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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 ... 32 33 34 35 36 ... 40 50 60 70 72 · «PREV / NEXT»
Liso1
Liso1


Known Hero
posted April 10, 2015 09:49 AM

Eriphilus said:
Hi i have a small problem with Graphic and portraits mods.
When i try to install them a pop-up window appear and say i miss a dll: MSVCR120.dll

i found it on google and copied in windows/system32 but nothing i get same error

what should i do?


I had the same problem. Download and install Visual C++ Redistributable Packages for Visual Studio 2013

https://www.microsoft.com/en-us/download/details.aspx?id=40784
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Heroes 3 Wake of Gods Portal

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Axe
Axe

Tavern Dweller
posted April 26, 2015 05:04 PM
Edited by Axe at 17:21, 26 Apr 2015.

Hi,

I have slightly modified the " Call To Arms" a mod created by Berserker


Description of original mod :
Allows to instantly hire creatures from dwellings into town garrison.
Press 1..7 keys to hire creatures of specified level and current town type.
For instance, pressing 1 in Castle will collect all pikemen/halberdiers.
If player has not enough gold/resources, some creature remain not collected.

Modification by me :
Now, 7 buttons in garrison town, doing the same things than 1..7 keys
and for Conflux Towns, now conflux and altars dwellings works

Screen :
[url=http://www.servimg.com/view/16977381/302][/url]

Download :
[url=http://www.mediafire.com/download/3cseg0slces7dsl/%5BINTERFACE%5D+Call+to+Arms+Mod+Button.rar]Call To Arms Mod Button[/url]
Hope interesting someone...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 26, 2015 05:24 PM

Nice work thanks. The backside is that almost all interface mods (I think all of them even) use normal Heroes texture buttons. So those blue won't fit at all. I see you changed to blue "upgrade all" too but there are many others.
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Era II mods and utilities

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Axe
Axe

Tavern Dweller
posted April 26, 2015 05:36 PM
Edited by Axe at 17:38, 26 Apr 2015.

I have New Interface Mod, and i love this color's change, so i'll try to modify mods with Blue buttons or colors, and i havent think for those who have normal Heroes texture buttons.

Perhaps some error on my modification of this mod, because i try to keep the keys function, and i've change number of functions ( and some variables) to avoid problems of compatibility with others mods.
New variables and function numbers are on the script i hope i dont have used existing numbers

PS : sorry, my english is always bad

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 26, 2015 05:38 PM

There is no more need to use global variable for interface mods, use SN:W vars instead, they are infinite. Global vars should be used only in stand alone mods, as Sagamosa or maps, to allow compatibility.

All interface mods atm use only SN:W vars.
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Era II mods and utilities

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Axe
Axe

Tavern Dweller
posted April 26, 2015 05:51 PM
Edited by Axe at 18:01, 26 Apr 2015.

OK, i use old scripts and mods from wog 3.56 ( modified for 3.58f) and i'm not familiar with new features of 2.46 Era, but i'll try to learn, and next time, i'll use new features.

I'm working on "Upgraded ressource silo" mod
This mod change the resource given by the Resource Silo
Resource Silo now provide for ALL town 1 wood and 1 ore each day, and can be upgraded to produce additional resource for a price of 5000 gold and 5 ore :
Castle: 1 gem / day
Rampart: 1 crystal / day
Tower: 1 gem / day
Inferno: 1 mercury / day
Necropolis: 1 mercury / day
Dungeon: 1 sulfur / day
Stronghold: 1 crystal / day
Fortress: 1 sulfur / day
Conflux: 1 mercury / day

( Modification from a base good script of BAD "building requirement" )

Only 1 thing, i use ( and have modified ) war machine I script, and in my war machine I script, ballista and first aid tent can be purchased on blacksmith, and the ammo cart on the ressource silo, for all towns, so there is a conflict

PS : a conflict too with another of my mod : economy display , This mod allow a new button on Adventure map for displaying REAL gold/day income for the player
RMB info
LMB info

Town income : Town's buildings who offer gold/day AND gold reserve if castle upgrading ON AND grail ( 5000 gold/day)
Gold Mine income : if player own gold mine(s) (take care of week of monster if activated, but NOT mithril enhancement for gold mine)
Hero income : from Estate I and II, and specialities "ESTATE" and "+350 gold/day"
Artefact income : if player's hero have Endless Sack of Gold ( id 115, 1000 g/d), Endless Bag of Gold (id116, 750 G/d), Endless Purse of Gold (id117 500 G/d)

if a creature produces gold every day, that income is not taken into account
( i have stolen a part of script and the button of phoenix mod )

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 26, 2015 05:56 PM

The main difference between Wog 3.58 and lower, then Era, is that in WoG we could use only one mod at one time, as graphics needed the original H3sprite.lod. In Era, in theory, the number of mods to be used simultaneously is endless, thus now the scripters must take care about how they use vars.

SN:W is easy to use, ask in erm thread and I will explain.
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Era II mods and utilities

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Axe
Axe

Tavern Dweller
posted April 26, 2015 06:14 PM


I see SN:W, it seems easy, i'll try to use it now, and if i need help, i'll post in the ERM thread, thx for this.

I'm so disorganized. For many of my scripts ( or script i used) i'm forced to change the base scripts of wog . so it's the complete chaos on my wog directory

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 26, 2015 06:16 PM

Why?! Same script from mods folder will have priority, so one does not have to touch wog mod.
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Era II mods and utilities

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Axe
Axe

Tavern Dweller
posted April 26, 2015 06:30 PM
Edited by Axe at 18:41, 26 Apr 2015.

An exemple :

Upgraded ressource silo , war machine I, economy display, skills in towns, necromancy I and II, i was forced to touch base scripts :

14 wog - tobyn's scripts.erm
24 wog - enhanced war machines 1.erm
3 wog - secondary skill text.erm
30 wog - enhanced secondary skills.erm
33 wog - castle upgrading.erm
53 wog - map options.erm
55 wog - sorcery skill enhancement.erm
78 wog - wogify.erm

and some text file :
BldgNeut.txt
BldgSpec.txt
Building.txt
etc ...

But it's my fault, as i said i'm disorganized, and it's more easy to modify existing script. I need to do a big housework to repair this and to organize all scripts, and separate them.



( and i have some more recent version of base script than on wog 2.46 )
If you want i can upload my wog version, with the mods i use, and you'll see that it's the complete chaos

PS : i only play random map, single player, or hotseat and very often with the same options activated

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 26, 2015 06:46 PM
Edited by Salamandre at 18:47, 26 Apr 2015.

No, don't touch them. Copy/paste them in your mod, then work whatever you want inside. If your mod is placed upon wog, the game will read your scripts instead of same from wog mod.

Example:

My mod
Data
s
14 wog - tobyn's scripts.erm (modified)

Wog mod
Data
s
14 wog - tobyn's scripts.erm  (not modified)

Game will read yours and ignore the original.
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Era II mods and utilities

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Axe
Axe

Tavern Dweller
posted April 26, 2015 06:58 PM
Edited by Axe at 19:00, 26 Apr 2015.

mods :

upgraded ressource silo, war machine I, skills in town use the same file

BldgNeut.txt
BldgSpec.txt
Building.txt

and need that option war machine I activated

If i dont use the *.txt file, i'm forced to use z var z->1000) or doing DL for each of them. So housework if i want use skills in town and not war machine I for example ...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 26, 2015 07:04 PM

No, txt files are same as erm files, must be placed in your mod/pac, the game will read them if same name as originals.

The thumb rule is: do not touch wog mod. There is no need, every thing from it can be modified and placed in custom mods.

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Axe
Axe

Tavern Dweller
posted April 26, 2015 07:09 PM


this is a text file, with some of my modifications ( and test ) :

[url=http://www.mediafire.com/download/qvarhl449h3afpt/Modif+Axe.txt]modif[/url]


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bloodsucker
bloodsucker


Legendary Hero
posted April 26, 2015 11:42 PM

@Axe Did you made a mod for Upgrade the Resource Silo? I've been looking for one for long time. If you have it, can you please post a link?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 27, 2015 12:07 AM

Bah, what's so hard, just make one.

1) Click on silo, check PO:B0/?y1 square for town
2) Offer upgrade for 5000 g and 5 bananas
3) If players accepts, increment y1+1 then set PO:B0/y1 (y1=1 first time)
4) in timer loop towns on map and check PO under towns. Then give to the player that resource
5) can do that every week and increase the silo bonus infinitely, as long as you have funds. For example, a castle silo could give 8 gems/day on second month if you improved it every week.

This is a 20 minutes script.
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Era II mods and utilities

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bloodsucker
bloodsucker


Legendary Hero
posted April 27, 2015 12:11 AM
Edited by bloodsucker at 00:14, 27 Apr 2015.

Salamandre said:
Bah, what's so hard, just make one.


It's already on my task list, but is not done yet and any other will probably do exactly the same thing mine will, that's why I asked...

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 27, 2015 12:17 AM

Reuploaded 3 mods:

Map Advanced infos

Added prisons, shipwreck survivors and garrisons

Neutrals split

Added option in *ini file, neutrals who will join are displayed in green, neutrals which are set as "never join and can"t escape" display in red

Seers uncovered

Fixed bug when hero was on seer thus program confused the two object types.


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Era II mods and utilities

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Axe
Axe

Tavern Dweller
posted April 27, 2015 04:53 AM
Edited by Axe at 05:20, 27 Apr 2015.

Hi,

@BloodSucker this is my mod Upgraded Resource Silo :
[url=http://www.mediafire.com/download/hsxx3n3c3uy3e8k/Upgraded+Resource+Silo.rar]Upgrade Resource Silo[/url]

need War Machine I Activated.
AI have Upgraded resource silo when he build resource silo

I'll try to dissociate it from war machine
Perhaps an error in the *.pac with  BldgSpec.txt ( for "war machine I" and "skills in towns" mod

Say me if it work or not, i'll modify it for stand alone use if it dont work

Some screens :
[url=http://www.servimg.com/view/16977381/307][/url]
[url=http://www.servimg.com/view/16977381/305][/url]
[url=http://www.servimg.com/view/16977381/304][/url]
[url=http://www.servimg.com/view/16977381/303][/url]
[url=http://www.servimg.com/view/16977381/306][/url]

PS : i dont use PO, but SN:M for an array, you see, Salamandre, i try to use new features on Era
Need to do : simplify the script, dissociate from other mods, and add an option number ( and i have a problem with name of picture on second and fourth screen, i cant rename it )

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted April 27, 2015 10:18 AM

Looks ok, I need PO if silo is upgradable every week, to store new value, but if silo is only once upgraded, then your way is ok.

Just a few remarks: as you create the dialog when player clicks on silo, use quick z vars as 1-10, not global. Also don't use macros if you don't set them, basically your script needs other wog files to read macros.
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Era II mods and utilities

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