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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 376 pages long: 1 2 3 4 5 ... 80 160 240 320 ... 372 373 374 375 376 · «PREV / NEXT»
Skeggy
Skeggy


Promising
Famous Hero
posted May 27, 2019 09:01 PM

Marvin said:
magnomagus said:
dwelling conversion works properly, but the message 'conversion limit reached' currently doesn't (fixable)



Ok, I didn't know that. Can I know what is the limit?



You can change amount of dwellings that you can convert by editing H55_AmountExtraTownsDwellings variable in H55-Settings.lua file that is located in MMH55-Settings.pak in game data folder.

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Solmir85
Solmir85

Tavern Dweller
posted May 30, 2019 03:53 PM
Edited by Solmir85 at 16:18, 30 May 2019.

Hi all, hi 5.5 devs.

First of all - thank you for your work.

I want to ask about AI in 5.5.
I heard Quantomas mode was for 3.1, so have you managed to adapt it to the new rules, new hero abilities and etc.? Can AI use town gate between all his towns?

Thank you.
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Su_Lang_Manchu
Su_Lang_Manchu

Tavern Dweller
posted May 31, 2019 02:26 AM
Edited by Su_Lang_Manchu at 02:39, 31 May 2019.

Hey there. I've been modding H5 for years, but I'm new to the forum.

I was wondering if there were any tutorials or documentation to create "advanced features" in a mod?

I'd like to modify spells and creature abilities just like H5.5 does, but I found no way to make it work. Is H5.5 based on hex editing or are there any source files that I overlooked?

Thanks for the answer.

Edit: Sorry, I just realize that I posted into the wrong topic. Nonetheless, how did the H5.5 mod achieve all of their changess?
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted May 31, 2019 10:33 AM
Edited by dredknight at 10:35, 31 May 2019.

@Solmir85 I am not sure, Magno should answer this question.

Hey @Su_Lang_Manchu, nice to have another fellow moder here!
MMH55 new features/changes can be divided in 4 major groups.
- .xdb editing - creatures/spells values editing
- graphical - replacing existing textures with better ones (we use a.k.a. Xuxo PRT_0.3 patch)
- scripted - adding new logical functionality by using LUA scripts
- EXE modification - using hex to mess with the exe code to alter values that are hardcodded. You can find all about the progress that is made and the "how" here and here.

Could you be more precise on what you want to change? May be we can guide you.
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Su_Lang_Manchu
Su_Lang_Manchu

Tavern Dweller
posted May 31, 2019 01:47 PM
Edited by Su_Lang_Manchu at 17:54, 31 May 2019.

dredknight said:
@Solmir85 I am not sure, Magno should answer this question.

Hey @Su_Lang_Manchu, nice to have another fellow moder here!
MMH55 new features/changes can be divided in 4 major groups.
- .xdb editing - creatures/spells values editing
- graphical - replacing existing textures with better ones (we use a.k.a. Xuxo PRT_0.3 patch)
- scripted - adding new logical functionality by using LUA scripts
- EXE modification - using hex to mess with the exe code to alter values that are hardcodded. You can find all about the progress that is made and the "how" here and here.

Could you be more precise on what you want to change? May be we can guide you.


Thank you. The possibility to mod with lua sounds intriguing.
For now, I've just been exploring the limitations of the base game (didn't try heroes 5.5 yet).

What I would like to do are things like:
- Some units deal extra damage to walls (like Cyclops but without the 4 tile attack)
- Disease Zombies attack causes "Decay" as debuff
- Can use red eye as range attack

And can I make copies of abilities and rename them?
I am completely reworking the "Fire Breathing Hound" creature and want to give it a single-headed hound with "Lizard Bite". But it's not a lizard, is it? xD

For context, the last few days I've been working on a small balance and feature mod, based on the experience of me and a friend: https://pastebin.com/iJVRBKU1
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted May 31, 2019 04:40 PM

@solmir85: the new AI uses all new skills and artifacts, converts towns, but does not use town gate only town portal.
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dredknight
dredknight


Responsible
Supreme Hero
disrupting the moding industry
posted June 02, 2019 12:32 PM

Su_Lang_Manchu said:

What I would like to do are things like:
- Some units deal extra damage to walls (like Cyclops but without the 4 tile attack)

Not possible, at least I do not know how if it is.
Su_Lang_Manchu said:

- Disease Zombies attack causes "Decay" as debuff


I am not sure if such debuff exists in the game (besides for heroes). There is a hex attack for earth daughters that includes Decay but it also includes other dark spells.
Su_Lang_Manchu said:

- Can use red eye as range attack


Just add the red eye ability to any shooter creature and test if it works.
Su_Lang_Manchu said:

And can I make copies of abilities and rename them?


I've been thinking about that but never tried, plus I am a bit rusty in H5 modding lately so I cannot give you advice here.

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stachnie
stachnie


Known Hero
posted June 05, 2019 01:21 PM

After a long break I have come back to MMH55. I have installed RC11 and I have noticed some spells changed their alignment (e.g. Puppet Master, Teleport, Arcane Armour) or tier (Confusion).

I have also noticed a strange thing: description says Academy lvl 7 uses Crystals while at least upgrading Colossi to Storm Titans seems to use Mercury. Theoretically the description may be wrong because I use a Polish translation from a previous version (RC10 beta 4).

S.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 05, 2019 03:40 PM

t6 uses mercury, t7 gems
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stachnie
stachnie


Known Hero
posted June 05, 2019 03:55 PM

Of course I meant Gems, not Crystals - I confuse them even in Polish  Thanks for clarification - so this is why I lack Mercury for my favourite mini-artifacts...

By the way: which resources are produced by the Academy resource silo? I have 2 towns and when I checked daily production of Mercury, it was +2 from mines and +2 from resource silo. Does it produce Gems as well?

S.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 05, 2019 04:34 PM

no
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Matrix4767
Matrix4767


Adventuring Hero
posted June 07, 2019 10:18 PM

Hey there, good job on this mod. I really appreciate the rebalancing of features, the 3 class system and the changes to alternative upgrades where the choice is not so obvious anymore.

But something is wrong. The adventure map cursor eventually starts to flicker between normal and hourglass and only stops when it's not your turn. Is this something that the AI will always cause? Because it makes the game a pain to play when it happens. Restarting game/ reloading save doesn't make it go away.

Mod is updated to RC11, by the way.

Also, is there no way to gate Devils anymore?

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 08, 2019 12:09 PM

have you tried switching hardware cursor off

otherwise scripts may not be working, check all causes in FAQ under 'game loads but features don't work'

there is an artifact to gate devils
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Matrix4767
Matrix4767


Adventuring Hero
posted June 08, 2019 01:29 PM
Edited by Matrix4767 at 13:33, 08 Jun 2019.

Long post, please bear with me.

I already had hardware cursor off beforehand, because hardware cursor also flickers in a different way. Tried turning it on and off multiple times, no luck.

I looked at "GAME LOADS BUT MOD FEATURES ARE NOT WORKING" but can't see if any of that happens to me.

Various Custom Game options are grayed out. - nothing is greyed out.

Hero is only receiving defense skill with every levelup. - Hero receives skills normally.

New heroes are not receiving the Town Management ability. - They do.

Witch huts are not asking questions. - By questions, you mean "you want to learn this skill? no? then how about this for 2000 gold?" In that case they do.

Game crashes when hiring a new hero. - only time game crashed so far is from 32bit exe, when trying to put a unit out from the battlefield. This was on a different map.

The player doesn't receive creatures or resources from new artifacts, skills or specializations. - I receive both creatures or resources from everything.

-Game wasn't patched to 3.1 before installation and/or mod isn't installed in right directory, uninstall and reinstall the mod. - everything is in place and done in order, not in C: drive either.

-You are loading the game from the wrong exe file. (watch out for old shortcuts and steam application misleading you) - I load games from 64 bit and make maps from utility, as told.

-You are playing on a newly generated map in Hotseat or LAN, but forgot to activate scripts. Patch the map with reanimation patcher or mapmixer in start menu. - single player custom game, not Hotseat or LAN. But maybe I actually need to patch the map after generating it?

-You are playing a map downloaded from the internet in Hotseat or LAN, but it doesn't have scripts activated. Patch the map with reanimation patcher or mapmixer in start menu. - Nope, I generated it, following the guidelines (Experience not 1 or 5, "Do not use" not used, etc).

-A conflicting mod or map is installed, try removing temporarily all custom maps and other mods downloaded from the internet and restart a clean RMG map, check if everything is now working properly. - No mods or maps installed besides 5.5 and ToE Treants

-You are trying to play an incompatible custom map downloaded from the internet that includes conflicting game modifications or scripts or adds unrecognized new heroes. - again, not downloaded

To fully resolve the issues you often will have to restart your map. - My map uses Casual AI, but it's said that restarting the map will revert it.

My only option is to load a save before it happened, but what's the point of that if it can/will happen again?





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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 08, 2019 04:57 PM

when you installed rc11 did you fully remove rc10beta4 before that?, maybe the index wasn't overwritten
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Matrix4767
Matrix4767


Adventuring Hero
posted June 08, 2019 06:01 PM

I did a clean reinstall of both 5.5 and H5+ 3.1.
Apparently i didn't have the latest version, 5.61. Mine said something about beta at the title screen. But even then when i uninstalled just 5.5 and reinstalled RC11, it still caused the flickering cursor/hourglass so i hope my next generated maps don't cause this again.

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KomodorKostik
KomodorKostik

Tavern Dweller
posted June 09, 2019 05:12 PM

Hello Guys, I would like to ask a question about the armg maps and editor. In short I like to look at the maps I generated and then add some monsters, dwellings and etc. to it via the MMH55 editor. However, after I save the new map a message reading "As you've changed this map, rmg marker will be lost and multiplayer regeneration won't work." I thoughts that this meant that the map will not be available for hotseat but as it turns out, I can't even run it in custom game, it is just not there. This goes for any and every armg map I try to create and change with editor, be it the base game one or the 5.5 one. Is this how it's intended to work or am I missing something? Sincere thanks for answer.
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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 10, 2019 03:46 PM

If the map doesn't appear it is probably because you did not tick the 'show rmg maps' box, you can ignore that message
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Matrix4767
Matrix4767


Adventuring Hero
posted June 10, 2019 03:47 PM

I have another question. How do I make windowed mode work properly? In any resolution I try, either the screen stretches to a point where nothing fits (despite my desktop resolution being 1920 x 1080) or the cursor can't choose any options unless positioned below them.

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magnomagus
magnomagus


Honorable
Legendary Hero
modding wizard
posted June 10, 2019 07:16 PM

I think in windowed mode you need to use hardware cursor
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