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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 20 40 ... 41 42 43 44 45 ... 60 80 100 120 126 · «PREV / NEXT»
WarLore
WarLore


Famous Hero
servant of urgash
posted September 13, 2008 09:55 PM

question: how to add flaming animation to any creature? i want to add flaming sword to vindicator's model so how i add it?
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 14, 2008 09:12 AM

There are some threads with related information. Like this one.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted September 15, 2008 03:28 AM

How do I make exchange a hero model for a custom-made hero model?

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 15, 2008 10:36 AM
Edited by alcibiades at 10:37, 15 Sep 2008.

HELP: Mods not working

I have (another) apparantly simple problem: I have made a couple of small MODs that change various details in a couple of simple textfiles (Skills.xdb, HeroClass.xdb, DefaultStats.xdb, etc.). However, when I play the game, the changes are not effective. I've doublechecked, and all folder paths seem to be correct and file dates are more recent than latest patch (12.09.08 and 13.09.08). Any clues what could be the problem.

For your information, files paths are as follows:

VariousTweaks31.h5u\GameMechanics\RPGStats\DefaultStats.xdb
UltimateSkillsAndClasses31.h5u\GameMechanics\RefTables\HeroClass.xdb
UltimateSkillsAndClasses31.h5u\GameMechanics\RefTables\Skills.xdb
NewHeroStartSkills31.h5u\MapObjects\*faction*\*internalname*.(AdvMapHeroShared).xdb

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 15, 2008 01:29 PM

Are the .h5u files placed in the UserMODs folder?

Are the .h5u files "normal" Zip files with "Best" compression?

Otherwise I can't help you, unless I see the Mod
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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted September 15, 2008 01:33 PM

Compression strength doesn't matter really. I always use "none" and it works.

Alci, have you tried to test it on a new map?
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 15, 2008 03:28 PM

The files are placed in UserMODs folder.

The files are .RAR archives renamed .PAK - will this make a difference for the game?

I did not try testing on a test map. These are small skill-structure changes, I've made similar MODs before that worked without issues.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 15, 2008 03:55 PM

Quote:
The files are .RAR archives renamed .PAK - will this make a difference for the game?
That's the problem The game reads only .zip files renamed as .h5u
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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 15, 2008 04:17 PM

Quote:
Quote:
The files are .RAR archives renamed .PAK - will this make a difference for the game?
renamed as .h5u


or .pak... just put paks in the data and h5u's in the UserMODs...
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted September 15, 2008 06:05 PM

Duh! Gotta go experiment right away.

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sfidanza
sfidanza


Promising
Supreme Hero
posted September 21, 2008 10:47 PM

Text resources are UTF16-LE files, so it should be fine.
The display font might be another issue, but I guess if that's the problem, the character will jut not be displayed. If really needed, the fonts files are in Bin/Fonts inside the texts.pak file.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted September 21, 2008 10:56 PM

That's something I've been wondering about for a while too.  I'd like to change the ingame fonts, but how do you actually edit/view those files in the bin directory?

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sfidanza
sfidanza


Promising
Supreme Hero
posted September 22, 2008 09:10 PM

You also have the files in /UI/Fonts (dds and xdb here), so I guess they work like textures, with compiled resource files in bin/.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted September 24, 2008 01:35 AM

how many extra creatures/textures are floating around in the data pak?

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted September 24, 2008 10:10 AM

Some in the beta and the orginal as I know, there were files for naga, crystal dragon, snow ape. Later some of them were added (the mommy and the manticore).
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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted September 29, 2008 05:42 PM

I triedto mod and change some things in the game.

My problem is that I wanted to give the deadly strike ability an effect, at best the visual of the harm touch ability.My problemis that I can not find that ability in data.pak.I can not find the the file from which I can modify that ability to have an effect.

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TSoD
TSoD


Promising
Famous Hero
NCF Blacksmith
posted September 29, 2008 06:31 PM

héhé... Magic of Heroes V Modding
Look in data.pak\GameMechanics\Spell or SpellVisual.
I cannot say with certitude, because I don't recognize "Harm Touch"...
Special ability ? Like what ?
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library.

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Seraphim
Seraphim


Supreme Hero
Knowledge Reaper
posted September 29, 2008 09:37 PM

I do know thatbut the problem is that it does not appear there,there is simply no abiity that says deadly strike or else.

I found deadly strike at gamemechanics/RPG stats at the rpgroot.xdb

It says there that it is text or flying sign,can somehow i change this?
I found a suitable sound and effect for it but can not set it up.
Help please.

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Asheera
Asheera


Honorable
Undefeatable Hero
Elite Assassin
posted September 29, 2008 09:44 PM
Edited by Asheera at 21:45, 29 Sep 2008.

The abilities don't have any effects at all.

What you see, for example when the Wraith uses the Harm Touch, is an effect and animation that belongs to the Wraith. If it were another "activated" ability for the Wraith, it would "look" the same as Harm Touch.

The game works like this: on every creature you can place up a special animation type called "specability". Note also that for each animation you can link a specific effect.

This "specability" animation type is triggered when the creature uses an ability.

What does the above mean? That you can have multiple creatures with Deadly Strike ability, and on each one a different animation and effect will be displayed.


Here's the path (just an example) to the Wraith's animset file:
data.pak\_(AnimSet)\Creatures\Necropolis\Wraith-arena.(AnimSet).xdb

You'll see if you open this file that it has something like this:
<Item>
    <Kind>specability</Kind>
    <Anim href="Wraith-arena-specability.xdb#xpointer(/BasicSkelAnim)"/>
</Item>


If you happen to have a creature without this "specability" animation type, you can add it yourself.

Also open up the file it points to, namely: Wraith-arena-specability.xdb (in the same folder as you can see)

That file contains the animation itself (<uid> tag) and the effect (<Effect> tag)

You can check the effect file it links with the <Effect> tag, but I'm telling you it's pretty hard and annoying to modify effects.
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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 29, 2008 09:51 PM

more exactly it's very tedious

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