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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 / NEXT»
Skymage42
Skymage42

Tavern Dweller
posted January 29, 2012 03:03 PM

Can pls someone upload the files again or post at it the russian forum, so they can upload it!!! Because, as SimoSama said, megaupload is down

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NeoCat1993
NeoCat1993


Hired Hero
Upcoming Master-Modder :p
posted February 01, 2012 10:02 PM
Edited by NeoCat1993 at 22:03, 01 Feb 2012.

Hi guys,

It's been an long time...  

I had the idea to make the concept lich as a mod a while ago, and we're already able to browse the .orcs - in about a month (exams...) i'll start working on it! I hope anybody will hack the mesh format... once that's done, the redesigned lich is almost finished (of course only the guy I contacted makes the 3D model ^^)

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Falconian
Falconian


Adventuring Hero
posted February 13, 2012 04:38 AM
Edited by Falconian at 16:30, 14 Feb 2012.

Could anyone re-upload the gameorc-editor?
The multiupload link is down.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted February 15, 2012 11:20 AM
Edited by SKPRIMUS at 11:25, 15 Feb 2012.

I saw an interesting post today from mamaich on that ag.ru forum (same thread that spamm linked to on first page) that maybe he didn't even have the editor anymore & game is no longer interesting!...don't know how accurate google translate is though.

That thread also has someone posting a guide to modding & also another mentioning how to transfer online save to offline save...plus that forum also has a very interesting thread on battle/tactics on A Bridge Too Small
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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Falconian
Falconian


Adventuring Hero
posted February 16, 2012 12:15 AM

So unless multiupload comes back up we can't mod... too bad.
I love homm6 but I really wanted to buff Inferno and Stronghold to make them on par with the other factions.
I managed to fix Cyclops' weak ray by changing their ability but without access to the game.orc I can't fix inferno (Cerberi need no retailation etc).

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zing
zing

Tavern Dweller
posted February 16, 2012 06:00 AM
Edited by zing at 06:24, 16 Feb 2012.

Mediafire link:
[url=http://www.mediafire.com/?fugn7ydy7ooath4]orc2zip-zip2orc-rtm.rar [/url]

@Falconian: How do you edit the abilities? The file Ability.xml looks very confusing to me.

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SKPRIMUS
SKPRIMUS


Promising
Supreme Hero
The One and the Prime
posted February 16, 2012 02:33 PM

That's funny, zing...those 2 files you just linked to appear to be same as the files available from the beginner's guide to modding post in the ag.ru forum thread.

It'd also be interesting to know how to make hero's starting specialty different (like swapping Karloff's starting specialty with Martina's)...ack who cares, maybe Ubehole doesn't support modding as it might impinge on their achievements feature...
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 16, 2012 02:42 PM

Sorry guys - blame the FBI. I'll try and dig up the modding files and reupload if I still have them.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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zing
zing

Tavern Dweller
posted February 16, 2012 02:49 PM

@SKPRIMUS: They are the same files. I just re-upload them since the multiupload link at the first page is down.

Anyway I extracted the orc file but couldn't edit unit's stats & abilities. I miss the days toying with unit's stats, spells & the DefaultStats file in h5 so much (so much fun & easy) ^^!

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Falconian
Falconian


Adventuring Hero
posted February 16, 2012 05:38 PM

Ok so I have news.

I got my hands on runeditor.cmd and aaa.exe files.
Uploaded them here: http://www.mediafire.com/?o9k90byhxipxnfh

The bad news is that I can't get it to work.
I followed the process described in this thread, unpacked all dataX into a new folder, extract all etc... thing is, the runeditor.cmd only opens the Scenario Editor. That's it.
If I tell him to open game.orc it just pops an error window saying "the format of the specified file is not valid".

Quote:

@Falconian: How do you edit the abilities? The file Ability.xml looks very confusing to me.


Tou have to mod Game Data/Combat Scripts/Abilities.dcs.
You can mod most spells from there.

In the same folder there are also other dcs files like stronghold.dcs, haven.dcs etc... in those files you can mod the abilities of most creatures.
Not all of them as some abilities reference to stuff I think is stored in game.orc (this damn file!), but you can mod stuff like Regeneration, Hold your ground, Heal, Cyclops attack, Necromancy, etc.

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zing
zing

Tavern Dweller
posted February 16, 2012 05:59 PM

@Falconian: Thank you so much!! I was just so scare of .DCS files to try to open it.

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Falconian
Falconian


Adventuring Hero
posted February 16, 2012 06:34 PM

Quote:
@Falconian: Thank you so much!! I was just so scare of .DCS files to try to open it.


Hehe they are actually just like the old H5 code files, just different extension.

To fix cyclop's weak ray:

Quote:
ability "CyclopsAttack"
{
var DamageValue: combatdamage;
const CalcDamage = { DamageValue.Set(-1, -1, Scaling: EScaling.All, Flags: EDamageFlags.PlayHitAnim); };

event OnActivate
{
const Damage = 100;

local Effect: vfx;
local CurrentDamage: float;
CurrentDamage = Damage;


StartAbility;
AddLuck(Source);
TargetUnit.SetMainTarget;

// Start animation
Source.StartAttack(TargetUnit, TargetCell, EAttackRange.None, null);
Source.WaitForHit;

CalcDamage;

if (Execute)
Effect = VFX_Beam(info.BeamFX, Source, "head", TargetUnit, "center");

TargetUnit.PlayEffect(info.HitFX);
TargetUnit.DamageUnit(DamageValue);

FinishAction;
}
event GetTooltip
{
CalcDamage;
$hpdamage = DamageValue;
}
}


Just edit the const Damage = 100 to something else.
150 seems decent on a Might hero, tried it on a Magic hero and it was pretty good.

In regards of spells, some have a constant but most are based on a multiplier.

Quote:
Mul: (1.0 + Master * 0.01


If you mod the 1.0 to say 2.0 it will deal double dmg/heal twice as much.
If you set it to 0.8 it will damage/heal 80% of the standard value.
And it shows correctly in the tooltip.


What we can mod without access to game.orc is limited to the Game Data folder tho, and to these workarounds.

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seingeist
seingeist


Promising
Adventuring Hero
posted February 16, 2012 06:43 PM

Where can most of the creature stats be found (I'm not worried about abilities)?

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Falconian
Falconian


Adventuring Hero
posted February 16, 2012 07:03 PM

Quote:
Where can most of the creature stats be found (I'm not worried about abilities)?


The "hard" creature stats are stored in game.orc
So far we can mod spells, skills, creature abilities, in some case creature damage, creature passives, etc.

I can think of many ways of indirectly buffing/nerfing a creature, but it would be a lot easier if we could open game.orc.
Like, modifying solid numbers rather than making some smart workarounds.

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seingeist
seingeist


Promising
Adventuring Hero
posted February 16, 2012 07:10 PM

Quote:
Quote:
Where can most of the creature stats be found (I'm not worried about abilities)?


The "hard" creature stats are stored in game.orc
So far we can mod spells, skills, creature abilities, in some case creature damage, creature passives, etc.

I can think of many ways of indirectly buffing/nerfing a creature, but it would be a lot easier if we could open game.orc.
Like, modifying solid numbers rather than making some smart workarounds.


Ahh, I see.  

Terrible shame, that.  By far the most painless and straightforward way to nerf the Necropolis and buff the Inferno (primarily through creature growth in the case of the latter).  

Is there any reason to hope that there might be a way to mod game.orc in the future?

I am ALL for the idea of the community doing much of this work and releasing their own balance mods.  

While there are always hundreds of different opinions, I think that there is a lot of agreement on certain things that need work (like the Necro nerf/Inferno buff, for example).  

Since you can mod creature abilities, by the way, is it possible to remove the Necro immunity to mind effects?  

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Falconian
Falconian


Adventuring Hero
posted February 16, 2012 07:20 PM

To be honest I'm on welfare at the moment so I definitely have time to make a solid balance mod.
I can change how necromancy and gating work for example, luck/morale and other skills.
I'll prolly make a thread soon listing all I can change and we'll see how to arrange a balance mod.

On another note though, as I said previously we can't do straight-forward changes such as creature growth and unit stats until game.orc is beaten up open.
I uploaded the program that is supposed to be able to open that file, but doesn't work for me so it would nice if someone else tried to make it work.

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seingeist
seingeist


Promising
Adventuring Hero
posted February 16, 2012 08:06 PM
Edited by seingeist at 20:07, 16 Feb 2012.

Quote:
To be honest I'm on welfare at the moment so I definitely have time to make a solid balance mod.
I can change how necromancy and gating work for example, luck/morale and other skills.
I'll prolly make a thread soon listing all I can change and we'll see how to arrange a balance mod.

On another note though, as I said previously we can't do straight-forward changes such as creature growth and unit stats until game.orc is beaten up open.
I uploaded the program that is supposed to be able to open that file, but doesn't work for me so it would nice if someone else tried to make it work.



I tried it, same result.


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seingeist
seingeist


Promising
Adventuring Hero
posted February 16, 2012 08:25 PM
Edited by seingeist at 20:40, 16 Feb 2012.

Quote:
Quote:
At a first glance it seems to have a lot of potential, but it's very very unstable. I can't even import an .ORC without it crashing. Maybe I'm missing a file or doing something wrong.


How to use Game.orc editor.

Link to editor: http://www.multiupload.com/2AEC37CCIW .

Instructions:
1) unpack archive content to game dir;
2) unpack all contents of Data*.orc files to new folder (orc2zip on them and then extract to this new folder);
3) run runeditor.cmd
4) wait until scenario editor loaded;
5) in dialog "Game Editor" press the "OK" button;
6) when game editor is loaded open the game.orc file.

Warning. game.orc will not be saved correctly if you unpacks not all *.orc files.

And yes, the editor is very unstable.


I don't know how to do step 5.  I'm not seeing the "Game Editor" dialog.  

Did something get changed after patch 1.2?

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Falconian
Falconian


Adventuring Hero
posted February 17, 2012 12:14 AM

Quote:

I don't know how to do step 5.  I'm not seeing the "Game Editor" dialog.  

Did something get changed after patch 1.2?


Same, no "game editor" dialog either... it just opens the Scenario Editor.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted February 17, 2012 12:32 AM

Yes, that's weird, same for me. It worked previously. I assume it's because the .exe must've been patched too.

Guess we're screwed then.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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