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Thread: Questions about H5 Modding - how much can we change gameplay? | This thread is pages long: 1 2 3 · NEXT» |
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 29, 2013 09:39 PM |
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Questions about H5 Modding - how much can we change gameplay?
There has been in this forum a lot of, and is ongoing, modding of Heroes 5 textures etc. I would like to ask how much we can actually add of H5 game mechanics - most specifically, stuff like the skill system?
Would it be possible to (and does anybody here have the knowledge to) make a mod so that when you level up, you can choose your perks freely once you have the appropriate skill? Skills should still be offered through random rolls, but once you learn, say, Attack, it would be nice if you could choose simply which of the perks you want on next level-up.
If a free choice is not an option, a work-around could be to simply offer still only 2 random Skills on level up, but a much higher number of Perks, say 10 or 12. In this way, you would be almost certain that the one you want will show up on the list, because you rarely qualify for more than 10 different Perks at any given time.
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What will happen now?
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Hayven
Famous Hero
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posted May 29, 2013 09:54 PM |
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I don't think so
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xuxo
Responsible
Known Hero
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posted May 29, 2013 10:33 PM |
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Edited by xuxo at 13:26, 16 Jun 2013.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 29, 2013 10:37 PM |
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Hey, you must have some skills in interface modding then.
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What will happen now?
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xuxo
Responsible
Known Hero
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posted May 29, 2013 11:01 PM |
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Yes, but apparently not enough lol but I've added 2 new slots to the UI, but I can not fill them with any unit, so k is not much time.
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Lynch
Tavern Dweller
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posted May 30, 2013 11:34 AM |
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xuxo that's amazing. I've just wondering if it's possible to allow to buy just one upgrade in castle (not alternative upgrades, like it was before tribes of east). So by removing alternative upgrades, there will be 7 slots left for creatures which can be connected with each race, and can use racial abilities (for example barbarian rage). I mean, there will be creatures which cant't be bought in castle, but only on map (like it was in heroes IV).
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fauch
Responsible
Undefeatable Hero
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posted May 30, 2013 04:13 PM |
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you have caravans for that I think. removing alternatives is probably possible, I've already seen empty slots when I had errors in my mods.
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xuxo
Responsible
Known Hero
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posted May 30, 2013 04:53 PM |
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So far the only thing I got is that the new slots generated a kind of option loaded "unavailable texture" or "item unavailable". I tried modifying the dwellings, units and upgrades but nothing. The Game 3 slots in the UI call themselves these slots "creature", "Creature_Upgrade" and "Creature_alt_Upgrade" I created naming "creature2" and "Creature_alt_upgrade2". And each row call themselves "Item_0" - "Item_6" (7 Tier). I suppose that somewhere there will be a code to send the units to "items" depending on the "value Town" and "value tier", and placing them in slots depending on whether base or alt_upgrade upgrade ...
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zahar
Promising
Adventuring Hero
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posted June 16, 2013 02:24 AM |
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It's very interesting, although i haven't got any time right now to check mechanic of this mod, I’m very interested in its subject, see few month ago I tried to add new dwelling in the town, (how shood it work when you build an upgraded dwelling of 3rd level creature, you can build another building on the basement of the 3rd level creature dwelling)... what I’ve done - everything worked well building builds, creatures recruits, but there is a giant problem, since the was no empty slots in the recruiting screen the new creatures appears on the place of the old ones making impassible to recruit the old
I'm wondering is there any way to place new creatures from the new dwelling of 3rd level in the new slots you designed? It would be great
Also it would be great to add hero some new slots in his army, to rise from 7 slots to 9 for example... did somebody know is it possible?
god damm, probably nobody even understand me because of my bad english))
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Hayven
Famous Hero
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posted June 16, 2013 08:11 AM |
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...or reduce them from 7 to 5
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xuxo
Responsible
Known Hero
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posted June 16, 2013 01:18 PM |
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I think that increasing slots 7-9, besides that I see functionally complicated, could unbalance the game a lot. And still can not find the way, because I can not find the file or line of code that mandaesas creatures these "slots." I understand very well your proposal ... say you've managed to add build another building in the town? could you upload your work to take a look?
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Que4modding
Tavern Dweller
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posted June 16, 2013 11:19 PM |
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Question about the modding - is it possible to change combat mechanics, particularly make mass spells throw back to 0 in atb scale, instead of 0.5?
If it's not possible to do it by scripts than maybe someone could find a hex to edit...
Asking here because it doesn't allow to start a new thread.
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zahar
Promising
Adventuring Hero
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posted June 18, 2013 07:43 PM |
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Here you go, this example mod, it adds 3rd upgrade to the 7th building of preserve town, it calls phoenix nest and allows recruiting phoenix, there is steel problems I’ve told before (phoenix place themself on the place of the green dragon making impassible to recruit them after building is builded)
http://rghost.ru/46808333
If you can fix that problem combing it with your interface mod, I would be very glad so please inform me if you will
There are steel few tasks I’d like to find way to be done. Year ago I’d managed to add new town in the game which is not change or replace any of already existed town, so it’s completely new town, it was only a beta version and I don’t gonna finishing it, but it can be an example to see the way how to add new city (you can watch how it’s done in the thread on these forum cold «sanctuary town?» or maybe you already know how to do it)
Well, anyway there is problem with this mod too, you see I’ve managed to add completely new town but its steel not a new race, and the town wouldn’t appears in the map option menu when you start your game… I wondering is there any way to add this completely new town in the map start option menu without replacing any of existing towns, so I could choose one of the 9 towns and start play the game with it?
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xuxo
Responsible
Known Hero
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posted June 18, 2013 09:05 PM |
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I researched the mod. You've managed to put the new housing on a map through the editor? To display and built from scratch. By the way, you specify that must be constructed "ForestNest" but should require 2nd Upgrade, which is "GoldenNest". Anyway I've changed and neither works.
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zahar
Promising
Adventuring Hero
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posted June 19, 2013 01:28 AM |
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Edited by zahar at 01:32, 19 Jun 2013.
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Sorry man, I can't understand nothing of you talking about (I understand words and sentences don't get subject)
Is phoenix mod working well?
«By the way, you specify that must be constructed "ForestNest" but should require 2nd Upgrade, which is "GoldenNest".»
What was wrong? What for you need to change something in it?
There are parts for example “<ModObjectName>ForestNest</ModObjectName>” that shood stay “forestnest” because it’s the name of the basement if you change it the building wouldn’t work because there is no basement cold “goldennest”
«I researched the mod. You've managed to put the new housing on a map through the editor?»
Which one of the mod you talking about? New town building example (phoenix) or new town example (nagas)? What is “new housing on a map”? It’s new town ore new building in the town? If it’s about building in the town then there is no need to “put it on the map” it’s already in the town, if the question about the town then “to put it on the map” you need to type it’s townshader to the shader window in the editor (see the screenshot). Or you meant to ask how did I made these mods (using editor or notepad) then I use notepad, but I guess the same operation could be done by editor
“To display and built from scratch.”
This part, I don’t get at all… What shood be displayed? Is it not displayed? Who build from scratch? What build from scratch? Have no idea what you talking about…
Please answer me, is the examples work well? Did you managed to fix the problem with new unit replacing the old? Or did you managed to add new town in to the map start option menu (that menu where you choose color, race, hero of your player)?
If you have some question please ask them more… understandable, add some quotes from .xdb files or even screenshots so I can understand what you talking about, in other way I just don't know what to answer
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xuxo
Responsible
Known Hero
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posted June 19, 2013 02:05 AM |
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Edited by xuxo at 02:06, 19 Jun 2013.
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According to your mod, you want to build a building level 3 on a building level 1, without removing the Building Level 2. that theoretically .... is impossible in the same slot. Maybe you should try using an empty space to bring up the icon for now. Your mod does not work. This is the difference to which I refer:
A) ForestNest ---> GoldenNest ---> PhoenixNest.
B) ForestNest ---> GoldenNest
---> PhoenixNest
I for now, I have not gotten it to work. I'm wondering if it works for you. And my mod is not functional, the UI is modified only. I modified dwellings, creatures and other files but I can not. : (
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zahar
Promising
Adventuring Hero
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posted June 19, 2013 05:15 PM |
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It doesn't matter where the Icon places I can place It little lower or upper or in any other place nothing changes
Now i get what you talking about, you want to make an upgrade and alt upgrade like for creatures, it's not possible anyway i can make it visual but the 3d building would require 2nd building already builder cause of "BLD_UPG_3" mark and there can't be two "BLD_UPG_2" because the game would read only one of them
I don't get why does it not work for you, it work well on my computer. Firs I thought it's because of the nfc core, but now I tested it without ncf and everything work well again. Just don't know. Maybe the problem with your version, did you have 3.1 patch instilled?
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xuxo
Responsible
Known Hero
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posted June 19, 2013 05:27 PM |
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Of course I use the version 3.1 .... I've tried without NCF.
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zahar
Promising
Adventuring Hero
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posted June 19, 2013 05:45 PM |
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With or without ncf It doesn't matter, i've just tested
What exactly doesn’t working building doesn’t builds or even does not appears phoenix doesn’t appease in the recruit window or what?
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frostymuaddib
Promising
Supreme Hero
育碧是白痴
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posted June 19, 2013 06:32 PM |
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I tested zahar's mod and it is working. Mod has .pak extension, so to work it must be placed in data folder, or you can change extension to .h5u if you are placing the mod in UserMODs folder. I think game checks only for h5u in UserMODs folder. Perhaps this is the reason why it is not working for you xuxo?
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