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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 124 pages long: 1 20 40 60 ... 80 81 82 83 84 ... 100 120 124 · «PREV / NEXT»
noobno1
noobno1

Tavern Dweller
posted June 25, 2010 02:16 PM

Hi guys, new here and sorry to greet with a really noobish question.

I am changing the hero icons for all factions in TotE without actually changing the dds files in data.pak

The first 6 factions in the original game were fine by creating the desired image files in dds format and saving them under Gamedirectory\Data\Textures\Icons\Heroes\<Faction Name>\

But I couldn't for the life of me do the same for Fortress and Stronghold

I suspect that this can still be done but the files need to be saved in a different directory. Would someone know where these diretories should be?
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 02, 2010 02:58 AM
Edited by Fauch at 19:34, 03 Jul 2010.

I've just noticed, in unupgraded dwellings files, there are two slots for creatures. possible to make a H4 like mod? with 2 differents creatures to recruit by level?

is it possible to choose which magic schools will be represented in the magic guilds of each town?

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Robertukas
Robertukas


Hired Hero
posted July 14, 2010 05:28 PM

Please help me understand why my mod isn't working:
http://appliedmath.elementfx.com/files/Robai_mod_v1.1.zip

This archive contains 3 files:
Robai_mod_descr.txt - Full description about what this mod is
Robai_mod_tech.txt - Full step by step explanation how I've made this mod
Robai_mod_v1.1.pak - The mod

In short, this mod has 3 parts:
1) Master Gremlins can repair 99 times (instead of 1).
2) Ossir has Soldier's Luck instead of Magic Resistance.
3) Some skill requirements has been changed and Absolute skill is now easy to get, for example:

Nature's Luck now requires only: Dead Man's Curse + Pathfinding
i.e. only 9 skills needed:
- Avenger (10% probability): Rain of Arrows
- Luck (15% probability): Soldier's Luck + Elven Luck + Dead Man's Curse
- Logistics (15% probability): Pathfinding


I've placed the .pak file here
..\Ubisoft\Heroes of Might and Magic V\data\Robai_mod_v1.1.pak

I'm playing 1.60 version and my .pak file has later creation date than other .pak files (that is just a .zip file renamed to .pak).


I checked this mod and:
- Master Gremlins indeed repaired many times (at least more than 20 times).
- Ossir has indeed Soldier's Luck instead of Magic Resistance.
- But it seems that the Absolute skills isn't working, i.e. haven't changed (I checked only Warlock's absolute skill - Rage of the Elements)

Question:
if I right click on skill (like Wizard's Reward for Warlocks') then I could see it's requirements (eg, Wizard's Reward for Warlocks' was provided by Dark Revelation and Elemental Vision)

After my mod:
Rage of the Elements now requires only: Wizard's Reward
i.e. only 5 skills needed:
- Elemental Chains (10% probability): Elemental Vision
- Enlightenment (8% probability): Intelligence + Wizard's Reward

Warlocks' Wizard's Reward now requires Intelligence instead of Dark Revelation.

So, the question is:
- should I see "Intelligence and Elemental Vision" instead of "Dark Revelation and Elemental Vision" when I right-click on Wizard's Reward (on Warlock hero)?

I think the problem is here, because I still see "Dark Revelation", not "Intelligence".

The same is for Rage of the Elements:
- I still see this
"Provided by: Plague tent + Tear of Asha Vision + Wizard's Reward",
- and not this
"Provided by: Wizard's Reward"

I tried to get Rage of Elements, but I was unable to get even Wizard's Reward having "Intelligence and Elemental Vision" (I created a map and gave 100000 xp to hero by some trigger - tried it many times).

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted July 14, 2010 08:22 PM

I never modded for 1.6, currently all skill prereqs are edited in gamemechanics\reftables\skills.xdb Are you sure this file doesn't exist for 1.6. If so the files you changed are perhaps not used by the game.

____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

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Robertukas
Robertukas


Hired Hero
posted July 15, 2010 03:21 AM

Thanks.

That file is in several locations:
..\data\data.pak\GameMechanics\RefTables\Skills.xdb
..\data\p3c-data.pak\GameMechanics\RefTables\Skills.xdb
..\datals\p5-data.pak\GameMechanics\RefTables\Skills.xdb
(it's not included in p6-data.pak)

I tried to change this
..\datals\p5-data.pak\GameMechanics\RefTables\Skills.xdb
and placed the mod into data folder, but it had no effect.

Also tried to place it in datals folder, still no effect.

Then I did the same with p3c-data.pak and no effect.

After that even tried to put both these together (doing the same modifications):
- from p3c-data.pak I put into data folder
- from p5-data.pak I put into datals folder
No effect.

Later I also included my previous mod into data folder.
Still no effect.


Does it mean that it is impossible to change skills prerequisites in version 1.60?

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Robertukas
Robertukas


Hired Hero
posted July 16, 2010 01:12 PM
Edited by Robertukas at 09:51, 19 Jul 2010.

Edit:
Ok, now I've found much better way to do this, i.e. there is no need to modify original packs.
My skill mod pack I renamed to p7-data.pak and put it into datals folder and it works!

Note: it has to be exactly name p7-data.pak, not other name!

Old message:
Finally my skill mod works!



This is how I did it in version 1.60:

1. At first no mods, i.e. here
../Heroes of Might and Magic V\data
are these files
data.pak
p3c-data.pak
p3-texts.pak
sound.pak
texts.pak

and here
../Heroes of Might and Magic V\datals
are these files
p5-data.pak
p5-texts.pak
p6-data.pak
p6-texts.pak

2. Here file creation dates satisfies inequalities:
data.pak < p3c-data.pak < p5-data.pak < p6-data.pak

3. Make a copy of these two files, because they will be changed:
p5-data.pak
p6-data.pak

4. Now rename file p5-data.pak to original_p5-data.zip and unzip it to some folder, for example, here
C:\Games\p5-data

5. Modify this file
C:\Games\p5-data\GameMechanics\RefTables\Skills.xdb
(an example is below)

6. Select all folders and files in this folder
C:\Games\p5-data
and add them to archive p5-data.zip (i.e. create this archive).
(do not archive folder p5-data, archive only what is inside it!)

7. Rename p5-data.zip to p5-data.pak and put it here (overwrite old file)
..\Heroes of Might and Magic V\datals\

8. Now p5-data.pak has later date than p6-data.pak
So, extract p6-data.pak and create it again (don't change any file inside).
And put it here (overwrite old file)
..\Heroes of Might and Magic V\datals\

9. Now you can add some other your mods here
..\Heroes of Might and Magic V\data\
(they have to have later creation date than p6-data.pak, but maybe only creation date of p3c-data.pak matters in this folder)

10. Enjoy.


For example, I've made these changes:

1)
<ID>HERO_SKILL_ABSOLUTE_CHAINS</ID>
...

old:

<SkillPrerequisites>
<Item>
<Class>HERO_CLASS_WARLOCK</Class>
<dependenciesIDs>
<Item>HERO_SKILL_LAST_AID</Item>
<Item>HERO_SKILL_GRAIL_VISION</Item>
<Item>HERO_SKILL_ACADEMY_AWARD</Item>
</dependenciesIDs>
</Item>
</SkillPrerequisites>

new:

<SkillPrerequisites>
<Item>
<Class>HERO_CLASS_WARLOCK</Class>
<dependenciesIDs>
<Item>HERO_SKILL_ACADEMY_AWARD</Item>
</dependenciesIDs>
</Item>
</SkillPrerequisites>


2)
<ID>HERO_SKILL_ACADEMY_AWARD</ID>
...

<SkillPrerequisites>
...

old:

<Item>
<Class>HERO_CLASS_WARLOCK</Class>
<dependenciesIDs>
<Item>HERO_SKILL_DARK_REVELATION</Item>
<Item>HERO_SKILL_ELEMENTAL_VISION</Item>
</dependenciesIDs>
</Item>

new:

<Item>
<Class>HERO_CLASS_WARLOCK</Class>
<dependenciesIDs>
<Item>HERO_SKILL_INTELLIGENCE</Item>
<Item>HERO_SKILL_ELEMENTAL_VISION</Item>
</dependenciesIDs>
</Item>
</SkillPrerequisites>

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted July 20, 2010 08:11 PM

2 questions  for you  guys :

1: where  do I change the spell that appears in town ?
(like  haven  got  light/dark...  and so on...)
2: is it possible to change the repair ability for Master Gremlins ?
(like  I wanna let them  repair  twice not  only once....)
____________
Hack and Slash....

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 20, 2010 08:44 PM

Quote:
2: is it possible to change the repair ability for Master Gremlins ?

It's in RPGStats, as always.
____________
The future of Heroes 3 is here!

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted July 20, 2010 10:37 PM

Quote:
Quote:
2: is it possible to change the repair ability for Master Gremlins ?

It's in RPGStats, as always.

ofc  Ive looked  closely thru  all lines  but  couldnt  find it Warmonger....  
____________
Hack and Slash....

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Maniek
Maniek


Hired Hero
posted July 21, 2010 08:28 PM

I want to edit this file: 'H5_Game.exe' but I don't know how. I need only one change in text.

from:
...GameMechanisc/RPGStats/DefaultStats.xdb...
to:
...GameMechanisc/RPGStats/DefaultStats2.xdb...


Can you help me? Could you edit this for me? But better will be if you explain me how I do this.

Have a nice day.

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Robertukas
Robertukas


Hired Hero
posted July 22, 2010 02:29 AM
Edited by Robertukas at 02:44, 22 Jul 2010.

Quote:
2: is it possible to change the repair ability for Master Gremlins ?
(like  I wanna let them  repair  twice not  only once....)

Here
http://math.heliohost.org/HoMM5/Index.html
are the mods I mentioned above.

Extract the file
Master_Gremlins_and_Ossir_mod_v1.0.zip
and you will find a FULL information how to change repair ability.

This mod really works on version 1.60, I checked that.

My skill mod for version 1.60
Easy_Absolute_skills_mod_v1.1.zip
also works and is also fully explained (you can easily change it now).

Quote:
I want to edit this file: 'H5_Game.exe' but I don't know how. I need only one change in text.

Many mods work without editing .exe file. I think you don't need to edit it, because nobody has fully cracked it:
http://www.celestialheavens.com/forums/viewtopic.php?p=289840&sid=cdf949494d93d8a48edb01fbfab44772#289840

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Maniek
Maniek


Hired Hero
posted July 22, 2010 11:18 AM

I know. Some mods working without editing H5_Game.exe but I really need to edit this file. I need to change only one text line.

I opened H5_Game.exe picture1 and I opened .rdata file picture2. Next I edited this file but I can't replace new file (replace old .rdata by new .rdata)

Can you help me? I want to change only one text line (from DefaultStats.xdb to DefaultStats2.xdb) but I don't know how

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Robertukas
Robertukas


Hired Hero
posted July 22, 2010 03:33 PM
Edited by Robertukas at 15:34, 22 Jul 2010.

I can't help you with .exe file, because it depends on the program you are using for extracting .exe file, i.e, you should ask about it that not here, but in the Forum of that program.

But I'm sure that you can make any effect in the file DefaultStats.xdb to work WITHOUT editing .exe file.

This file is located in 4 locations (on HoMM5 version 1.60):
..\data\data.pak\GameMechanics\RPGStats\DefaultStats.xdb
..\data\p3c-data.pak\GameMechanics\RPGStats\DefaultStats.xdb
..\datals\p5-data.pak\GameMechanics\RPGStats\DefaultStats.xdb
..\datals\p6-data.pak\GameMechanics\RPGStats\DefaultStats.xdb

So, do this:
1) extract file DefaultStats.xdb from p6-data.pak
2) modify it as you wish
3) now you will have two folders and one file:
GameMechanics\RPGStats\DefaultStats.xdb
4) zip the folder GameMechanics, i.e. make file any_name.zip
5) rename that file into p7-data.pak (exactly this name!) and put it here
..\datals\
(not data, but datals)

And it should work (at least in v1.60).

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Maniek
Maniek


Hired Hero
posted July 24, 2010 01:10 PM

I have next, easy question.

I want to change artifact's atributes but again I don't know how.

Some atributes I found here: data.pak\GameMechanics\RefTables\Artifacts.xdb but I need change other stuffs.

I need change Staff of the Netherworld.
From: Decreases initiative of enemy creatures by 20%.
To: Decreases initiative of enemy creatures by 15%.

Thanks for reply

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Robertukas
Robertukas


Hired Hero
posted July 24, 2010 05:48 PM
Edited by Robertukas at 21:37, 24 Jul 2010.

Please tell us whether you succeeded?
Does the method I described above worked?
Also, which game version do you have/tested?


Here
..\data\texts.pak\Text\Game\Artifacts\Staff_of_vexing\Description.txt
is this:
Decreases initiative of enemy creatures by 20%.

Here
..\data\texts.pak\Text\Game\Artifacts\Staff_of_vexing\Name.txt
is this:
Staff of Ensnarement

But here
..\data\p3-texts.pak\Text\Game\Artifacts\Staff_of_vexing\Name.txt
is this:
Staff of the Netherworld

So, this artifact was renamed.

It's called STAFF_OF_VEXINGS here:
..\data\data.pak\GameMechanics\RefTables\Artifacts.xdb

You can change there only these values:
<CostOfGold>20000</CostOfGold>
<AIValue>1000</AIValue>

But I don't know how to change any other effects of artifacts (not only for this artifact, but also for any other artifact).
Please share if you will find a way to change it.

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ceken
ceken

Tavern Dweller
posted July 24, 2010 09:34 PM

Hi!

Please help me to add an effect to SPELL_ARMAGEDDON_HIT_EFFECT if it is able. Or how could I change a working effect for example the weakening strike to Phantom or enithing else.

____________

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LordMichal
LordMichal


Known Hero
posted July 26, 2010 01:08 PM

Hi guys,
I downloaded mods for 3.1 from this page - http://heroescommunity.com/viewthread.php3?TID=23840&pagenumber=1

but when I unpacked them I found only folders(like UI, Texture etc.) and nothing with .h5u
So I donīt know how to use these mods,how can I install them.
Can you help me pls?

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Robertukas
Robertukas


Hired Hero
posted July 27, 2010 03:17 AM
Edited by Robertukas at 03:44, 27 Jul 2010.

Some answers you will find here:
http://www.heroesofmightandmagic.com/heroes5/modding_wiki/modding_for_dummies:start

In short, you don't need to unpack the .pak files.
You just have to place them into this folder:
..\Ubisoft\Heroes of Might and Magic V\data\

But if you installed HoMM5 recently then those .pak files (i.e. mods) will be older and will be ignored (because of file creation date).
For that reason do this:
- if you have file some_mod.pak
- then rename it to some_mod.zip
- unzip it and zip it again (and keep the same folder level, i.e. don't create additional folder) and give it name some_mod_02.zip
- rename file some_mod_02.zip to some_mod_02.pak and place it here
..\Ubisoft\Heroes of Might and Magic V\data\

Now mods should work, because file some_mod_02.pak will have later creation date than other files in that folder.

But if you play HoMM5 version 1.60 (i.e. the latest version without HoF or ToE) then you might have to place mods into datals folder instead of data folder and I think you will have to put all mods into one mod, because all .pak names are ignored except p7-data.pak (strange, but only this name works as far as I tried).

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hellburn
hellburn


Famous Hero
The efreet
posted July 31, 2010 11:18 AM

1. How can I slow down or speed up animation of all treants? Which file should I look up?

2. How can I repair broken Harpooner shooting animation (no missile shown)?

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fiur
fiur


Promising
Supreme Hero
Map Creator
posted August 02, 2010 02:51 AM

Quote:
1. How can I slow down or speed up animation of all treants? Which file should I look up?

Treant:  data.pak\_(AnimSet)\Creatures\Preserve
<animations>
<Item>
<Kind>hit</Kind>
<Anim href="/_(BasicSkelAnim)/Dendroid/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle00</Kind>
<Anim href="/_(BasicSkelAnim)/Dendroid/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>move</Kind>
<Anim href="/_(BasicSkelAnim)/Dendroid/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>attack00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Preserve/Dendroid/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>specability</Kind>
<Anim href="Dendroid-arena-specability.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>death</Kind>
<Anim href="Dendroid-arena-death.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>happy</Kind>
<Anim href="Dendroid-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
</animations>
--------------------------------------------------------------------
Ancient Treant: data.pak\_(AnimSet)\Creatures\Preserve

animations>
<Item>
<Kind>attack00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Preserve/DendroidSolder/attack00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>hit</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Preserve/DendroidSolder/hit.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>idle00</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Preserve/DendroidSolder/idle00.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>move</Kind>
<Anim href="/_(BasicSkelAnim)/Creatures/Preserve/DendroidSolder/move.(BasicSkelAnim).xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>specability</Kind>
<Anim href="DendroidSolder-arena-specability.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>death</Kind>
<Anim href="DendroidSolder-arena-death.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
<Item>
<Kind>happy</Kind>
<Anim href="DendroidSolder-arena-happy.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
</animations>

--------------------------------------------------------------------

Savage Treants:
data.pak\Characters\Creatures\Rampart\AlternativeUpgrades\T6_Anger_Treant-arena.xdb

T6_Anger_Treant-arena-attack00.xdb  :
<MovementSpeed>0</MovementSpeed>
<SpeedFactor>1</SpeedFactor> (change this  number!)


2. How can I repair broken Harpooner shooting animation (no missile shown)?


data.pak\Characters\Creatures\Dwarves\AlternativeUpgrade\T2_Harpooner\T2_Harpooner-arena.xdb

<Item>
<Kind>rangeattack</Kind>
<Anim href="T2_Harpooner-arena-rangeattack.xdb#xpointer(/BasicSkelAnim)"/>
</Item>
____________
Hack and Slash....

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