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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Era II
Thread: Era II [ This thread is 104 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 (30) 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 ]
Bersy
Bersy


Responsible
Supreme Hero
posted July 13, 2012 11:13 AM

Valery is right, you should install Era on SoD/Complete. Not WoG install is necessary.

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elimicmat
elimicmat


Hired Hero
posted July 13, 2012 11:34 AM

Just read my own post again and it's a bit unclear...

I've installed heroes complete, and then Saragosa and HoL. As far as I know I don't use Wog in that installation. I lost one of my CD years ago, and thus downloaded "heroes complete" from the net. However that .rar file may have some .dll file (or something like that) from Wog.

But I really think it's a legitimate packed copy. So maybe theres a small file from Wog thats included in this .rar file. But I have read the requires, and I fully understand "!NOT! WOG" :-))

So I install Heroes complete, and than ERA, and then Saragosa and HoL. Thats my procedur...

BUT!!! I do have Wog 3,58f installed on my computer as well. Mainly because I have totally different stats for creatures etc etc there. But it's not in the same folder, hell, it's not even on the same harddrive :-)

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 13, 2012 11:58 AM

It is highly probable that Sagamosa isn't compatible with any other mod, thus must be played alone.

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LizardWarrior
LizardWarrior


Promising
Supreme Hero
HC's avatar uploader
posted July 13, 2012 02:32 PM
Edited by LizardWarrior at 14:33, 13 Jul 2012.

@Kegolo:Thanks.I will try to put more lines between in cranim.txt.

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted July 14, 2012 11:37 AM

I noticed that in ERA II art 163 is used:



However, I already scripted new functionality, name, description and abilities for this artifact and now they are kind of mixed up.

Was this a hardcoded addition or was this given by one of the scripts? Because I want it removed (in order to have my artifact work properly).
____________
Not idly do the leaves of Lorien fall.

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Bersy
Bersy


Responsible
Supreme Hero
posted July 14, 2012 11:59 AM

It's an addition by Jim Vogan. I will remove it in the next release. Proceed to WoG\Data\s\Info for more details.

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 14, 2012 12:06 PM
Edited by Salamandre at 12:11, 14 Jul 2012.

The bad side is that JimV uses the old scripts numbers in the info file. Actually it is coded in 38 wog - first money.erm

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Bersy
Bersy


Responsible
Supreme Hero
posted July 14, 2012 12:11 PM

78-[Old number].

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 14, 2012 12:11 PM

Found it, thx.

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Hero_Of_Light
Hero_Of_Light


Promising
Supreme Hero
posted July 14, 2012 12:19 PM

So, which script is it? I can replace it with the old one in my HoLv32 folder and all should be well.
____________
Not idly do the leaves of Lorien fall.

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Celina
Celina

Tavern Dweller
姫騎士
posted July 14, 2012 04:06 PM

Can someone tell me how i  install mods that aren't in the era 2 mods thread? so far i could only install mods from that thread, but for example, grove ,or HoL 3.0  need H3wUpd.exe to install and i do not have that , how do i get this mods to work ? Do i have to convert them or something?

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Bersy
Bersy


Responsible
Supreme Hero
posted July 15, 2012 05:54 AM

Hero_Of_Light, 38 wog - first money.erm or script40.erm.
Celina, old mods should be converted to new format before installation.

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elimicmat
elimicmat


Hired Hero
posted July 15, 2012 09:02 AM

After manually removing some files from the "games" folder on the computer ERA seems to work flawlessly.

However I have a question I don't find the answer to. When using "Wog options" there are now two more folders. "New wog team" and "custom scripts". AFAIK these folders are useful when using home made scripts. Am I correct??

So, in what folder (on the computer) shall I put these scripts?? Do I have to rename them like "xxxxxx.erm".


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Bersy
Bersy


Responsible
Supreme Hero
posted July 15, 2012 11:27 AM

Categories in WoG Options are not folders and do not depends on folders. They can be set up in zsetup01.txt and script00..script99.ers files. If you write your own script, place it in Mods\YourMod\Data\s folder under "the name you like".erm.

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Bersy
Bersy


Responsible
Supreme Hero
posted July 16, 2012 05:02 PM

Seems that you included a copy of wog scripts in Data\s, while all erm/ert files are always loaded regardless options settings.

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Bersy
Bersy


Responsible
Supreme Hero
posted July 17, 2012 05:55 AM

MoP was kind to share resources for replacing commander screen dialog with the DL one. majaczek was interested, if I remember correctly.

http://multi-up.com/734029

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Salamandre
Salamandre


Honorable
Undefeatable Hero
posted July 17, 2012 06:33 AM

Brrr, adds, 60 seconds to wait, pop ups.

Wikisend link

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 17, 2012 02:16 PM

If I want all the setting, replaced graphics, defs etc. to be loaded in the map editor based on whichever mod has highest priority, can I do that somehow?

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Bersy
Bersy


Responsible
Supreme Hero
posted July 17, 2012 02:37 PM

You mean you want the mod to have the lowest priority (be the basic like WoG)?

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Kegolo
Kegolo


Promising
Famous Hero
of infamy
posted July 17, 2012 02:43 PM
Edited by kegolo at 16:29, 17 Jul 2012.

Quote:
You mean you want the mod to have the lowest priority (be the basic like WoG)?


I mean what I want is the map editor to load all the files the same way ERA does when it starts. So my mod is let's say '1 Covenant' and I want my map editor settings (replaced objects, new dwellings, new creatures) to be included in the editor. Right now it loads basic WoG stuff, is this changeable?

Another question: If I put the editor executable inside my mod folder, assuming I have every required def in my mod.pac, then will the editor load the stuff I want?

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