just add the skill you want, regardless whether your hero has space or not, it'll still work while hidden.

leung2: you can either check the guide for the exact way of adding Counterspell to your Warlock, or you'll have to provide me or anyone else who'd help with more piece of info--namely, the Warlock's name.

Ungoliant: if I understand correctly, after you add the 6th skill to a hero with the console, when you add the abilities you can learn from Luck, say (such as Resourcefulness), they no longer have a graphical representation?  Or do you mean, after 6 skills, any others you add aren't shown? That would be because you only have 6 slots, but the skills still work when added, they're just not in the display.

If you meant the first, I haven't heard this. If it only happens as you say, I guess you can make sure to add the abilities you want before you fill up the 6th skill. This would be testable, of course, and easier so with certain skills, like Leadership. If you have that, and give yourself Estates for the gold bonus, but it doesn't show in your hero screen, check your gold income by right clicking the top resource bar on the coins. It may still be having an effect, I'm not sure.

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Udo
Udo

Tavern Dweller
posted August 02, 2006 01:25 AM

i certainly can, and here it is
//============================================================================
// User config

setvar credits_move_speed = 40
setvar ui_announcement_duration = 3500
setvar ui_flying_signs_speed = 1
setvar ui_sign_duration = 8000

setvar sound_ambient_fade_duration = 2

setvar combat_wall_fade = 0.5
setvar combat_wall_fade_in_speed = 0.7
setvar combat_wall_fade_out_speed = 0.15
setvar combat_wall_neighbours_fade = 0.1

setvar combat_tutorial_enter_delay = 2000

setvar combat_starting_delay_time = 1000
setvar combat_stir_animation_period = 60000

setvar combat_casuality_sign_duration = 1600
setvar combat_event_sign_duration = 3000

setvar adventure_max_scroll_speed = 3

pwl_press_any_key_period 1.0
pwl_press_any_key_fade 0.5

player_name_min_ui_size 2
player_name_max_ui_size 10

adventure_speed_max_time_factor 2.0

partial_fade_duration 0.1
partial_fade_dark_value 0.5

town_camera_rise_speed 15
town_camera_zoom_speed 15
town_camera_pitch_speed 0.5
town_camera_rotate_speed 0.7

//mission_camera_def_pos Fov Pitch Yaw fRod(Distance)
mission_camera_def_pos 50 -53 16 25

// combat tutorial
combat_tutorial_enabled 0

combat_force_average_arena 1

//For transparanet interface
mission_camera_limits 50 10 70 -55 -30 0 0
mission_camera_softlimits 50 11 69 -53 -32 0 0

mission_camera_zoom_speed 0.3
mission_camera_pitch_speed 5
mission_camera_yaw_speed 1.5
mission_camera_scroll_speed 1.4
//mission_camera_scroll_acceleration 100

// conquest_camera_limits fov minDistance maxDistance minPitch maxPitch minYaw maxYaw
conquest_camera_limits 50 50 100 -54.5 -54.5 0 0
conquest_camera_softlimits 50 50 100 -54.5 -54.5 0 0

hero_trace_power_1 1000
hero_trace_power_2 2000
hero_trace_power_3 3000
hero_trace 1

ATBAction_Blink_Period 0.5
ATBAction_Summon_Blink_Max 0.9
ATBAction_Summon_Blink_Min 0.6
ATBAction_Blind_Blink_Max 0.8
ATBAction_Blind_Blink_Min 0.6

random_auto

change_tb_fade 1 255 64 64
change_tb_fade 2 96 255 96
change_tb_fade 4 0 200 255

//============================================================================
// Startup
mainmenu
setvar dev_console_password = schwinge-des-todes


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Taliesyn
Taliesyn

Tavern Dweller
posted August 02, 2006 02:25 AM
Edited by Taliesyn at 02:27, 02 Aug 2006.

Curio - My 'superfluous' comments were aimed mainly at Joerginger and his slightly condescending comments about the semicolon.  If I had to guess, they're necessary for actual scripting, but NOT for simple console entry.

As I posted, I ran into the same situation, where once a sixth skill was added, abilities could no longer be added.  It's not a case of 'being added but not being shown', either, as I've tried to put in skills such as Master of Blessings, Master of Curses, and Master of Lightning, without ever having any of their benefits (mass spells or stun, respectively) showing up.

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joerginger
joerginger


Hired Hero
posted August 02, 2006 03:41 PM
Edited by joerginger at 15:54, 02 Aug 2006.

Quote:
Curio - My 'superfluous' comments were aimed mainly at Joerginger and his slightly condescending comments about the semicolon.  If I had to guess, they're necessary for actual scripting, but NOT for simple console entry.


Sorry about that, it sure wasn't my intention, that's why I put the smiley there. I just thought it looked like an easy solution to your problem.
I've done some testing and what you said is clearly true. The semicolon doesn't seem to make any difference, at least not with the @ commands I tried.

Quote:
As I posted, I ran into the same situation, where once a sixth skill was added, abilities could no longer be added.  It's not a case of 'being added but not being shown', either, as I've tried to put in skills such as Master of Blessings, Master of Curses, and Master of Lightning, without ever having any of their benefits (mass spells or stun, respectively) showing up.


Apparently this is another change to the behaviour of the @ commands in version 1.2 in comparison with the old add_skill command.
Once the sixth skill slot is filled, the only thing that can still be done is taking that skill (perhaps also previously present ones, but I didn't test this) to the expert level. But neither can abilities added to skills that still have blank ability slots, nor can new skills be added. I tested this by adding luck since it would give a visible effect if present, but luck was not increased.
I don't know if this also means that adding the fourth and fifth ability for the first four skills (before filling the last skill slot) no longer has any effect or if it's now really "what you see is what you get". No idea how to test this, since I can't remember any abilities that provide a visible effect - estates perhaps?
Bad news, but I guess the way add_skill worked in version 1.1 was simply too good to be true.

Edit:
I just tried adding estates as a fourth ability, and my gold income indeed went from 27xx to 29xx the following turn, so this might still work.

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LindaG
LindaG

Tavern Dweller
posted August 03, 2006 07:54 AM

To Udo

I don't know anything about how this stuff works, but something I noticed when I went to edit my config file was that I received a warning when I tried to edit it with wordpad.

Did you back up your config file before editing it?

If you did, what I would try is copying the original file back to the directory and editing your config file with notepad. It is a much more basic editor. When I added the line with notepad, I did not receive any warning messages.

Hope this helps until someone who knows more can get back to you.
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Caligno
Caligno


Hired Hero
If zombies only had brains
posted August 03, 2006 09:07 AM

Quote:
I don't know anything about how this stuff works, but something I noticed when I went to edit my config file was that I received a warning when I tried to edit it with wordpad.

Did you back up your config file before editing it?

If you did, what I would try is copying the original file back to the directory and editing your config file with notepad. It is a much more basic editor. When I added the line with notepad, I did not receive any warning messages.

Hope this helps until someone who knows more can get back to you.


I edited my file with Wordpad and it works fine  but I would agree with trying to restore the original file and starting over, maybe you inadvertedly changed something.

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Udo
Udo

Tavern Dweller
posted August 03, 2006 01:08 PM
Edited by Udo at 13:15, 03 Aug 2006.

i do have it backed up, im not that new of a modder, but i tryed using both notepad and wordpad but neither of them worked. maybe the problem is that i may have saved it as the wrong type of document.
i saved it as autoexec.cfg (as a rich text format because all the other forms said they would remove all formatting) this is becoming really strange, but i appreciate all help.

p.s. when i revert back to my original it works fine. and also when i open it in notepad the line looks like this(after having entered it in wordpad and trying to start the game)  
\pard\sb100\sa100\f1\fs24 setvar dev_console_password = schwinge-des-todes\par
\pard\f0\fs20\par
\par
}
but all the other lines also said \par in them but none had the other stuff that was put in this(by the computer not me) and when i tried to delete it and start the game the same thing happened.

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LindaG
LindaG

Tavern Dweller
posted August 03, 2006 05:49 PM

Quote:
i do have it backed up, im not that new of a modder, but i tryed using both notepad and wordpad but neither of them worked. maybe the problem is that i may have saved it as the wrong type of document.
i saved it as autoexec.cfg (as a rich text format because all the other forms said they would remove all formatting) this is becoming really strange, but i appreciate all help.

p.s. when i revert back to my original it works fine. and also when i open it in notepad the line looks like this(after having entered it in wordpad and trying to start the game)  
\pard\sb100\sa100\f1\fs24 setvar dev_console_password = schwinge-des-todes\par
\pard\f0\fs20\par
\par
}
but all the other lines also said \par in them but none had the other stuff that was put in this(by the computer not me) and when i tried to delete it and start the game the same thing happened.


Mine does not look like that at all. I edited mine in notepad and it did not ask what type of file to save it as. What extension did it give your file when you told it to save as a rich text file?

My configuration file looks just like the original file you posted here, but with the addition of the line for activating the console.
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head_hunter
head_hunter

Tavern Dweller
death itself has come for you
posted August 06, 2006 04:10 AM

Quote:
not sure if this was mentioned but,

i couldn't get the the @ commands to work while i was in the city view.

thanks for all the info


they dont

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Kas
Kas

Tavern Dweller
posted August 08, 2006 10:35 AM

Eternal end turn bar

HI! This is an excellent forum! Thanks for all your help!

AFter I enabled cheat codes and added creatures and artifacts (no skills), I found after a while the End turn function eternally runs, and I never get to the next turn. Any thoughts? Thanks!

Kas
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