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Weigazod
Tavern Dweller
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posted December 28, 2013 05:48 AM |
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Hello there, i am a new HOMM 5 modder (after i realise that i can not mod heroes 4 for very frustrating reasons from not be able to find any modding tools to almost useless tutorial, i switch to heroes 5). I don't know where is your UserMods folder is but this is my heroes 5 folder structure for TotE.
F:\Heroes of Might and Magic V - Collectors Edition\HMM5\bina2
No UserMods was found and although i create a folder in bina2 as told by http://heroescommunity.com/viewthread.php3?TID=36467
I still can not be able to mod. Which file will we mod again?
The data.pak in F:\Heroes of Might and Magic V - Collectors Edition\HMM5\bina2\data
or the data.pak in F:\Heroes of Might and Magic V - Collectors Edition\HMM5\data
Note: I only want to mod TotE (ONLY) and i will be very happy (to be precise, i am NOT VERY HAPPY FOR A WEEK because of this) if someone can clearly tell me what file do i mod? Which folder? How did i put my mod file in a zip archive? Currently i try to mod the dark energy but not thing happen at all. Even though i change my .pak to h5u and put it inside my UserMods.
From: VERY FRUSTRATED SOMEBODY IN UNCOMFORTABLE PERIOD
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frostymuaddib
Promising
Supreme Hero
育碧是白痴
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posted December 28, 2013 09:36 AM |
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I do not have collector's edition, so my folder structure is a little different, but I believe that if you want to mod tribes of the east, you should use this file:
data.pak in F:\Heroes of Might and Magic V - Collectors Edition\HMM5\bina2\data
Also, when I mod, I don't use UserMODs folder, I just create .pak file for my mod (zip archive) and put it in the same folder with original data.pak (in your case, the folder mentioned above).
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Weigazod
Tavern Dweller
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posted December 28, 2013 11:59 PM |
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frostymuaddib said: I do not have collector's edition, so my folder structure is a little different, but I believe that if you want to mod tribes of the east, you should use this file:
data.pak in F:\Heroes of Might and Magic V - Collectors Edition\HMM5\bina2\data
Also, when I mod, I don't use UserMODs folder, I just create .pak file for my mod (zip archive) and put it in the same folder with original data.pak (in your case, the folder mentioned above).
Oh Lord, you just make it. Oh God, he made it, he helps me mod heroes 5. Yay, This is the greatest moment in my whole week.
Words can not show how grateful i am to you. Thank you.
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Hauptmann
Tavern Dweller
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posted January 06, 2014 05:25 PM |
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Hi. I am new to modding and read the modding wiki. some of my questions have already been answered there but there is more stuff i want to change and i need to know if it is even possible.
so here are my questions, please tell me if you think it is doable:
-change mass spells to take away an "entire action" instead of just half an action (i.e.: mass spells should reduce caster ATBvalue to zero).
-change mass spells to be cast at 1 mastery level lower than single target spells (i.e.: if you have expert light magic you can cast haste at expert or mass haste at advanced level, but never mass haste on expert level). imho mass blessings and mass curses are too easy to get and have way too much impact on a battle.
-reduce durations of mass spells by half. this way spell power will matter at least a little when you want to buff your entire army at once.
- give raise dead / resurrection an effect like "rune of revive". my idea is that resurrection should bring back 20% of dead hitpoints of the target stack + (40 hit points) * spell power. something like that. i also plan to remove that 10% hit points debuff. another option would be to remove the hp debuff but any single stack can only be targeted once by raise dead/ resurrection per battle.
- change haste by making it give a flat ini bonus like +1 at zero mastery, +2 at basic, +3 at advanced and +4 initiative at expert level.
-change heroes' stats gained per level. i lost games in multiplayer because i had a magic hero and didn't get a single point of knowledge in 13 levels. that can pretty much wreck any attempt to build a caster hero. my idea is to remove the random factor in gaining stats.
some more ideas:
- i would like to bring the initiative values of all the creatures in the game closer together because at the moment creatures with higher ini can just outplay "slow" creatures too easily. if i change a creatures' ini from, let's say, 11 to 10.5, does it make a difference? i guess it won't show ingame because only round values are shown there, but i need to know if it will act less often than with ini 11.
-can starting ATBvalue of summoned things be increased? i think summoning magic really needs a buff.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted January 08, 2014 01:46 PM |
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Hauptmann said: i also plan to remove that 10% hit points debuff. another option would be to remove the hp debuff
That was modificable in defaulTstats.xdb if I'm not mistaken.
Hauptmann said: -change heroes' stats gained per level. i lost games in multiplayer because i had a magic hero and didn't get a single point of knowledge in 13 levels. that can pretty much wreck any attempt to build a caster hero. my idea is to remove the random factor in gaining stats.
That should be modificable, but I don't have H5 installed and cant check
I hope other can help you more!
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Antonsky07
Tavern Dweller
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posted February 02, 2014 08:48 PM |
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Hello everyone.
This is my first post here and I've got one question about hero's materials.
I want to swap the unicorn's (unit, not hero's mount) model with necromancer's horse's material. I've just started modding so it would be very appreciated if anyone could anwser me in simple words.
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Antonsky07
Tavern Dweller
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posted February 02, 2014 08:48 PM |
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Hello everyone.
This is my first post here and I've got one question about hero's materials.
I want to swap the unicorn's (unit, not hero's mount) model with necromancer's horse's material. I've just started modding so it would be very appreciated if anyone could anwser me in simple words.
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stiven999
Tavern Dweller
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posted March 26, 2014 03:50 PM |
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hello all i got a question does anyone have inventory screen mod working with 3.1 / 3.1.1 patch ?
nvm found it on pendrive if any1 want
http://www.mediafire.com/download/7b8dsq55s99iw9s/Interfejs.h5u
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted March 28, 2014 12:42 PM |
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One question from me:
In DefaultStats.xdb in creatures' skills sector are things like ProcFactor , which you can change (i.e. "<Purger_ProcFactor>2</Purger_ProcFactor>"). What is it? Is it a chance for ability to trigger, or it uses some kind of formula with these numbers?
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HoMM3Lite
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted March 28, 2014 02:51 PM |
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I'm not 100% sure, but I think it's a multiplier.
I believe giving that value 1 won't change anything, a higher number than 1 should make that ability trigger more oftenly and lower than 1 (but bigger than zero!) should make that ability trigger less frequently.
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted March 28, 2014 03:13 PM |
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Storm-Giant said: I'm not 100% sure, but I think it's a multiplier.
I believe giving that value 1 won't change anything, a higher number than 1 should make that ability trigger more oftenly and lower than 1 (but bigger than zero!) should make that ability trigger less frequently.
I dont think so. Because some abilities (which work) uses number 1. Have seen 0.5, 0.9, 0.8, 1.0, 1.2, 1.5 and even 2. But hve no idea how it works. I wanna change the proc chance, but dont know the formula
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HoMM3Lite
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted March 28, 2014 03:35 PM |
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I don't know if it will help you, but have you read this thread? Is the only one that I found that details creature abilities.
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted March 28, 2014 05:35 PM |
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Storm-Giant said: I don't know if it will help you, but have you read this thread? Is the only one that I found that details creature abilities.
Thank you for the link. Now it's more clear. I hink ProcFactor is increase or reduce of the proc chance of the ability. If proc chance by given formula becomes 30% and ProcFactor is 0,5, the chance becomes 30*0,5=15%.
That's what I think.
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HoMM3Lite
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted March 28, 2014 06:20 PM |
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So I was (partially) right, it's a multiplier. If that's the case, then a value of 1 it will do "nothing".
Glad I was of help ^^
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bryon4
Tavern Dweller
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posted March 29, 2014 12:52 AM |
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frostymuaddib said: I do not have collector's edition, so my folder structure is a little different, but I believe that if you want to mod tribes of the east, you should use this file:
data.pak in F:\Heroes of Might and Magic V - Collectors Edition\HMM5\bina2\data
Also, when I mod, I don't use UserMODs folder, I just create .pak file for my mod (zip archive) and put it in the same folder with original data.pak (in your case, the folder mentioned above).
Hi I would like to Mod my Heroes V and HOF with Tribes of the East. Not sure if I understand correctly how to do it.
I copied C:\Program Files (x86)\Ubisoft\Heroes of Might and Magic V\data\data.pak
to
C:\Program Files (x86)\Ubisoft\Heroes of Might and Magic V - Tribes of the East\data\data1.pak
Since that directory already has a data.pak file I had to rename it to data1.pak
When I run Tribes of the east I go to (single player) then (User Campaigns) Then (load user campaigns) but the box is empty.
I am not sure what I am doing wrong.
Also after you Mod Heroes V and HOF will it follow the tribes of the east skill wheel?
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted March 29, 2014 01:08 PM |
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bryon4, I'm not really understanding what do you mean with "Mod my Heroes V and HOF with Tribes of the East". But since you said:
bryon4 said: Also after you Mod Heroes V and HOF will it follow the tribes of the east skill wheel?
Do you want to play both Heroes V and HoF campaigns with TotE settins? (TotE skillwheel, alternative upgrades, etc...)
If that's the case, you should check THIS.
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted April 02, 2014 01:10 PM |
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Is it me, or it's not possible to change the name and description of ability "Assault". I find text files in *Text\Game\Spells\Combat\Brutality. There are Name.txt and Long_Description.txt. I open them and change text there, save it and put everything into .pak file with locations and it doesnt change in game. All other changes I make works this way...what do I do wrong?
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EDIT:
Never mind. I found one more location with the text files and it worked.
Location was *\Text\Game\Creatures\Creature_abilities\Brutality, if someone will need it.
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HoMM3Lite
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bryon4
Tavern Dweller
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posted April 05, 2014 02:02 AM |
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Storm-Giant said: bryon4, I'm not really understanding what do you mean with "Mod my Heroes V and HOF with Tribes of the East". But since you said:
bryon4 said: Also after you Mod Heroes V and HOF will it follow the tribes of the east skill wheel?
Do you want to play both Heroes V and HoF campaigns with TotE settins? (TotE skillwheel, alternative upgrades, etc...)
If that's the case, you should check [url=http://heroescommunity.com/viewthread.php3?TID=23962&PID=1113269#focus]THIS[/url].
I did it thanks awesome.
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted April 18, 2014 05:24 PM |
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Question:
Is it possible to change the bonus growth of the creatures which is given by Capitol or Castle? If yes-how?
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HoMM3Lite
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ginkiri
Tavern Dweller
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posted April 19, 2014 05:27 PM |
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Question:
Can I change the requirements for a skill perk or create new skill perks?
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