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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 60 80 100 ... 102 103 104 105 106 ... 120 126 · «PREV / NEXT»
hauptmann
hauptmann

Tavern Dweller
posted September 28, 2014 01:55 AM

if I remember correctly, the tooltip of all mass spells implies that they take only 50% of the heros initiative (meaning only half an action will be spent).

I would be most keen to correct that but I am not sure how it can be done if it is possible.

If anyone knows, please please tell me.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted September 28, 2014 08:17 PM
Edited by Fauch at 20:18, 28 Sep 2014.

increasing mana cost would probably already be good. mass haste cost 8 mana if I remember well? it could cost 20 and that would still be worth it.

you may swap levels too, for example put slow and forgetfulness at the same level, so that you only get one of them in your main castle, making master of mind a less attractive option.

I wonder if something like H3 bloodlust would work. adding an element to a spell so that it doesn't work on everyone.

you can modify the skillwheel and put "master of" perks on the 2nd line of perks, which ensure you can only get one of them and not 3.

you can play with duration. it doesn't have to be 1 turn per spellpower point which is huge. it could be 1 turn + 0.1 per spellpower.

the bonus could depend on spellpower too. something like +6 attack +0.25 per spellpower.

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hauptmann
hauptmann

Tavern Dweller
posted September 30, 2014 02:59 PM

Fauch said:


the bonus could depend on spellpower too. something like +6 attack +0.25 per spellpower.


that would be awesome. can this be done by editing the game mechanics text files? would it also work with haste / slow spells?

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Dagon
Dagon


Adventuring Hero
posted September 30, 2014 10:02 PM
Edited by Dagon at 22:39, 30 Sep 2014.

My friend managed to nerf haste, slow and confusion in a very interesting way.

This is how those spells works on our map:
slow - 15/20/25/30%
haste - 15/20/25/30%
confusion - 50/60/70/80%

All of above depends on hero mastery of the corresponfing school of magic.

There are also some other changes to spells on our map:
Hive - +5HP for every spell power point
Blade Barrier - icreased HP to 8/10/12/15 - depends on hero mastery in summoning magic.
Rune of Resurrection - resurrects 30% instead of 40%

Im not sure how he has done it, but you can look on our map and check for yourself
click!

____________
http://heroes.net.pl/ - najlepsza polska strona o serii HoMM

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 01, 2014 03:06 PM

hauptmann said:
Fauch said:


the bonus could depend on spellpower too. something like +6 attack +0.25 per spellpower.


that would be awesome. can this be done by editing the game mechanics text files? would it also work with haste / slow spells?


yeah, that the same principle than with destructive spells

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hauptmann
hauptmann

Tavern Dweller
posted October 03, 2014 09:33 PM
Edited by hauptmann at 21:39, 03 Oct 2014.

speaking of destruction spells, there is another idea for a change that i want to try out:

i want to switch the perks of destruction magic: master of ice master of fire.

instead of reducing defense values of targets, I want master of fire to cause the effect normally caused by the perk "ignite", dealing damage over the next few rounds.

I want to replace the effect of master of ice with the one from fire, with the defense reduction effect. so basically master of ice should have the effect that master of fire normally does, and master of fire should do what ignite is supposed to do.

i saw that there was a directory called "SpellLikeEffects" with textfiles that seem to correspond to those perks, however i dont know if editing those will achieve anything.

here is what i want to try:
open the text file of "master of fire", copy entire text, then open the file of "master of ice", delete the entire text, then paste the recently copied text and save.
will this change the mechanics or just change animations/texts/tooltips etc.?

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Hayven
Hayven


Famous Hero
posted October 04, 2014 10:56 AM

That are only Spell Visuals of 'effects that look like spells'

I think it's pretty easy to replace Master of Fire with Ignite, however replacing master of Ice with master of Fire seems quite difficult to do. Maybe it's possible only with hex-editing. For sure I don't know
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted October 04, 2014 03:34 PM

I think you can change the skillwheel.
gamemechanics/RPGtables/skills.xdb if I remember well.

you replace master of fire with set a fire, and you replace the icon as well. (I think skills are in gamemechanics/spells, there should be links to icons)

I'm not sure how you could replace master of ice by master of fire. maybe that would work if in the spell file (gamemechanics/spells) you changed the element to fire, though fire spells would still reduce defense as well.
unless you make them water spell, but then maybe set a fire wouldn't work anymore.
also you would have to swap water and fire resistances for creatures (as well as their description, immunity to fire becomes immunity to water) modify some artifacts, etc...

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zavar
zavar


Hired Hero
posted October 05, 2014 07:06 PM

maximum number of hired heroes in H5

Hi,
I working on a little mod. (I thought it was going to be easy to do)
In Heroes 5 Toe, the maximum number of hired heroes was limited to 6. (human players) But for us it's not enough (My father and me play regularly on XXL maps).
I went through a lot of files in the data folder, opened in notepad and so on... checking, reading...  but i can't find the line which coding this.
I've already found where i can adjust the max number of AI heroes, but that's not what I need
And Google looks like not my friend

So if anyone has found this thing (which file, which code line) please help me.




Other one:
Can i add new playable heroes for the game? And not only one map. I try it, i made all the files (avatar, name bio), i copied  the new lines in the game files, i made hero specialization, copied the link for the 3d model etc. I made all the same thing i found from another original heroes, but also unsuccesful.
I had the 'unlock campaign heroes mod' that was a little help, but my father want more female hero

Thanks for reading. And sorry my english, i do my best...


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Hayven
Hayven


Famous Hero
posted October 05, 2014 07:40 PM

To add new playable heroes you need to modify file "Faction_standart.xdb" placed somewhere in MapObjects and each map's file (/Maps/SingleMissions/"name"/map.xdb).

As an example, I show you my [url=http://www.mediafire.com/download/lf5tfhclbtt1cm1/JBHeroes.zip]Behemot's Lair Heroes mod[/url] which adds about 5 playable heroes to every standard map. They're based on [url=heroes.net.pl]Behemot's Lair[/url] users' characters.

Where are you from? It'd be helpful to know if you're maybe from Poland
____________

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zavar
zavar


Hired Hero
posted October 05, 2014 08:16 PM

So no universal method to add new heroes for not standard maps? But if i change the Faction_standart.xdb file, i also need change it my father computer, before we start a new (downloaded) map. Difficult, because we not living in the sam place.  
And i need to do this for every downloaded map?
The unlock campaign heroes  mod works all the maps in the Maps folder, downloaded to. We done all of the standard maps for a long time.

Thank you the link, i will try it, maybe give new ideas for modding. But i think, if this is the only way to add heroes i'm not going to live with it, because of the complexity of it.

I live in Hungary, so we don't have the common language

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Arkathor
Arkathor

Tavern Dweller
posted October 06, 2014 03:44 PM

Hi guys

I realy enjoy the unique hero models mod and I want to create my first simple mod. I would like to change Ylaya`s character model to the unounted 1 (there are some files, because she appears during some sequence unmounted). I know this is possible, because i already saw a kythra unmounted model based on lvl 6 dungeon creature, but i cant find Ylaya´s files in data dictionary, does someone know which files are responsible for her unmounted model?
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Hayven
Hayven


Famous Hero
posted October 06, 2014 06:42 PM

@zavar - if I remember correctly it lets you buy heroes at the tavern. So you don't really need to add this to every map, unless it's not necessary to start with those heroes. On the other hand it may be impossible to get them.

@up - /Characters/Creatures/DialogScenes/
____________

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Arkathor
Arkathor

Tavern Dweller
posted October 07, 2014 12:06 AM

Thank you, i tried to do this whith editor and advmapheroshared , but this doesnt work. http://i.imgur.com/2TbyQ52.png  I changed HeroCharacterArena and HeroCharacterAdventure to the mountless model (shadwin_DS_U), but this model doesnt have battle animations so at the second windows ( http://i.imgur.com/mLbH21C.png ) i edited the animation set and added the battle animations http://i.imgur.com/oWbLIfP.png . But When i did this Ylaya disapeared from hero list at selectable heroes (i am using the mod which unlocks campain heroes at normal maps). Can someone tell me what did i wrong?
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zavar
zavar


Hired Hero
posted October 08, 2014 01:28 AM

@Hayven

The mod isn't work for me, and it 'kills' the unlock campaign heroes mod, so i  put aside. Maybe later.

More important work for me now to find and expand the max hero limit

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Hayven
Hayven


Famous Hero
posted October 08, 2014 03:50 PM

@Arkathor - IMO it seems like if you did everything correctly. Maybe you saved your file wrongly? I don't know. Try to place her at a map with an another player's hero and try if it will be possible to load this map. If not, it means the hero's file is corrupted.

@Zavar - when you find it out, share your knowledge with us, please
____________

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Arkathor
Arkathor

Tavern Dweller
posted October 08, 2014 05:19 PM

Everything works correctly if i put her manual on the map. The only problem is that the game doesnt see her as Ylaya at game start when i want to choose her as hero.
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zavar
zavar


Hired Hero
posted October 08, 2014 06:46 PM
Edited by zavar at 11:33, 14 Oct 2014.

I don't have the knowledge
In the standard game the maximum number of the hired heroes 8, in ToE only 6, but where is that inci-finci difference in the code?

I read the code line by line, comparing the Heroes of Might and Magic V\data and the Heroes of Might and Magic V - Tribes of the East\data folders, but i can't find it

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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted October 08, 2014 08:45 PM

@zavar

What mods do you have installed? I tried my H5:TotE and I can hire 8 heroes with no problem.

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zavar
zavar


Hired Hero
posted October 09, 2014 01:41 PM
Edited by zavar at 14:29, 16 Oct 2014.

@frostymuaddib

Thank you the suggestion! And you are right
The Maps_ToE_UnlockAllHeroes mod caused the 6 hero limit. And i use it for years...

Update: It was a hidden folder in the data folder named RMGTemp. Only with this cause the The Maps_ToE_UnlockAllHeroes mod the 6-hero-cap.



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