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Thread: H5 GotP: Ultimate Heroes 5 MOD - The HoMM 5 WoG | This thread is pages long: 1 ... 4 5 6 7 8 ... 10 20 30 33 · «PREV / NEXT» |
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VokialBG
Honorable
Legendary Hero
First in line
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posted January 11, 2007 08:54 PM |
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It is good that you can't make a MOD for Heroes, your ideas are sdupit
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KnightDougal
Bad-mannered
Famous Hero
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posted January 11, 2007 09:09 PM |
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Quote: It is good that you can't make a MOD for Heroes, your ideas are sdupit
I can mamke mods! I made a mos what made the lich lvl. 6 chreature and with lvl.7 adn I renamed them! But I didn't realse them! And I made a mod that gives fallen angel to the Necropolish but I didn't relase them!
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VokialBG
Honorable
Legendary Hero
First in line
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posted January 11, 2007 09:11 PM |
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Can I download it? I want to see it...
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KnightDougal
Bad-mannered
Famous Hero
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posted January 11, 2007 09:15 PM |
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Quote: Can I download it? I want to see it...
I do not relase them becuse I deleted. But I made a downloadable mod (see Stronger Necropolish thread) what makes Archlich strong as Deep Hydra and gives him Fireball spell.
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted January 11, 2007 09:28 PM |
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why did you make Archlich as strong as Hydra, Hydra is an exception, Necro are not supposed to be powerful, only have numbers
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redwoodsprite
Hired Hero
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posted January 12, 2007 02:29 PM |
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Quote: All I can say is I want a creature editor tool that allow you to make your own creatures (change its stats, add or change abalitys, and change its color). They could even come out with a "Creature Pack expansion" in the future too, that give you more creature models, more ablitites, and even options to add additional assortceries (like that of minture models for games like Warhammer) to let you further customize them.
Don't think will be happen any time soon, but it would be a good thing to do.
That's the way the Morrowind editor is. It's very easy to enter new things in it, do scripts and such. If Ubisoft was smart, they would see the potential in the way Heroes 5 is set up, and make it more modder and map-maker friendly. It would extend their profits a lot, as the game would sell for a much longer time.
As it is now, you can edit text files to add new things. For example, you can have the Black Knight as a Necromancer town troop, and the mane/Ghost is still created by the one hero. So the game accepts the existance of both. I have also seen what appears to be the equivalent of the Morrowind creature leveled lists in the Heroes data files. So it may be possible to have a lot of new troop types appear in locations outside of towns by adding them to these text documents.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted January 14, 2007 01:18 PM |
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what about familiar - imp - drunk imp?
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted January 14, 2007 01:27 PM |
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wow, a drunk imp, not even i would of thought of that , nice work though!
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VokialBG
Honorable
Legendary Hero
First in line
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posted January 14, 2007 05:17 PM |
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Edited by VokialBG at 17:43, 14 Jan 2007.
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OK, necro offer:
Lv 1. Skeleton
+1 Attack
Lv 1 Upg. Skeleton Archer
+1 Attack
Lv 2. Zombie
+New name --->>> Walking Dead
Lv 2 Upg. Plague Zombies
+New name --->>> Zombie
+5 HP
+1 Initiative
Lv 3. Ghost
No changes
Lv 3 Upg. Spectre
No changes
Lv 4. Vampire
+1 Demage
+2 HP
+10 Golg
Lv 4 Upg. Vampire Lord
+2 HP
+Fear
+Regeneration
+50 Gold
Lv 5. Lich
+Caster
+Weakness Spell
+Vulnerability Spell
+16 Mana
Lv 5 Upg. Archlich
+Vulnerability Spell
+Frenzy Spell
+14 Mana
Lv 6. Black Knight
+Horse Jump
+Fear
Lv 6 Upg. Death Knight
+Horse Jump
+Fear
+Harm Touch
+Cursing Attack
Lv 7. Bone Dragon
+20HP
+3 Attack
+1 Speed
+2 Defense
+3 Demage
Lv 7 Upg. Spectral Dragon
+20 HP
+1 Speed
+5 Attack
+5 Defense
+3 Demage
Good?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 14, 2007 05:32 PM |
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exept the scatter shot for the skelies.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted January 14, 2007 05:33 PM |
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Edited by radar at 17:36, 14 Jan 2007.
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i said this several times but i'll say it again. are you able to add abilities? if yes i will be happy you'll tell me how
edit: turn on hamachi vokial, i havent played duel mode with anybody so long
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VokialBG
Honorable
Legendary Hero
First in line
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posted January 14, 2007 05:35 PM |
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Edited by VokialBG at 17:41, 14 Jan 2007.
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Quote: i said this several times but i'll say it again. are you able to add abilities? if yes i will be happy you'll tell me how
Yes I can (not all, but 70% of all). After the MOD is Finisches, I'll make a topic for how it is created, and topic for MOD making
Quote:
exept the scatter shot for the skelies.
Ok, I'll remove it.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted January 14, 2007 06:46 PM |
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Maybe I lost something along the way here, but why is it that we want to make Necropolis that much stronger? I mean, I understand if you want to tweak a few things here and there, but making each and every creature from that town stronger seems like the wrong approach - unless we think that Necropolis is actually underpowered, and since when did someone bring forth that idea?
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What will happen now?
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted January 14, 2007 06:58 PM |
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someone who played for one week and did not realize how fast creatures are acumulated.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted January 16, 2007 05:37 PM |
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Edited by radar at 19:39, 16 Jan 2007.
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LOL i know how to change creatures' abilities after week fumbling in text files
edit: the 3rd upgrade is possible
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VokialBG
Honorable
Legendary Hero
First in line
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posted January 16, 2007 08:16 PM |
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Quote:
edit: the 3rd upgrade is possible
LoL it is time for:
Peasant - Conscript - Archangel
Or:
Griffin - Imperial Griffin - Paladin
Or:
Hunter - Zombie - Vampire
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Ted
Promising
Supreme Hero
Peanut Exterminator
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posted January 16, 2007 08:43 PM |
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Vampire --> Vampire Lord --> Vokial (Vampire King)
Cavalier --> Paladin --> KnightDougal
Hamster --> Berskersker Hamster --> happy hamster
3rd upgrade ....... lets do it!
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted January 17, 2007 12:24 AM |
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Quote: LOL i know how to change creatures' abilities after week fumbling in text files
That's crucial knowledge. Can you post a how-to guide here?
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What will happen now?
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siinn
Adventuring Hero
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posted January 17, 2007 06:11 PM |
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Woooooshhhhh Vokial
One thing really drive me mad: is it possible to download the 2 modded skin for griffin and imperial griffin (the ones you described in the first post of this thread).
IT IS JUSTE LIKE THIS i wanna my griffin army to look like (i never liked the ugly armour of the imperial griffin)
please tell me it is possible to find this mod!
please please please!
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted January 17, 2007 06:13 PM |
bonus applied. |
Edited by radar at 16:35, 21 Jan 2007.
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Quote:
Quote: LOL i know how to change creatures' abilities after week fumbling in text files
That's crucial knowledge. Can you post a how-to guide here?
With pleasure, Alc.
The manual will show how to add existing ablility to creature.
We will try to add Lay Hands to Archer. Method works with 1.4/2.0 versions.
Step 1
Unpacking needed files and changing their properities
Open your DISC:\h5\data\data.pak with WinRar. Then unpack 'GameMechaincs', '_(AnimSet)' folders to DISC:\h5\data directory. Now unsign 'Only for read' option (RMB on them, then Properities, in other case we cannot edit them) in unpacked folders. The same with 'Text' folder from DISC:\h5\data\texts.pak (when the 'GameMechaincs' folder is only needed to MOD's proper working).
Step 2
Adding new ability to creature
Open earlier unpacked 'GameMechanics' folder. Then open
DISC:\h5\data\GameMechanics\Creature\Creatures\Haven\Archer.xdb
file with Notepad.
We can see there:
The lines between <KnownSpells> and </KnownSpells> contains creature apells and abilities codes. Creature without any modable ability or spell have only <KnownSpells/> line.
Keep it opened.
Now we will open Paladin file, because in original game 'Lay hands' is his ability. It is in similiar directory like Archer's, ~~~\Creatures\Haven\Paladin.xdb. Now copy Paladin's abilities code and switch to Archer.xdb file. Match cursor in the '</Item>' line ending, push Enter and paste code.
Now Archer's *.xdb file should look like this:
Save changes. Correctly added ability will show it's dicription in this table:
.
Major mod part is done.
Archer with Lay Hands ability
NEXT STEPS AREN'T NEEDED TO MOD'S PROPER WORKING, BUT THEY WILL FIT IT AND MAKE THE MOD MORE ATTRACTIVE
Step 3
Adding spellbook icons to abilities
We have already added new spell-like ability to creature. When there are more than one ability, its icon will turn into spellbook. Most ab. have no icons...
...and it looks weird.
We will change 'Lay hands' and 'Scatter Shot' icons to spell icons. All files which contains links to those icons are in (we will not use folders which we have unpacked earlier, because all new abilities and spells are in HOF dataa1 folder):
Spells: DISC:\h5\dataa1\a1-data.pak\GameMechanics\Spell\Combat_Spells\(MagicSchool)\,
Hero abilities:
DISC:\h5\dataa1\a1-data.pak\GameMechanics\Spell\Hero_Skills\Unique\(Class_Unique_Ability)\.
For 'Lay hands', Regeneration (new, locked spell) icon would be good. Its file is
DISC:\h5\dataa1\a1-data.pak\GameMechanics\Spell\Combat_Spells\LightMagic\Regeneration.xdb. (not 'Regeneration.(SpellVisual).xdb' !) Open it with Notepad, and copy whole
<Texture href="link_to_image"/> line.
Now we must find Lay Hands ability *.xdb file with similiar line. All files like that are in (earlier unpacked!)
DISC:\h5\data\GameMechanics\Spell\Creature_Abilities\(faction)\
folder.
So, it is
DISC:\h5\data\GameMechanics\Spell\Creature_Abilities\Haven\LayHands.xdb file. Open it and change <Texture href="link_to_image"/> by marking it and pasting earlier copied line from Regeneration.xdb. Save changes.
Similiar work is with 'Scatter Shot'. I have changed its icon to 'Rain of Arrows' icon (Ranger ability). So its file is
DISC:\h5\data\GameMechanics\Spell\Hero_Skills\Unique\Avenger\Multishot.xdb.
Those icons are much better
Step 4
Changing special abilities animation
Some creatures have no abilities animation, so if we will add any spell-like ability to them, they will'nt perform any animation when using it, or game will crash.
For example, we have added 'Scatter Shot' ability to Skeleton Archers and we want to have animation of it (Skeletons have no special ability animation). We will use '_(AnimSet)' folder, we have it already unpacked and prepared. Most creatures have their file which contains animations sets used in battle arena.
It is often called '%Creature%-arena.(AnimSet).xdb', so Archers' arena anim set is in 'Archer-arena.(AnimSet).xdb'.
Those files are in
DISC:\h5\data\_(AnimSet)\Creatures\(faction)\ directory.
We wanna add archers' original special ability ('Scatter Shot') to skeleton Archer. So first we must find Archer and Skeleton animation sets. Those files are:
DISC:\h5\data\_(AnimSet)\Creatures\Haven\Archer-arena.(AnimSet).xdb,
and
DISC:\h5\data\_(AnimSet)\Creatures\Necropolis\SkeletonArcher-arena.(AnimSet).xdb.
Open Archer's file and find lines which contains his special ability animation, so those are:
copy them and paste as new (not instead of others; instead only if we want change EXISTING animation) in Skeleton Archer animation set file.
Skeleton Archer using 'Scatter Shot' with Archers' animation
Step 5
Changing creature abilities description
Ok, we have added new ability to creature, but this ability name is not shown on RMB table, and we want to change this.
All we must to do is change text file with this names. Those files are in (earlier unpacked!):
DISC:\h5\data\Text\Game\Creatures\(faction)\,
and they are usually named '%Creature%_Abilities.txt'.
For example we have added 'Scatter Shot' to Skeleton Archer.
So, its text file with abilities is
DISC:\h5\data\Text\Game\Creatures\Necropolis\Skeleton_Archer_Abilities.txt.
Open it and simply add new ability name.
Skeleton Archer with new ability description
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