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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mods ToTE] Necro creatures
Thread: [Mods ToTE] Necro creatures This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted June 23, 2009 11:38 AM

That was done before, but I'm not sure if there was TotE mod.
There is just one problem the Death knight has now alternative upgrade, and you have to create NCF creature... since Nival never did it...

You have to edin the creature's xdb's, the town dwellings for them and since thats necro the necromancy.

So open the data and go to GameMechanics/Creature/Creatures/Necropolis

You'll find here all the dragons and the wights. And in the 3rd folder are the alternative upgrades. You need to edit them (Wight.xdb, Wraith.xdb, Bone_Dragon.xdb, Shadow_Dragon.xdb and in 3rd - Banshee.xdb and HorrorDragon.xdb)

Open the Wight.xdb, find <CreatureTown>TOWN_NECROMANCY</CreatureTown> and chage it to <CreatureTown>TOWN_NO_TYPE</CreatureTown>, do the same with Wraith.xdb and Banshee.xdb.

Now open the Bone_Dragon.xdb and find <CreatureTier>7</CreatureTier>, chage it to <CreatureTier>6</CreatureTier>, so the creature will become level 6, instead of 7. Do the same with Shadow_Dragon.xdb and HorrorDragon.xdb

Now go to GameMechanics/Creature/Creatures/Neutrals, here you need Black_Knight.xdb and Death_Knight.xdb, in both change <CreatureTown>TOWN_NO_TYPE</CreatureTown> to <CreatureTown>TOWN_NECROMANCY</CreatureTown> and <CreatureTier>6</CreatureTier> to <CreatureTier>7</CreatureTier>

Now only in Black_Knight.xdb change <PairCreature>CREATURE_UNKNOWN</PairCreature> to <PairCreature>CREATURE_DEATH_KNIGHT</PairCreature>

And only in Death_Knight.xdb cnahge <PairCreature>CREATURE_UNKNOWN</PairCreature> to <PairCreature>CREATURE_BLACK_KNIGHT</PairCreature>

No go to GameMechanics/TownBuildingSharedStats/Necromancy

Open folder Dwelling_6 and in HallOfDarkness.xdb change <Creature>CREATURE_WIGHT</Creature> to <Creature>CREATURE_BONE_DRAGON</Creature>

Now open DarkCathedral.xdb (same folder) and change

<Creature>CREATURE_WRAITH</Creature>
<Creature2>CREATURE_BANSHEE</Creature2>

to

<Creature>CREATURE_SHADOW_DRAGON</Creature>
<Creature2>CREATURE_HORROR_DRAGON</Creature2>

Now open GameMechanics/TownBuildingSharedStats/Necromancy/Dwelling_7

and in DragonGraveyard.xdb change <Creature>CREATURE_BONE_DRAGON</Creature> to <Creature>CREATURE_BLACK_KNIGHT</Creature>

Open DragonVault.xdb and here edit

<Creature>CREATURE_SHADOW_DRAGON</Creature>
<Creature2>CREATURE_HORROR_DRAGON</Creature2>

to

<Creature>CREATURE_DEATH_KNIGHT</Creature>

and here comes the problem, you don't hace alternative upgrade to ad in <Creature2> if you wish you can download one of the NCF creatures (check the sticky thread) and add it's ID instead of <Creature2>CREATURE_HORROR_DRAGON</Creature2>.

If you pick the ghost knight for example, you'll have to edit it to <Creature2>CREATURE_312</Creature2>

You can also edit the NCF creatures stats as you like by editing it's xdb at GameMechanics as well!

For more details about creature edits, check the Modding Wiki and the article Modding for Dummies --->>> Modifying Creatures

Also you have to change the <CreatureTier>6</CreatureTier> to <CreatureTier>7</CreatureTier>
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted June 23, 2009 11:52 AM

Found Dark Knight MOD
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lumpor
lumpor


Adventuring Hero
posted June 26, 2009 11:54 AM

Hmm, these mods are very unbalanced.

I used the poltergeists. The steal ammo ability is great. As long as you have around 70 of them, the ability becomes "turn this into a melee creature". And strike and return doesn't help steal ammunition because the ability is not trigger on attack. It's an activated ability which does no damage and takes a turn.

No enemy retaliation + strike and return are very strong abilities. The poltergeists wll become invincible, and unless spectres get it too, noone will choose them
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted June 26, 2009 11:58 AM

You say that they are unbalanced and i say that they are fine

Poltergeist is more fragile and deals less damage soo it isn't so dangerous.

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legendary_hero
legendary_hero


Known Hero
Stronghold Warchief
posted June 27, 2009 05:47 AM

...That mod no longer works...I used it 2 years ago in H5 but now it can't be unzipped

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted June 27, 2009 08:56 AM
Edited by Nebdar at 08:56, 27 Jun 2009.

Thats because you don't have to unzip them Just download them and copy to UserMOD folder, and thats it
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legendary_hero
legendary_hero


Known Hero
Stronghold Warchief
posted June 30, 2009 01:45 PM

Hmm,,I liked the animation of the Dread Knight from this mod...but i just can't copy it..and put in the Death knight folder...

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Matrix4767
Matrix4767


Adventuring Hero
posted July 07, 2009 07:24 PM

Uh,how do I get the ScytheSwing to work?The files are put exactly where they should be,but there appears to be no result on the creatures.I don't see any instructions either.

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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 07:28 PM
Edited by Nebdar at 19:34, 07 Jul 2009.

Quote:
***NEW***Scythe Swing For Wights, Wraiths & Banshees***NEW***
This mod gives 2 tiles attack to creature (Like This pattern xX, where large X is main target from which Wights will recive retaliation and small x additonal hit with no retaliation)Both creatures recive the same damage.



It works like this( X is your main target, x is the aditional target that will be Hit, W it is wraith 4 tile Creature) All posibilites


 Front
 xX  xX   X        and so on
 WW   WW  xWW  XWW
 WW   WW   WW  xWW

Rear


Now you understand
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Matrix4767
Matrix4767


Adventuring Hero
posted July 07, 2009 07:41 PM

So if two stacks of enemies are next to each other,the scythe will hit both of them?
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 07:46 PM
Edited by Nebdar at 19:47, 07 Jul 2009.

Yes if you point the Attack command properly. That means when you have Large and Small creature next to each other you have to this right: Like in this Example:

L- Lrage creature
S- Small Creature
W- Wraith
X- where do you point your attack

When:

  LL
 SLX
  WW
  WW

There will only Large Creature will be hit with normal damage

When:

  LL
 SXL
  WW
  WW


There Large and Small creature will be Hit
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 07, 2009 07:50 PM

That's actually a very nice mod. Can you upload as a separate file this Scythe stroke only?
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What will happen now?

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Matrix4767
Matrix4767


Adventuring Hero
posted July 07, 2009 07:54 PM

What about two small stacks?
Example:
LL
SXS
WW

Will this work the same way?
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 07:56 PM
Edited by Nebdar at 20:00, 07 Jul 2009.

Yes it will Hit this on the Left Side Small Creature (Remeber it is 2 tile attack pattern.)

Alci: This already done this way All creatures are in seperate MOD's It isn't all in one "Pack" Mod
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 07, 2009 08:07 PM

Quote:
Yes it will Hit this on the Left Side Small Creature (Remeber it is 2 tile attack pattern.)

Alci: This already done this way All creatures are in seperate MOD's It isn't all in one "Pack" Mod


Excellent! Downloaded. This will spice the Wight and Wraith up a bit. Can AI figure to use this attack properly (i.e. will they recognize and attack two creatures and place themselves properly?).
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 08:17 PM
Edited by Nebdar at 20:17, 07 Jul 2009.

Never checked that...... so i don't know.

So much traffic because an 1 year MOD
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Matrix4767
Matrix4767


Adventuring Hero
posted July 07, 2009 08:20 PM

Hey,Nebdar,can you balance the skellies and archers a bit?They die way too fast,and deal less damage then a Peasant even in numbers,while the  skelle warriors are as hard to kill as a Tier 2 unit.Regular Zombies should have +1 init at least.I'm not forcing you to do this,in fact if you don't want to,do you know how I can edit them?
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 08:26 PM
Edited by Nebdar at 20:30, 07 Jul 2009.

Zombies with +1 Init is already done(see first page first post)

About Modding...hmm Here is some infos for the Start and here what is where if you want to change stats of creatures

If you read this one above and unnderstand it see my mods and examine them how they are done, and just modify them....

What kind of changes you want to make
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Matrix4767
Matrix4767


Adventuring Hero
posted July 07, 2009 08:46 PM
Edited by Matrix4767 at 21:10, 07 Jul 2009.

Hmm...

Skeleton:+1 hit points,initiative and damage range
Skeleton Archer:+1 to maximum damage
Skeleton Warrior:+1 hit points,-1 defence
Zombie:+1 attack,-1 defence,+1 hit points
Plague Zombie:+1 hit points
Vampire:+1 to minimal and maximum damage
Vampire Prince:+1 to minimal damage,-1 to maximum damage
Lich:Is a caster(should make more sense,since it's an undead mage),Spellbook:Suffering and Weakness on basic,+9 mana

That's it,I think.

EDIT:Ghost:+1 to minimum damage
Spectre:+1 defence(helms for nothing,come on)
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Nebdar
Nebdar


Promising
Supreme Hero
Generation N
posted July 07, 2009 09:05 PM

So you don't want to learn how to make MODs by your own hmm

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