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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERA: 100+ mods available, links and previews
Thread: ERA: 100+ mods available, links and previews This thread is 72 pages long: 1 10 20 ... 30 31 32 33 34 ... 40 50 60 70 72 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 20, 2015 01:21 PM

Please download again [cheats]mentoring mod from wakeofgods, thanks. Now compatible.

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Khadras
Khadras


Famous Hero
posted February 20, 2015 02:04 PM

Thanks a lot!

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 20, 2015 11:45 PM
Edited by Salamandre at 23:51, 20 Feb 2015.

Added 4 mods from Feanor/OxFea.


Super Straker
Description: Straker necromancy raises walking dead.



Voodoo harpies
Description: harpies attack is voodoo sometimes. Try and see)



Underground fixed
Description: battles in the underground are now on correct terrain


Colored beams
Description: mages and beholders shot colored beams

____________
Era II mods and utilities

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kerosin
kerosin

Tavern Dweller
posted February 25, 2015 09:44 AM
Edited by kerosin at 09:45, 25 Feb 2015.

Salamandre, some mods, such as Covenant Town and Heroes without limits, does not work properly, because *cfg files for new creatures are missing in installers. They should be in ...Heroes3_folder/Data/Creatures folder.

In older installers of those mods *cfg files were included.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 25, 2015 02:17 PM

As you can see, I already let a message to Felipe HERE, some time ago. I don't know how to handle with those cfg mods, and I am not comfortable to direct files to H3 folder, as Era purpose is to leave untouched the main folder.

If authors come back one day, let's hope they offer proper package.
____________
Era II mods and utilities

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted February 25, 2015 05:01 PM
Edited by majaczek at 17:03, 25 Feb 2015.

We have now exposed Amethyst Source, and it has
Quote:

sprintf(fname,"Data\\creatures\\%u.cfg",target);
       if(fdesc=fopen(fname,"r"))

which isn't Hooked in ERA. I hope we can change it to recognise Mod Folders, but i don't know how. Maybe it's better to fix it on era side? Or just add some code to scan modfolders until found?

as for packing advice look at how is Amethyst Upgrades packaged. (all is packed in modfolder, but there is simple installcreatures script which copies creatures folder to erafolder\data)

PS: I found a way! we may add path into config file... (amethyst.cfg is proerly read from modfolder\data, so we can add additional file or line which would include path to creatures folder) it would need little changes on amethyst side.

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Bersy
Bersy


Honorable
Supreme Hero
posted February 25, 2015 08:35 PM

Era does not handle Unicode family of WinAPI functions, right, and there was no fast way to fix it.

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ChaosHydra
ChaosHydra


Famous Hero
posted February 26, 2015 08:53 PM

How do you use the demolish town function with Advanced Pillars? I keep rightclicking on buildings but nothing happens.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 26, 2015 09:05 PM

Right clicking, sure. But hero must have the specialization. If he has and still doesn't work, please upload a save so I can find why.

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OxFEA
OxFEA


Promising
Famous Hero
feanor on DF2.ru
posted February 26, 2015 11:33 PM

Salamandre said:
Added 4 mods from Feanor/OxFea.


Super Straker
Description: Straker necromancy raises walking dead.



This is not mine.

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Bersy
Bersy


Honorable
Supreme Hero
posted February 27, 2015 09:57 AM

By Ivor, afair.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 27, 2015 12:48 PM

Ok thanks, I fixed it in the big list.
____________
Era II mods and utilities

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Macron1
Macron1


Supreme Hero
posted February 27, 2015 10:52 PM
Edited by Macron1 at 22:58, 27 Feb 2015.

Liso1 said:
I'm trying modification Fairy Town.
There are no new units, only necro, is that ok?



Finally found on chineese forum Fairy Town with creatures:
http://bbs.wakeofgods.com/forum.php?mod=viewthread&tid=25016&extra=page%3D26

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted February 28, 2015 05:46 AM

I don't know where you see the creatures. This is exactly same package, with creatures missing.

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Macron1
Macron1


Supreme Hero
posted February 28, 2015 09:52 AM
Edited by Macron1 at 10:40, 28 Feb 2015.

Salamandre said:
I don't know where you see the creatures. This is exactly same package, with creatures missing.

On screenshots (I didn't try to download pack).

I recommend chineese Fallen Catasptrophe 1.65F mod.
There they have repainted Modern Forge replacing Conflux.
Repanted Modern Forge is cool and looks like modern metropolis with skyscrapers and neon advertisiments.

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Khadras
Khadras


Famous Hero
posted March 04, 2015 07:14 AM

Mentoring Mod not working correctly

I enabled Mentoring mod and New Level Up Screen mod, and i see a strange thing. The Mentor transfer just experiance and level to Mentored Hero. Mendored Hero has not grew the secondary skill and primary skill, just level and experience number. The Mentor grew secondary skills after mentoring operation, and it is not fair. The Mentored Hero must grew up secondary and primary skills, not the Mentor Hero. I see not change for Primary Skills during mentoring operation. I see the readme file and i see that thing is not normal.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 04, 2015 07:31 AM

Khadras said:
Mentoring Mod not working correctly


I think those mods can't work together, they affect same area. Does Mentoring mod work correctly when the other mod is disabled? Then  that's it.
____________
Era II mods and utilities

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 07, 2015 06:46 PM

Adventure Pillars glitches with New LevelUp Screen, if Pillar gives Herolevel... it makes script affect semi-random PO and keep visitable again, would Adventure Pillars fix it and any other problems? seems changing PO first, then LevelUp would fix it. it seem there may be other, hard to find bugs and glitches.

EDIT: Is it acceptable, that I would have make custom version of adventure pillars with a bit of balance (weekly is too frequent, maybe monthly?) and some bugfixes and/or patches?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted March 07, 2015 07:24 PM

New level up mod uses UN:C hacks so it will crash any other mods affecting level up.

As for pillars, as it is now, I played them dozens of times and found no bugs at all. of course, you are free to modify anything you like, for your personal use. Just don't publish it, because then I wouldn't be able to survey bugs reporting and such.

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted March 07, 2015 07:56 PM

But is it possible/legal for me to publish custom version of AP or not? why not?

Also there seems to be variable clashes between Four Upgrades 2+ and some other mods. I caught innocent z-var clashes with AP, but I don't know why, while using modified version of FU (Amethyst Upgrades) there is yelling from HSB script that is something wrong in battle. Since I am creator and maintainer of AU, I will like to eliminate any problems with the mod.

(notice FU replaces creatures, while AU adds creatures, separate from that they are nearly identical)

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