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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD TotE 1.3] Personal Mod Collections & Tweaks
Thread: [MOD TotE 1.3] Personal Mod Collections & Tweaks
MeVII
MeVII


posted June 26, 2009 08:24 AM
Edited by MeVII at 00:43, 01 Nov 2009.

[MOD TotE 1.3] MeVII's Mods, Collections & Mod Tweaks

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Good Bye
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All of my editing and game data is gone.
I will not be doing anymore mods unless I reinstall the game,
and recreate my editing database ... which is unlikely.
My Angels are my top anyways, it all would have been downhill from there.
Enjoy whats here, and Good Bye. 10/31/2009
MeVII

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Note: I only test mod functionality in 1024x768
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Combat Mods
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Note: My Grid Mods and Xazardous combat mods conflict. See Details below in Combat Mod Descriptions.

Grid Faded - Full.h5u Size = 7kb                      Grid Solid - Thin Outlined.h5u Size = 28kb

Grid Faded - Semi-Hollowed.h5u Size = 18kb     Grid Faded - Outline.h5u Size = 15kb

Grid Solid - SemiHollowed.h5u Size = 15kb        Grid Solid - Thick Outline.h5u Size = 13kb

Combat- Rage Info.h5u Size = 924kb               Combat-NoRage Info.h5u Size = 515kb

FieldStackQtyPresent.h5u Size = 4kb               FieldStackQtyRemoved.h5u Size = 5kb

Grid Solid Symbol.h5u Size = 1391kb               Grid Faded Symbol.h5u Size = 1366kb


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Creature Recolor Mods
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                                               Human
                                          Griffin/Imperial/Battle
           Griffin Size = 312kb     Imperial Griffin Size = 571kb   Battle Griffin Size = 475kb
               
                                         Angel/Arch-Angel/Seraph

                                       
           Angel Size = 409kb     ArchAngel Size = 473kb   Seraph Size = 438kb

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                                               Sylvan

                                          Druid/Elder/High
           Druid Size = 150kb     Druid Elder Size = 150kb   High Druid Size = 145kb

                                             Green/Emerald/Crystal Dragons
                                                                          Revens Crystal Dragon Size = 429kb


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Miscellaneous Mods
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Crystals to Fire Rubys Size = 216kb          Gems to Emeralds Size = 440kb
GradatedExp Size = 163kb                    Combat Difficulty Estimations Size = 1kb
No Neutral Army Banner Size = 55kb      No Dark Energy Bar Size = 2kb
Overland - Glass HUD.h5u Size = 473kb
Griffin Loading Screen Size = 308kb

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Combat Mod Descriptions
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All Battle Grids
Compatibility: TotE 1.3 - Mod Ver: 1.0 – Creator: MeVII
Notes: Green = Move/Interactive – Red = Overlapping Enemy Move Area
Blue = Selected Creature/Area – Yellow = Selectable/Targetable
Gray = Inactive (Only Visible when Grid is set to "ON" in Options ... Not Pictured Here)
Note: Warmonger pointed out that Xazardous combat mods and my grid mods interfere with each other. This is because Xazardous also edited the grid appearances. You can fix this by either removig all grid info from the Xazardous mod you already have. Or, download one of the Xazardous mods I have here, as I have already removed grid info from them.

Faded Full Square - Click to View

Solid Semi-Hollowed - Click to View Requested by: Alcibiades

Faded Semi-Hollowed - Click to View

Hollowed Orignal Thin Outlined - Click to View

Solid Thick Outlined - Click to View

Faded Thick Outlined - Click to View

Solid Symbolic or Color Blind - Click to View

Faded Symbolic or Color Blind - Click to View

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Note: The Original Thread for Xazardous Mods found below is here Xazardous Mods

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Name: Combat Mod Rage Info
Compatibility: TotE 1.3 - Mod Ver: 3.1 – Creator: Xazardous
Modified a/o Supported by: Fiur, Azard, Salyur and Me VII
Notes: Moved, Altered and Lower Profile Combat Screen Interfaces.
I was just an anal soab with the Rage info button and info locations.(See Before & After Pic Below) Rage is removed from the adventure screen, and located in both the creature buy (No Pic) and combat screens. Note: Because the creature buy screen is shared by all races the Rage Info Button will appear in all towns, regardless of their lack of orcish creatures. It could be moved to the individual orc building Slave Trading Post, but that presents its own set of issues of not being immediately available to orc players at the start of games, and the Rage Info not being optimally accessible during creature purchasing.

Rage Before – Click to View

Rage After – Click to View

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Name: Combat Mod No Rage Info
Compatibility: TotE 1.3 - Mod Ver: 3.1 – Creator: Xazardous
Modified a/o Supported by: Fiur, Azard, Salyur and MeVII
Notes: Moved, Altered and Lower Profile Combat Screen Interfaces.
Rage Button completely removed.

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Name: Field Stack Qty Present (Pictured Below)
Compatibility: TotE 1.3 - Mod Ver: 3.1 – Creator: Xazardous
Modified a/o Supported by: Fiur, Azard, Salyur and MeVII
Notes: This is the modified appearance Quantity Boxes from Xazardous Combat Mod. I separated it from the main Mod so it could be swapped in and out as an option with other mods that change quantity box appearances. Now there is the option of having the combat mod, with these, with the originals or without them. (Via the next mod Below)

Field Stack Qty Present – Click to View

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Name: Field Stack Qty Removed (Pictured with Outlined/Faded Battle Grid)
Compatibility: TotE 1.3 - Mod Ver: Unk – Creator: Kainc
Modified a/o Supported by: MeVII
Notes: Kainc was kind enough to make this mod for me on request some time ago.
I cleared up the issue of the box background appearing when creatures were buffed or hexed. They no longer do.
The qtys are still listed in the ATB. In combats with large armies, it is possible that you can not see creature qtys at all as the creatures turn is beyond the max length of the ATB. However, if you double right-click a creature on the ATB, it will open the detailed creature info screen for that creature. By using the provided buttons you can then move to previous/next creature for any creatures on the same team/side. (See Below)

Location of creature quantitys in combat without stack quantities visible in combat areana. – Click to View

It is a bit of an inconvenience, but its not necessary very often, and I personally pay the price of intermittent inconvenience to remove the gaudy blocky boxes.

I attempted to move the Quantity Value to the Pop-Up/Right-Click dialog tooltip box, and failed. See Kanics original thread here for details. Kaincs Stackless Quantity Combat Mod

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Creature Recolor Mod Descriptions
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The “Notes” section for creature recolors wont be any explanation to my color choices. Color scheme is all subjective artistic opinion, so really my notes on why I did what I did, are irrelevant.

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                                               Human
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Name: No Armor Griffin and Upgrade Recolors
Compatibility: TotE 1.3 - Mod Ver: 1.5 – Creator: Sneps
Modified a/o Supported by: MeVII
Notes: Sneps is the original creator of this MOD. He found, compiled and edited all the files for all three Griffins, and removed the armor, which I have no idea how to do. Because of his original work, all three have icons and all three appear on overland.
Also another note is that at very close range (the creature buy screen) you can see seams of color. This is because of the way pieces of the creatures are layed out in the file. It makes it almost impossible to create well blended segments for the type of recoloring, and contrast modifications I attempted. I was happy enough with the way they look in combat to call them "finished" and post them here. There is a picture of the "seam" and in combat comparisons below.
Oh, and I know I said I wouldent do this, but just to let you know, my objective was a dirty looking "copper", "gold" and "silver" look.

Griffin Color Contrast Seam - Click to View

Griffin Comparisons – Click to View

Name: Angel and Upgrade Recolors
Compatibility: TotE 1.3 - Mod Ver: 7.77 – Creator: MeVII
Notes: "And all the angels stood round about the throne ... and fell before the throne on their faces, and worshiped God." Revelation 7:11

Angel Before - Click to View - Angel After – Click to View

ArchAngel Before - Click to View - ArchAngel After – Click to View

Seraph Before - Click to View - Seraph After – Click to View

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                                               Sylvan
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Name: Druid and Upgrade Recolors
Compatibility: TotE 1.3 - Mod Ver: 1.0 – Creator: MeVII
Notes: No Icons for all three. Only the High Druid appears on overland.

Druid Comparisons – Click to View

Name: Revens Crystal Dragon
Compatibility: TotE 1.3 - Mod Ver: 1.0 – Creator: MeVII
Requested by: Reven
Notes: Reven asked for a light blue Crystal Dragon quite sometime ago. Talking with him and showing him its progress is how it developed the gray stripes and blue eye tweak. He seemd really set on a stripe on the eye also, so I added the gray flair around the eye ridge as well.

Original & Revens – Click to View

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Miscellaneous Mod Descriptions
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Name: Edited Griffin Loading Screen
Compatibility: TotE 1.3 - Mod Ver: 1.0 – Creator: MeVII
Notes: I couldn't stand that stupid steer skull. Since I cant leave well enough alone I tinkered with the Griffin loading screen.

Edited Griffin Loading Screen – Click to View

Name: Gems to Emeralds
Compatibility: TotE 1.3 - Mod Ver: 1.1 – Creator: MeVII
Requested by: Reven
Notes: Reven asked for green gems. I also, after asking him, and he agreed, changed every instance of "gem/s" to "Emerald/s" as well. (That I could find anyways.)
I need to give credit to Daystar, and anyone else that worked on the MultiColored Gems Mod in THIS thread. Because if it wasn't for using there mod, where they had already found the eight or so different gem dds files, I doubt I would have done this. So thanks guys!
1.1 - Reven found that the icons weren't loading correctly with Xazardous town screens visual mods. Thanks Reven! That has been fixed. However there is a faint dark green backwash to the gems that I for the life of me cant get rid of. Its negligible, I may try again to fix it later.

Gems to Emeralds – Click to View

Name: Crystals to Fire Rubys
Compatibility: TotE 1.3 - Mod Ver: 1.1 – Creator: MeVII
Requested by: Reven
Notes: Reven asked for this, and sent me a prototype icon. I liked the idea alot. As with the Gems to Emeralds mod, I also, changed every instance of "crystal/s" to "Fire Ruby/s" as well. (That I could find anyways.)
1.1 - Reven found that the icons weren't loading correctly with Xazardous town screens visual mods. Also the transparency wasn't cropped correctly for the icon used for resource trading. Thanks Reven! Those have been fixed.

Crystals to Fire Rubys - Click to View


Name:No Neutral Army Banner
Compatibility: TotE 1.3 - Mod Ver: 1.0 – Creator: MeVII
Requested by: Warmonger
First: I need to apologize to Warmonger for making a simple request so frustrating. I got fixated on the popup info box, and stayed confused for two days until it finally sank in what he meant all along. Unfortunately this wasn't until after I thoroughly exasperated him. So again, I apologize. It shouldn't have been that complicated.

Notes: This removes the banner from neutral army stacks. Unlike SimonaKs MOD this does not remove the creature glow.

SimonaK: To let you know what I did (and any other modders for that matter), I opened ArmySign-Rally_Flag.(Texture).dds and erased the texture from the file with the eraser tool in the Paint.Net program. Then I opened the file ArmySign-lambert2.(Material).xdb and changed the line <CastShadow>false</CastShadow> from "true" to "false". If that's different from what you did, perhaps you can track down why it crashes, so I and other modders can avoid doing the same.

No Neutral Army Flag - Click to View

Name:Creature Difficulty Estimates
Compatibility: TotE 1.3 - Mod Ver: 1.0 – Creator: MeVII
Notes: I really made this for myself, but I figgured Id share it. When mousing over a creature stack you would see an estimate of how difficult the combat could be. The range was
- Low, Moderate, Challenging, High and Deadly. -
I always got "Challenging" and "High" confused, and Moderate seemed unfitting to at times. So after some trial and error, I devised a difficulty range In my opnion is a bit more accurate and fitting. This mod will change the Estimated Difficulty Descriptions to
- Minimal Threat, Even, Hard, Extremely Difficult and Inevitable Defeat. -
So, perhaps others might prefer these as well.

Name:Gradated Experience
Compatibility: TotE 1.3 - Mod Ver: 1.0 – Creator: MeVII
Note! Be aware that creature XP is located in the same file that holds creature stats. (HP, Attack, etc...) So other mods for creature statistics and this mod may conflict with one another.
Notes: If you reach level 20(81.961xp) at double (2x) EXP you would have 163,922xp which is level 23, 4000xp away from level 24. Really only 4 levels in difference.

I have restructured DrIstvaans MOD with gradated exp, so that...

Tier 1 Creatures = x1 Exp, T2 = x2, T3 = x2, T4 = x2, T5 = x3, T6 = x3, T7 = x4.

This accelerates exp gain as you get stronger and take on greater enemies, avoiding having a hero skyrocket to level 8 for killing a handful of Tier 1 creatures.
Also for those who don't want to use an edited game EXE to increase experience.

All Props go to DrIstvaan, or I wouldn't have even noticed you could edit creature exp.

Name:No Dark Energy Bar
Compatibility: TotE 1.3 - Mod Ver: 1.0 – Creator: MeVII
Requested by:SimonaK
Notes: This removes the Necromancer DarkEnergy Bar from underneath the Resources Info Bar. I originally moved the text to 0,0 and SimonaK brought to my attention that it still shows on higher resolutions. Thanks to his heads up I removed the text entirely, and it can not appear in any resolution.

Name: Overland - Glass HUD
Compatibility: TotE 1.3 - Mod Ver: 1.0 – Creator: MeVII
Notes: To tell the truth, this is actually a step in my learning curve. I cant claim it was part of my creative intentionality. Then again, rubber, penicillin and Velcro all fall in the same category with there respective creators. So, here it is.

Overland Glass HUD - Click to View

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Mod Concept / Request
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If anyone has the talent and skill to reconfigure the Adventure Screen Buttons to be in the same placements as Xazardous combat mod it would be a nice pair to it, and I would be much appreciated.
Below is a photoshopped concept image I came up with. Its Not a Mod! I made it in hopes that if it would get enough positive feedback, then someone with talent and drive might take up the task of making it. (Is Xaderous still around somewhere?)

I have included before and after to make it easy to compare back and forth.

Original - Click to View

My Concept Image - Click to View

The town and other screens could be configured the same way as the screen shot. Since towns have two wheels of icons, there could be the corner configuration in each lower corner.

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Quote:
My Props go out to all the other diligent and hard modders of the Mods included in my collection! As unlike me, they actually have talent. Whereas all I can do is puzzle things around.

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                                                       Me VII

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted June 26, 2009 08:50 AM

Love faded battle grid, looks much clearer than original.

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kainc
kainc


Famous Hero
posted June 28, 2009 05:35 PM

Hey way to go, man!
nice to hear that you've solved the field stack problem.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 02, 2009 08:39 AM

Ok will delete this one also.
Thanx for giving my request a shot. It does seem very massive, though, but thanx for the effort.
____________
What will happen now?

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 03, 2009 08:51 AM
Edited by Warmonger at 11:25, 03 Jul 2009.

I removed Battle Grid folder from Xazardous package and now it all works great

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kainc
kainc


Famous Hero
posted July 04, 2009 11:15 AM

I think your work is definately worth a QP

I like the emeralds idea (as well as the result)! I think crystals are too near to gems... so these emeralds, with their green color, are brilliant.

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ulfara
ulfara


Adventuring Hero
Rhaaaaaaaaaa
posted July 17, 2009 11:43 AM

I am totaly downloading the no dark energy bar!

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 30, 2009 08:24 AM

All enums are processed by game executable, so most likely it's not possible to edit stack info without recompiling the entire program

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Reven
Reven


Hired Hero
posted August 07, 2009 11:01 AM

oh didint know yay lolz
and hows ur vacation?

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fenix-lod
fenix-lod

Tavern Dweller
posted August 13, 2009 05:31 AM

Hi MeVII. I have one request to you. Can you make mod where the battle floating text show damage dealt and killed creatures insted of only killed creatures? Will be good also if display under mouse cursor how much damage your troops will dealt ot the target and how much they will kill instead of only how much they will kill. I thing this will not be so hard because all this information is known just not displayed very helpfull.
Regards fenix-lod.

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MeVII
MeVII


posted August 14, 2009 05:36 PM

Edditing Text Variables

fenix-lod: Sorry Fenix, I already know I cant do that. Information data variables are called into text strings in a way that I cant figgure out. I tried something like that before and failed. Check out my posts HERE to see what I mean. I myself am looking for someone to figure the problem with text information out. Thanks for thinking of me to ask though.

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Reven
Reven


Hired Hero
posted September 15, 2009 09:53 PM

hey hey man welcome back

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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted September 28, 2009 09:37 PM

I should have responded earlier, but your cleanup policy sort of held me back.

Good to see you working on the Haven faction! Imparticular, I would like to see a more realistic approach to peasants, like a brown shirt instead of the weird light blue, and interesting heraldric varities on the human soldier types, such as making the cavalier and it's upgrades each have a unique heraldry and colorscheme, and so on.

Keep up the good work!

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MeVII
MeVII


posted September 30, 2009 03:44 AM
Edited by MeVII at 00:44, 01 Nov 2009.

Good Bye

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Good Bye
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All of my editing and game data is gone.
I will not be doing anymore mods unless I reinstall the game,
and recreate my editing database ... which is unlikely.
My Angels are my top anyways, it all would have been downhill from there.
Enjoy whats here, and Good Bye. 10/31/2009
MeVII

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Reven
Reven


Hired Hero
posted November 15, 2009 07:46 PM

Sight you wer my favorite moder well good by friend

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted November 17, 2009 02:12 PM

the new seraph seems a bit like a holy grail guard
____________
So much has changed in my absence.

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MeVII
MeVII


posted October 17, 2010 01:18 AM
Edited by MeVII at 01:22, 17 Oct 2010.

Thread Dismantelment

Hello All:

First off Id like to thank everyone for their interest in my MODs.
All in all Ive had close to 1000 downloads.

I gave things a year to see if I would ever "return" to HoMMV,
and its obvious that I will not.
Newer games and new projects mount up and consume my time.

They also consume space. So in order to make room for other things,
I am cleaning out my 4shared account.

Bottom Line: After Jan 1 2011 this thread will be dismantled,
all Images, and DL links will be removed from their home sites.
(PhotoBucket and 4sahred)

If anyone wants to adopt this thread, HERE is a link to download the text formatting for the first post.
After you copy and paste it, all youll need to do is change the download and image links to your own links,
and add a disclaimer that MeVII is long gone, and your only maintaining an archive.

Again, thanks for everyones downloads of my MODs.
I will dismantle this thread, and request a moderator delete it after Jan 1st 2011.

                                                                                                         MeVII

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MeVII
MeVII


posted January 16, 2011 04:52 PM

Armathreaddeon

This thread is dismantled,
all Images, and DL links have been removed.

A request as been submitted to a moderator for thread deletion.

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