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Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
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Heroes Community > Heroes 6 - The New Beginning > Thread: Heroes 6: modding
Thread: Heroes 6: modding This thread is 13 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 · «PREV
zavar
zavar


Hired Hero
posted July 20, 2015 10:43 PM
Edited by zavar at 00:22, 21 Jul 2015.

Hi.
What about heroes VI. modding and multiplayer games? (and Conflux)


I always changed the heroes portraits in every heroes game (3-5) (Nymus, eh...) but now we forced to play multiplayer games via uplay, LAN is missing .
 
Texture editing is allowed?

Or changing hero names?

What about hero specialities? Can i change the normal 'town-hired' heroes speciality? (woodcutter, master of fire, etc) (or adding new heroes for more diversity...)

I dont want to edit the dinasty heroes, but... after their campaign some dinasty hero not really useful in multiplayer... okay, they have uniques skins, but... If possible to edit the unlocked dinasty heroes sppecialities for multiplayer games, i also interested in... Possible?)

I don't want any unexpected-results, that is why i am asking instead of trying, i dont want an account 'ban' from ubi


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Antonsky07
Antonsky07

Tavern Dweller
posted August 04, 2015 10:47 PM
Edited by Antonsky07 at 20:44, 05 Aug 2015.

All the things you mentioned above exept changing specialities are possible but Heroes VI is a dead game with almost non existent modding possibilities. Sure you can change names and portraits but it is very difficult(just read all the previous pages) and when game detects that it is modded it goes off line, turning off all dynasty and multiplayer. I didn't even touch H6 modding because I've read how difficult and pointless it is on this topic.

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Antonsky07
Antonsky07

Tavern Dweller
posted August 04, 2015 11:11 PM

The modding in Heroes VII seems very promising so I wanted to add some creatures from Heroes VI and make alternative upgrades to existing ones. Most of them wouldn't be simple recolours but they would have their models modified. The problem is with creatures from previous instalment of Heroes. I want to include ghouls, manticore, shadow lurker, goblins(as a base for a very different goblin) and maybe glory(I know most of people hate them so I don't know if I want to include them). The problem is that I don't have any modding experience with Heroes VI because it was very difficult and pointless.  I still don't understand orc extracting and converting tools. About 3 years ago there was converter posted here which converted Heroes VI moddels to obj and other formats. But now the link is broken. So I have question for those who have 3d models of those creatures or all programs required to do this process on their computers to upload them to the forums. I would be very grateful and I surely would give credit to this person when the mod is released.

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zavar
zavar


Hired Hero
posted August 05, 2015 02:43 AM

Antonsky07 said:
and when game detects that it is modded it goes off line, turning off all dynasty and multiplayer.


Thank you the answer. I m not afraid from difficulties, only the offline mode (because we play only in multiplayer)
So i am not 'undertake' it.
I also don't like games without modding possibilities, because i never satisfied There is always something i could have done differently...

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zavar
zavar


Hired Hero
posted September 28, 2015 12:10 AM

orc to zip / zip to orc convertor

http://www.moddb.com/mods/might-magic-heroes-vi-ultimate-overhaul/downloads/homamvi-convertingtools

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sirironfist
sirironfist


Known Hero
King of the ogres
posted October 09, 2015 09:04 AM

I know have orc2zip.exe and zip2orc.exe. It says drag and drop the first on into the second one. What I get is a file called orc2zip.exe.orc.
What am I supposed to do with these?

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olorin
olorin


Adventuring Hero
tophatchild.blogspot.com
posted November 09, 2015 05:44 PM

In light of H7 failure... Is there any serious attempt to modding H6 elsewhere? I'm one of the few folks here who still see potential in this instalment (actually, I really feel H7 is merely a bad sequel of it ).

It's a pity since I truly love its graphic interface, so the artwork behind. I rather prefer the town screens and creatures over the seventh's. Such a waste of time and talent...

A nice start would be reintegrating the stranded resources, that's for sure

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olorin
olorin


Adventuring Hero
tophatchild.blogspot.com
posted November 20, 2015 10:51 AM

olorin said:
In light of H7 failure... Is there any serious attempt to modding H6 elsewhere? I'm one of the few folks here who still see potential in this instalment (actually, I really feel H7 is merely a bad sequel of it ).

It's a pity since I truly love its graphic interface, so the artwork behind. I rather prefer the town screens and creatures over the seventh's. Such a waste of time and talent...

A nice start would be reintegrating the stranded resources, that's for sure


I talked nonsense... I began to realize that Heroes VII is actually the so called "Heroes VI" mod

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culgil
culgil


Adventuring Hero
posted July 23, 2019 10:23 PM

Anyone still alive here?
Does someone know which DataX.orc file contains the music from the DLCs and Shadow of Darkness?
Would be nice to have that, too, in addition to the base game soundtrack.

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RedTreant
RedTreant

Tavern Dweller
posted January 26, 2024 04:04 PM

DLC maps for Multiplayer and Campaign which are normally locked, like Sandro's map, can be opened with a little trick in the map editor.

First the file .scn file has to be changed from file properties  not to be read-only, then in hex editor one can change ending of the file.

Example for Campaign_DLC2_2.scn:

 1. Original: AE 87 41 3C B8 01 F9 80 F9 39 F3 7E 1E 94 DE 46 AB 60 7E A0 7F 78 F7 74 8A AB 1A 49 F8 BA F2 A9 68 70 D8 2A F1 A5 7E EB 4E 37 8F E4 4B 5E 6F A0 62 BD 23 EC 49 AE E6 C2 30 AB 08 FF 45 0F 93 51 61 D8 63 BF 20 BC AB 38 BC A9 13 7C DB DE CC 44 88 5A

 2. Unlocked: AE 87 A3 3F B8 01 F9 80 F9 39 F3 7E 1E 94 DE 46 AB 60 7E A0 7F 78 F7 74 8A AB 1A 49 F8 BA F2 A9 68 70 D8 2A F1 A5 7E EB 4E 37 8F E4 4B 5E 6F A0 62 BD 23 EC 49 AE E6 C2 30 AB 08 FF 45 0F 93 51 61 D8 63 BF 20 BC AB 38 BC A9 13 7C DB DE CC 44 88 5A

No idea what it signifies. Took values from SoD campaign as ending is similar, unlike normal scenario maps.

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