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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Anyone for a mod?
Thread: Anyone for a mod? This thread is 25 pages long: 1 ... 5 6 7 8 9 ... 10 20 25 · «PREV / NEXT»
Gryphs
Gryphs


Supreme Hero
The Clever Title
posted September 11, 2015 11:52 AM
Edited by Gryphs at 11:53, 11 Sep 2015.

Well given their history of coming up with "original" creatures I would rather have unrealistic spiders.
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matrix123mko
matrix123mko


Hired Hero
posted October 03, 2015 10:34 AM

Now we can make mods in the map editor.
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frostymuaddib
frostymuaddib


Promising
Supreme Hero
育碧是白痴
posted October 03, 2015 01:38 PM
Edited by frostymuaddib at 13:39, 03 Oct 2015.

So, a friend bought H7 (despite me saying don't) and called me to play hotseat. Of course, game crashed at least 10 times and we gave up. However, messing up with ini files (where you activate cheat window - C:/User/<uname>/My GamesMight & Magic Heroes VII/MMH7Game/Config/MMH7Game.ini and follow the instructions on official blog) was fun . Here are some things we discovered:

When you activate cheats, you can use keybard shortcuts for them:
Ctrl + D - double army
Ctrl + F - toggle fog
Ctrl + R - + 1000 to all resources
Ctrl + T - Teleport hero

etc... (most of the Key bindings can be found in (MMH7Input.ini, so you can all check that out)

In the file MMH7Game.ini we discovered line:

cPickupCost=2

By changing value 2 to e.g. -10, heroes started gaining movement points when picking stuff up. So here, you can change the movement point cost of picking stuf up.

Last thing that we were able to do was to allow game console (that was same as for any other UE3 project). In file MMH7Input.ini find these two lines:

ConsoleKey=
TypeKey=

and change them to

ConsoleKey=Tilde
TypeKey=SemiColon

Now you can activate console with ~, and it's smaller version with ;. We didn't explore console functionalities, and as I don't have the copy of the game, I probably won't. I did notice that in the same file, under these two lines are some functions that may or may not be interesting (I think they were mostly debug functions).

These are things that I recall, but I guess that there are many more things there to discover. However, just to be sure, if you play with those files, make backup, as it may mess up game functionality.

I hope that this helps someone


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Kayna
Kayna


Supreme Hero
posted October 03, 2015 03:56 PM

Speaking of mods, would it be possible to introduce a direct IP system, like the olds?

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted October 03, 2015 06:46 PM

frostymuaddib said:


cPickupCost=2

By changing value 2 to e.g. -10, heroes started gaining movement points when picking stuff up. So here, you can change the movement point cost of picking stuf up.




No comment ... Is there any reason to pay 2 movement poinst instead of 1 ?

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3lion
3lion


Known Hero
posted October 04, 2015 12:55 AM
Edited by 3lion at 00:58, 04 Oct 2015.

Today I can officially confirm that it is possible to mod source files by simple replacement. And I can edit a scale of all creatures on arena map. And these scales will be applied for all games, not only custom maps.

Behold the Blackie we all deserve.






clickable

I will share results later when I finish rescaling.

PS
Of course this BD's scale is not a scale I am looking for. It was made just for demostration.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted October 04, 2015 01:01 AM

3lion said:
Today I can officially confirm that it is possible to mod source files by simple replacement.


You replace core files or are able to create mod with graphics priority then select on/off? Because if they have to keep backup of old ones and replace, this is not what is called modding today.
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Era II mods and utilities

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3lion
3lion


Known Hero
posted October 04, 2015 01:04 AM
Edited by 3lion at 01:07, 04 Oct 2015.

Salamandre said:

You replace core files

Yes. As I said.

Salamandre said:
or are able to create mod with graphics priority then select on/off?


I don't have a clue how to do this. As developers said they officially don't support modifying of source files. At your own risk. All official mods are only on custom maps.

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GenyaArikado
GenyaArikado


Bad-mannered
Supreme Hero
posted October 04, 2015 01:12 AM

Yeah thats why they didnt do it. Looks magnificent but awk too.

I think that scaling down units a bit and scaling up the dragon more would be a better solution

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3lion
3lion


Known Hero
posted October 04, 2015 01:56 AM

GenyaArikado said:


I think that scaling down units a bit and scaling up the dragon more would be a better solution

I'm not sure about scaling down units. They are small enough already. And if I make them even more smaller it will be hard to identify them on a battlefield. You can't zoom in enough to take a close look on unit.
But... Considering Heroes 5.. Maybe it is not a very bad idea? In H5 units were small but recognizable. I will try it.

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Elvin
Elvin


Admirable
Omnipresent Hero
What if Elvin was female?
posted October 04, 2015 01:10 PM

3lion said:


I will share results later when I finish rescaling.

PS
Of course this BD's scale is not a scale I am looking for. It was made just for demostration.

HELL YEAH!

Looking forward to it
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foxxxer
foxxxer


Promising
Famous Hero
posted October 04, 2015 01:45 PM

3lion said:
Today I can officially confirm that it is possible to mod source files by simple replacement. And I can edit a scale of all creatures on arena map. And these scales will be applied for all games, not only custom maps.
....
PS
Of course this BD's scale is not a scale I am looking for. It was made just for demostration.



@3LiON, how did you manage to create new *.upk file (CH_BlackDragon.upk in this case)? Would you post the way and software you used?

Also did you select everything (bones and mesh) and scale them up or just the mesh?

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3lion
3lion


Known Hero
posted October 04, 2015 02:38 PM

foxxxer said:
how did you manage to create new *.upk file (CH_BlackDragon.upk in this case)? Would you post the way and software you used?

Also did you select everything (bones and mesh) and scale them up or just the mesh?

1. In content browser you must create a copy of an asset you want to modify
2. Modify it
3. Save it as UPK (not map save, but package save from content browser)
4. Rename and replase.

You don't need to modify meshes or bones. There is an archetype for evry creature that contain all information about it (tiles size, abiliteis, atack, defence, scale, etc) and you simply edit and replace this file. It is about 30 kb for each faction. That why it's very easy to edit balance and all..

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foxxxer
foxxxer


Promising
Famous Hero
posted October 04, 2015 03:17 PM

So basically everything should go through the Map Editor.

Can you completely replace models or just play with the stats (in Map Editor)? For instance is it possible to replace the models and textures of the existing resources and mines?

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3lion
3lion


Known Hero
posted October 04, 2015 04:15 PM

foxxxer said:
For instance is it possible to replace the models and textures of the existing resources and mines?

It is possible. But you must take into account that changing the model on the environment map will affect existing campaign and scenario maps in a bad way. For example, if you change sawmill for a bigger one, it could collide with rocks and trees around it. Especially towns. A lot of them are integrated in landscape. So I wouldn't suggest to do so. Unless you are about to tweak every map by yourself

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malax83
malax83


Famous Hero
Game ranger, HotA Player
posted October 04, 2015 04:57 PM

Actually it ll be amazing if scaling down creature would decrease his strength..

Minautors could be balanced like that.. and many others...

Is it possible to play without racial skill ?

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EvilP
EvilP


Promising
Known Hero
Hartzer Demel
posted October 05, 2015 12:38 PM

Add new heroes....


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3lion
3lion


Known Hero
posted October 05, 2015 06:10 PM bonus applied by Elvin on 06 Oct 2015.
Edited by 3lion at 18:12, 05 Oct 2015.

Okay, I finished my mod for a more appropriate scales of creatures.
You may now download it from here: https://www.dropbox.com/s/zhbbrwkya1kyrgr/Scaled%20Creatures%200.9.1.zip?dl=0

Instalation/deinstalation instruction included.

You may want to look at the screenshots before installing the mod, you can do so here: http://imgur.com/a/rDyyv
But keep in mind, that scrrenshots don't show actual state of affairs, because of a fixed camera angle. That why I recomend to download it and chek it ingame (it's easy do deinstall this mod in case you don't like it).

Feedback is welcome.

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ChrisD1
ChrisD1


Supreme Hero
posted October 05, 2015 06:41 PM
Edited by ChrisD1 at 18:43, 05 Oct 2015.

3lion. I m willing to marry you.
Besides that,i would suggest the following.
-Maybe poor golem could be slightly bigger if there is no problem with it being 1x1 creature. The cabir a tad smaller,and grrat work with our lion friend!!
-the swordsman(haven champ) could be scaled down a little, and become like the old rakshasha,and giant sisters would be nice to be smaller.the rest are good.
-spiders do need to be slightly smaller. And ghost dragons bigger.
-i have no opinion about dungeon(except if you make faceless an actual unit and get rid of the minotaur)
-as for sylvan,the smaller size of the deer is perfect,and the dragons getting bigger was dreamy! Good job!!!!
Can u mess up mother treant to look different from ancient treant?
-i have no opinion about stronghold

Also didn't you come up with issues when large creatures and their images interracted with one another?

This is heavely work yoy did on sylvan!!!


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Storm-Giant
Storm-Giant


Responsible
Undefeatable Hero
On the Other Side!
posted October 05, 2015 07:03 PM

So, less than one week after game release a fan manages to change the sizes of the creature models. What was stopping Ubilimbic from doing the same since the first complains arose as early as August 2014?

Excellent job, 3lion
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