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


Honorable
Legendary Hero
Far-flung Keeper
posted December 11, 2010 02:04 AM

Quote:
On the link to the wikia page it says they didn't like wikia's visual themes so they moved the website to a new place.


"They" would be me. I administrated the MM wiki along with Zamfir, but unfortunately Wikia decided to publicly and unexpectedly commit suicide by introducing a new, mandatory design layout with a whole load of Facebook-style gimmicks worthy of contempt. Unhappy to throw away all the design work we'd finished and annoyed at Wikia for forcing the change down our throats, we moved the site's content back to a server with Celestial Heavens a couple of weeks ago, where it will be staying. Unless there's someone masochistic enough to edit the old one now, consider it a zombie wiki, or "space for rent".
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted December 11, 2010 03:25 AM
Edited by markkur at 03:26, 11 Dec 2010.

Quote:


"They" would be me. I administrated the MM wiki along with Zamfir, but unfortunately Wikia decided to publicly and unexpectedly commit suicide by introducing a new, mandatory design layout with a whole load of Facebook-style gimmicks worthy of contempt. Unhappy to throw away all the design work we'd finished and annoyed at Wikia for forcing the change down our throats, we moved the site's content back to a server with Celestial Heavens a couple of weeks ago, where it will be staying. Unless there's someone masochistic enough to edit the old one now, consider it a zombie wiki, or "space for rent".


Cepheus, I'm just making sure I understand

So this is the good looking site then? The one with the cool map I posted but it cannot be edited easily?
____________
"Do your own research"

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Terrabyte
Terrabyte

Tavern Dweller
posted April 21, 2011 05:19 PM

Look everywhere on moding guide can't find editing heroes only creatures. I want to change Lethos from Dungeon from having dark magic to having destructive magic. How do i do that ? help is much apreciated.

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vojthus
vojthus


Adventuring Hero
Waking Up
posted April 21, 2011 08:24 PM
Edited by vojthus at 20:27, 21 Apr 2011.

1. Open the data.pak (with WinRar).
2. Go to MapObjects -> Dungeon
3. Find file Dalom.(AdvMapHeroShared) and copy it to your desktop.
4. Right click on the file and select "Properties".
5. Uncheck "Read-only" and click "ok".
6. Open the file (with Notepad) and change the line
<SkillID>HERO_SKILL_DARK_MAGIC</SkillID>
to
<SkillID>HERO_SKILL_DESTRUCTIVE_MAGIC</SkillID>.
7. Save file with the same name but with UTF-8 encoding.
8. Put the changed file into the place where you took it from in the data.pak

Hope that helps

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Terrabyte
Terrabyte

Tavern Dweller
posted April 21, 2011 09:22 PM

THANK YOU ! Before i saw your post i figured it out and made my own hero. Donno why UBI chose to name Lethos Dalom >.> , anyways thanks again for your help.

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Terrabyte
Terrabyte

Tavern Dweller
posted April 21, 2011 10:03 PM
Edited by Terrabyte at 03:31, 22 Apr 2011.

So it won't let me >.> Says file size to large for zip. make it rar. if i make data.pak with rar archiving ( instead of it's default zip ) the game won't start it crashes upon launching. any ideas ?


***FIXED*** I downloaded Winzip and opened the data.pak with it. Seems Winrar has some problems with .zip archives.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted June 13, 2011 03:40 PM
Edited by Fauch at 23:51, 13 Jun 2011.

I'm not sure where I can post it, but I tested many abilities yesterday. here are some interesting things :

force arrow works in melee (yes the arcane archer is that imba)

mark of fire doesn't seem to work in melee. or I was just unlucky?

blinding attack, sleeping strike, cleave, brutality, bash, fear, stormstrike, hexing attack, lightning breath may trigger in melee as well as in range attack (including throwing goblins)

goblin thrower appears to work as a normal range attack. I'm not sure, but I think that everything that applies to range attack, probably applies to goblin thrower as well.

no retaliation works both in melee and from a range. a shooter with no retaliation ability will receive no retaliation when attacking in melee, but also when shooting.

unlimited retaliations works both in melee and from a distance. a shooter with this ability will retaliate to every melee and range attack.

range retaliation : a creature which retaliates from a distance then loses his ability to retaliate to melee attack.

berserker rage works on shooters, and really I was amazed, instead of walking toward the nearest enemy, they just shoot him instead. berserker, but still not stupid.

mana drain resurrects exactly one creature by mana point drained. I haven't tested on mechanical and elemental units. it doesn't trigger on range attacks

lava breath doesn't work AT ALL if given to a shooter. even in melee.

double shot works exactly like double attack, but only for range attack. as you know, it works also the same way as cleave and brutality, except the 2nd attack is ensured (unless one of the 2 stack die before)

double attack, cleave, brutality will fail if the 1st attack causes the ennemy to take a step back or to flee. it doesn't happen with double shot, though it seems that sometimes, the shooter will shoot the case left vacant, and sometimes, he will actually shoot the creature again after it has moved.

double elven shot is a complicated case, unlike what you might believe, it doesn't work like double shot. in some case, it is considered as a double attack, and in some other ones it's not.

it actually doubles the damage range of the shooter, which is almost the same as just giving him more damage, except it also means that he will only do the quarter of his normal damage in melee. until now it's the same as double shot.

if the enemy has range retaliation, it is counted as a single attack, which means you'll fire twice before the enemy retaliates. (with any other double attack abilities, the enemy may retaliate after each attack)

if a creature has both double elven shot and range retaliation, it will retaliate by firing twice at the attacker
I guess it works the same with manoeuver.

more surprinsingly, while some abilities have a chance to trigger on each shot (like warding arrows, or stormstrike also it seems) some other will only trigger on the 1st shot, such as harpooning strike or hexing attack, which might make double shot a better choice than double elven shot.

the most surprising, is if the creature have several double shot ability, double elven shot isn't counted as an additional attack, but instead, each attack is a double elven shot. that means, if a creature have double attack, cleave, brutality and double elven shot, you would expect it to 1st use double elven shot, then double attack, then cleave, then brutality and thus fire 5 times in a row. but instead, it will start with double attack, then cleave, then brutality, each of these abilities trigerring a double elven shot, if ever they work. which means, up to 8 shots in a row.
(btw, mod it in a creature to have a laugh)

it seems that blinding attack / sleeping strike are more powerful than bash/crushing blow/paw strike which are also more powerful than fear/bear roar.
if blind, bash and fear trigger at the same time on a same unit, only blind will work. if bash and fear trigger, only bash will work.

causing an unit to flee or take a step back prevents some abilities to work. it is the case for double attack, cleave and brutality of course, but also for flamewave.

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fulano
fulano


Known Hero
Can I link to my own avatar?
posted June 13, 2011 09:56 PM

That's pretty awesome! I'd put it on the wikia I was working on if I get some free time, but things look pretty busy for me for at least four months.  

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted June 13, 2011 09:59 PM

Excellent work fauch
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MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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angelmorpheus
angelmorpheus

Tavern Dweller
posted April 20, 2013 06:34 AM

So is there a way to edit heroes so that you can pic a different specialization for them?
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Hayven
Hayven


Famous Hero
posted April 20, 2013 09:48 AM

Of course. But I think we can't add new specials based on game mechanics

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted April 20, 2013 02:13 PM

Quote:
So is there a way to edit heroes so that you can pic a different specialization for them?


If you're asking about using "existing" specials:

Have the "map properties" window open; place a Hero on the map. Click the Hero and when the properties changes to the hero-properties, then click on the "shared"-line and then the 1st small box. (left of New)

The right-window is the interior Properties of the Hero; click on the specialization line and it brings up the available-list. Also, primary skill parameters are right under the line.

Don't forget to remove a modified map/hero from the games' Maps folder or you'll see the change on other maps.

Btw, There is also a editor-function called duel-presets that allows you to will make a hero & they will also show-up in Duel-mode.

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Hayven
Hayven


Famous Hero
posted April 20, 2013 05:39 PM

Can I change artifacts/artifact sets' special abilities? How?

Is it possible to change terrain penalty and/or fraction's native terrain? How?

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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted April 20, 2013 06:22 PM

Quote:
Can I change artifacts/artifact sets' special abilities? How?

Yes. Go to GameMechanics\RPGStats\DefaultStats.xdb

1) Search near the end of the file, there's the <artifactsets> tag. There I think you can change which artifacts form each set (Haven't tested though)

2) At the very end of the file you can find the tag <ArtifactsSetsEffectsConsts>. Here you can change values of the special bonuses given by the sets

Quote:
Is it possible to change terrain penalty and/or fraction's native terrain? How?

I don't recall changing it, dunno if it's possible (with basic modding).
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fauch
fauch


Responsible
Undefeatable Hero
posted April 20, 2013 07:01 PM

number 1 works, I think I made a set with the sacred sandals and armour of the forgotten hero.

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Hayven
Hayven


Famous Hero
posted April 20, 2013 07:04 PM

I got into types.xml with MO Excell and still nothing I could add a new tile but it won't work if I don't find the file with penalty

BTW how can I open and edit index.bin and H5_Game.exe files?

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fauch
fauch


Responsible
Undefeatable Hero
posted April 20, 2013 11:26 PM

why do you need excel for a xml file?

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fulano
fulano


Known Hero
Can I link to my own avatar?
posted April 21, 2013 03:07 AM

Quote:
I got into types.xml with MO Excell and still nothing I could add a new tile but it won't work if I don't find the file with penalty

BTW how can I open and edit index.bin and H5_Game.exe files?


Just use any text editor for XML files, I personally prefer Notepad because it is less likely to add unnecessary stuff when saving.

As for editing EXE files the only way I know how to do that is with a HEX editor, and that's extremely tricky.

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bknight2602
bknight2602


Hired Hero
posted October 17, 2013 01:17 AM
Edited by bknight2602 at 01:17, 17 Oct 2013.

Does anyone know where, probably data.pak, one can find the bonus choices for each of the campaign maps?

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted October 17, 2013 01:23 AM

It is in xdb files in data.pak/Campaigns.

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