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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ List of Downloadable MODs at HC - Modders Workshop Phonebook ~
Thread: ~ List of Downloadable MODs at HC - Modders Workshop Phonebook ~ This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV
zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted June 02, 2015 12:04 AM

Can anyone refresh mods from old links?

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Cubicar
Cubicar

Tavern Dweller
posted October 22, 2015 01:37 PM
Edited by Cubicar at 14:03, 22 Oct 2015.

[url=http://www.mediafire.com/download/f1a72rkpns6t1qe/ToE_en_3.1_texts_fix_0.7.rar]ToE_en_3.1_texts_fix_0.7[/url]

[URL=http://piccy.info/view3/8906607/742beba139e1334d04830bf0a1aed793/][/URL][URL=http://i.piccy.info/a3c/2015-10-22-11-47/i9-8906607/240x190-r][/URL]

Author: Cubicar

Target: Heroes of Might and Magic 5: Tribes of the East 3.1 (English version)

Installation: place ToE_en_3.1_texts_fix_0.7.h5u into UserMODs folder which is located in game folder.

Compatibility: must be compatible with any mod that do not affect text files.

CHANGES:
-- Corrected and detailed many descriptions. Changed color and font of some texts.
Completely eliminated known logical mistakes everywhere, except hints of combat ability button.
The changes affect 572 files.
-- Corrected and detailed descriptions of all artifacts, racial skills and abilities that needed it.
-- First Aid ability renamed into First Aid Tent. Fire Trap spell renamed into Minefield.
Endurance spell renamed into Stone Skin.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted October 24, 2015 10:26 AM

Awesome work!

Can we use it in the Might and Magic 5.5 mod?
____________
Join our official discord channel | NCF Utility Beta

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Cubicar
Cubicar

Tavern Dweller
posted October 24, 2015 01:21 PM

dredknight said:
Can we use it in the Might and Magic 5.5 mod?

Yes, you may use it in the Heroes 5.5 mod.

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Cubicar
Cubicar

Tavern Dweller
posted October 25, 2015 01:16 PM
Edited by Cubicar at 19:09, 26 Oct 2015.

[url=http://www.mediafire.com/download/9qsn3yrc7i6ppo4/ToE_3.1_MS_alignments.rar]ToE_3.1_MS_alignments[/url]

Author: Cubicar

Target: Heroes of Might and Magic 5: Tribes of the East 3.1

Installation: place ToE_3.1_MS_alignments.h5u into UserMODs folder which is located in game folder.

Compatibility: must be compatible with any mod that do not affect next files:
HeroClass.xdb, Holy_Word.xdb, Unholy_Word.xdb, Empowered_Magic_Arrow.xdb, Magic_Arrow.xdb,
Dungeon.(AdvMapTownShared).xdb, Fortress.(AdvMapTownShared).xdb.

CHANGES:

1. Removed elements from the Word of Light, Curse of the Netherworld, Eldritch Arrow
and Empowered Eldritch Arrow spells (i.e. these spells will no longer inflict additional
elemental damage), because these spells ignore elemental vulnerabilities and immunities,
as well as effects from artifacts enhancing damage of elemental spells
or providing elemental protection.

2. Summoning Magic alignment of the Dungeon faction replaced with Dark Magic alignment, namely spells
in the Magic Guild of the Dungeon towns and the probabilities of taking those magic schools
by a Warlock (probabilities of taking the Summoning and Dark Magic are swapped).

Warlocks without Dark Magic look pretty ridiculous. Probably, originally intended that Warlock
will be aligned to the Destructive and Dark Magic, because Dungeon casters specialize in Dark Magic,
and other casters specialize in faction aligned schools of magic, more or less.
Moreover, some Warlocks initially know Basic Dark Magic.

3. Light Magic alignment of the Fortress faction replaced with Summoning Magic alignment, namely spells
in the Magic Guild of the Fortress towns and the probabilities of taking those magic schools
by a Runemage (probabilities of taking the Light and Summoning Magic are swapped).

In the original game, Runemage is the only hero who have to learn as many as three schools of magic
if trying to pick the absolute ability while learning aligned schools of magic. With this change
it will be like Necromancer development - two aligned schools of magic lead to the absolute ability.

Defect: Helmar may suffer because of his Sacred Hammer specialization.

=======================================================================================================

[url=http://www.mediafire.com/download/datg4msfhsfj7z2/ToE_3.1_Zealot_mana_15to16.rar]ToE_3.1_Zealot_mana_15to16[/url]

Author: Cubicar

Target: Heroes of Might and Magic 5: Tribes of the East 3.1

Installation: place ToE_3.1_Zealot_mana_15to16.h5u into UserMODs folder which is located in game folder.

Compatibility: must be compatible with any mod that do not affect Zealot.xdb file.

CHANGES:
Increased Zealot's mana pull from 15 to 16, which gives opportunity to cast
both the Cleansing (10 Mana) and Righteous Might (6 Mana) spells.

=======================================================================================================

[url=http://www.mediafire.com/download/4jaqgkk4sc379lc/ToE_en_3.0_3.1_cursor.rar]ToE_en_3.0_3.1_cursor[/url]

Author: Cubicar

Target: Heroes of Might and Magic 5: Tribes of the East 3.0 or 3.1

Installation: place ToE_en_3.0_3.1_cursor.h5u into UserMODs folder which is located in game folder.

Compatibility: must be compatible with any mod that do not affect display of attack cursor's hint
in combat, and font of inaccessible spell's title.

CHANGES:

1. In spellbook, inaccessible spells' titles will be displayed in gray color
(instead of unreadable white), such as inaccessible warcries' titles.

2. In combat, font of attack cursor's hint increased from 14 to 18, and the inscription changed:

  Damage: [number] (white, if "None", then red)
  Kills: [number] (green, if "None", then red)
  Retaliate: "Yes" (red) or "No" (green)

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