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Heroes Community > Heroes 5 - Modders Workshop > Thread: Creating an own hero
Thread: Creating an own hero
Naadir
Naadir

Tavern Dweller
posted October 25, 2009 07:58 AM

Creating an own hero

Is it possible to do in any way or even mods?
And how to get markal to put on land with map editor?
The priority is creating completely own hero, not the map editor choide(own picture, specialization, talents ect.)

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TroggyMan
TroggyMan


Adventuring Hero
Ragin' Tard
posted October 25, 2009 08:53 AM
Edited by TroggyMan at 08:55, 25 Oct 2009.

You can create new heroes by replacing existing ones of what I know, I made one myself not long ago. A good choice is replacing a hero with multiple instances, such as Isabell.

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Naadir
Naadir

Tavern Dweller
posted October 25, 2009 09:18 AM

and how?

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beidiwang
beidiwang


Hired Hero
posted October 25, 2009 11:05 AM

Quote:
You can create new heroes by replacing existing ones of what I know, I made one myself not long ago. A good choice is replacing a hero with multiple instances, such as Isabell.


it seems very hard.
i have tried  but failed

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beidiwang
beidiwang


Hired Hero
posted October 25, 2009 11:06 AM

oh yeah  
i am a hired hero

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Warmonger Online
Warmonger


Promising
Legendary Hero
fallen artist
posted October 25, 2009 11:16 AM

It's very easy, you can do it directly via editor or just copy data.pak files and create a new hero. There has been many tutorials on how to do it, look better (or ask mods to clean up the board).

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El_Chita
El_Chita


Known Hero
Actually, my name is El Chita
posted October 25, 2009 12:04 PM

But you can make new Monsters. Why you can't make new heroes ?

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SimonaK
SimonaK


Promising
Supreme Hero
posted October 25, 2009 03:27 PM

I gave up all heroes from the game,
and now I have 308 heroes, all come from H4.
so yes you can create entirely new heroes!

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Cleave
Cleave


Promising
Famous Hero
Raging Blood
posted October 25, 2009 03:36 PM
Edited by Cleave at 13:19, 28 Oct 2009.

It's not that hard especially if you modify existing heroes and don't try and make new heroes from scratch. Use the Unlock 48 Campaign Heroes so you can get plenty of heroes to edit if you don't want to change an existing one.

Extract MapObjects/[FACTION]/[INTERNAL NAME](AdvMapHeroShared).xdb and open it with the notepad, you can edit almost everything.

Here is an example from my 13 Heroes mod in which I turned Duncan into a Ranger:

Quote:
<?xml version="1.0" encoding="UTF-8"?>
<AdvMapHeroShared ObjectRecordID="17">
<Model href="/Characters/Heroes/Duncan_LOD.xdb#xpointer(/Model)"/>
<AnimSet href="/Characters/Heroes/Duncan_LOD-adv.xdb#xpointer(/AnimSet)"/>
<blockedTiles/>
<holeTiles/>
<activeTiles>
<Item>
<x>0</x>
<y>0</y>
</Item>
</activeTiles>
<passableTiles/>
<PossessionMarkerTile>
<x>0</x>
<y>0</y>
</PossessionMarkerTile>
<Effect/>
<EffectWhenOwned/>
<messagesFileRef/>
<WaterBased>false</WaterBased>
<ApplyHeroTrace>false</ApplyHeroTrace>
<SoundEffect/>
<flybyMessageFileRef href=""/>
<ObjectTypeFileRef href="/Text/Visibility_Types/Units.txt"/>
<TerrainAligned>false</TerrainAligned>
<FlyPassable>true</FlyPassable>
<AdventureSoundEffect/>
<RazedStatic/>
<Icon128 href="/UI/H5A1/Icons/Heroes/Portrets128x128/Dunkan.(Texture).xdb#xpointer(/Texture)"/>
<InternalName>Duncan</InternalName>
<Class>HERO_CLASS_RANGER</Class>
<Specialization>HERO_SPEC_LOGISTICS</Specialization>
<PrimarySkill>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_AVENGER</SkillID>
</PrimarySkill>
<SpecializationNameFileRef href="/Text/Game/Heroes/Specializations/Haven/Wanderer/Name.txt"/>
<SpecializationDescFileRef href="/Text/Game/Heroes/Specializations/Haven/Wanderer/Description.txt"/>
<SpecializationIcon href="/Textures/HeroScreen/Feats/Ranger/Logistics_DisquiseAndRecon.(Texture).xdb#xpointer(/Texture)"/>
<FaceTexture href="/UI/H5A1/Icons/Heroes/Portrets128x128/Dunkan.(Texture).xdb#xpointer(/Texture)"/>
<FaceTextureSmall/>
<HeroCharacterArena href="/Characters/Heroes/Duncan.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee href="/Characters/Heroes/Duncan_Strike.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterAdventure href="/Characters/Heroes/Duncan_LOD.(Character).xdb#xpointer(/Character)"/>
<HeroIndividualCamera/>
<CombatVisual href="/GameMechanics/CreatureVisual/Heroes/Knight.xdb#xpointer(/CreatureVisual)"/>
<TownType>TOWN_PRESERVE</TownType>
<Editable>
<NameFileRef href="/Text/Game/Heroes/Persons/Haven/Duncan/Name.txt"/>
<BiographyFileRef href="/Text/Game/Heroes/Persons/Haven/Duncan/Bio.txt"/>
<Offence>1</Offence>
<Defence>2</Defence>
<Spellpower>1</Spellpower>
<Knowledge>1</Knowledge>
<skills>
<Item>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_OFFENCE</SkillID>
</Item>
</skills>
<perkIDs>
<Item>HERO_SKILL_TACTICS</Item>
</perkIDs>
<spellIDs>
<Item>SPELL_HASTE</Item>
</spellIDs>
<Ballista>false</Ballista>
<FirstAidTent>false</FirstAidTent>
<AmmoCart>false</AmmoCart>
<FavoriteEnemies/>
</Editable>
<ArrowButtonState>0</ArrowButtonState>
<Decal/>
<Selection href="/_(Model)/Heroes/Knight_Path/Symbol.(Model).xdb#xpointer(/Model)"/>
<Trace href="/MapObjects/_(AdvMapHeroTraceSet)/Haven.xdb#xpointer(/AdvMapHeroTraceSet)"/>
<RaceTraitIcon/>
<RaceTraitDescFileRef href=""/>
<ScenarioHero>false</ScenarioHero>
<AdventureMusic/>
<HideInEditor>false</HideInEditor>
</AdvMapHeroShared>



Quote:
<?xml version="1.0" encoding="UTF-8"?>
<AdvMapHeroShared ObjectRecordID="17">
<Model href="/Characters/Heroes/Duncan_LOD.xdb#xpointer(/Model)"/>
<AnimSet href="/Characters/Heroes/Duncan_LOD-adv.xdb#xpointer(/AnimSet)"/>



That points to the model (here Duncan).

Quote:
<Model href="/Characters/Heroes/Wizard_LOD.xdb#xpointer(/Model)"/>
<AnimSet href="/Characters/Heroes/Wizard_LOD-adv.xdb#xpointer(/AnimSet)"/>


Use these lines for a Wizard for example, I'm sure you get how it works.

Quote:
<Offence>1</Offence>
<Defence>2</Defence>
<Spellpower>1</Spellpower>
<Knowledge>1</Knowledge>
<skills>
<Item>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_OFFENCE</SkillID>
</Item>
</skills>
<perkIDs>
<Item>HERO_SKILL_TACTICS</Item>
</perkIDs>
<spellIDs>
<Item>SPELL_HASTE</Item>
</spellIDs>
<Ballista>false</Ballista>
<FirstAidTent>false</FirstAidTent>
<AmmoCart>false</AmmoCart>
<FavoriteEnemies/>
</Editable>
<ArrowButtonState>0</ArrowButtonState>
<Decal/>
<Selection href="/_(Model)/Heroes/Knight_Path/Symbol.(Model).xdb#xpointer(/Model)"/>
<Trace href="/MapObjects/_(AdvMapHeroTraceSet)/Haven.xdb#xpointer(/AdvMapHeroTraceSet)"/>
<RaceTraitIcon/>
<RaceTraitDescFileRef href=""/>
<ScenarioHero>false</ScenarioHero>
<AdventureMusic/>
<HideInEditor>false</HideInEditor>
</AdvMapHeroShared>



Base stats are class dependent but can be modified as well. You can also change starting skills and level mastery in those skills. Starting spells can be added, deleted or modified. You can also edit warmachines that are available at the start and even select a custom music to play when the hero is selected on the adventure map.

It's all rather straightforward.

In order to edit in game names, bios and stuff you have to extract files from Text\Game\Heroes\Persons\[FACTION]\[INTERNAL NAME]\Bio (or Name).

Hope that helps.

EDIT: A very useful thread to make your own heroes http://heroescommunity.com/viewthread.php3?TID=21024
____________
13 Heroes

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VokialBG
VokialBG

Hero of Order
First in line
posted October 30, 2009 12:13 PM

Well, yes. Here.

Locked
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