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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 10 ... 12 13 14 15 16 ... 20 25 · «PREV / NEXT»
MoritzBradtke
MoritzBradtke


Known Hero
posted November 24, 2015 06:42 PM

Disappointed said:
MoritzBradtke said:

orna and murazil use the celestial model of HVII but they are male not female celestials


Too bad we dont know how to swap HVI's models into HVII


do we just dont know it or not possible? hm did anyone try to ask the devs or it is possible to email em and ask? xD (:
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3lion
3lion


Known Hero
posted November 25, 2015 11:18 AM

We do know. And it is possible. But it's not that easy.
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Creature Scale mod (patch 2.2.1 compatible)

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MagiCollector
MagiCollector


Hired Hero
posted December 13, 2015 01:55 PM

Would it be possible to mod in an "animate dead" spell for every necropolis hero? (or just add it to the game?)
I mean, wouldn't it be a matter of copy-pasting the Cure spell, make it Prime or Dark Magic and remove the undead restriction?
Or is it more complicated than that?
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MagiCollector
MagiCollector


Hired Hero
posted December 15, 2015 07:04 PM

MagiCollector said:
Would it be possible to mod in an "animate dead" spell for every necropolis hero? (or just add it to the game?)
I mean, wouldn't it be a matter of copy-pasting the Cure spell, make it Prime or Dark Magic and remove the undead restriction?
Or is it more complicated than that?

No one knows how to do such a thing?
Also, is there a way to simply add a custom Hero to the roster of selectable heroes before starting whatever map, instead of making the hero selectable only in a specific map?

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted December 16, 2015 12:11 AM bonus applied by Elvin on 17 Dec 2015.
Edited by lordgraa at 00:13, 16 Dec 2015.

Animate Dead

Everything is possible in Heroes VII editor advanced mode!



I have created Animate Dead scroll item but you can do the same with any spell.



The icon is from H5 (modified in Photoshop).



You can see that the spell is listed under "Dark magic". You can "heal" or resurrect you own undead creatures OR damage enemy living creatures (bit OP but nice).



Poor dead undead Archlich Revive him, shall we?



Back in black, baby!



Evil kitten! You will suffer now...



...goodbye kitty

So... is that what you were looking for?

PS: Sorry for Czech language on some screens - I was lazy to switch the language in game
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MagiCollector
MagiCollector


Hired Hero
posted December 16, 2015 02:33 AM

lordgraa said:
Everything is possible in Heroes VII editor advanced mode!



I have created Animate Dead scroll item but you can do the same with any spell.



The icon is from H5 (modified in Photoshop).



You can see that the spell is listed under "Dark magic". You can "heal" or resurrect you own undead creatures OR damage enemy living creatures (bit OP but nice).



Poor dead undead Archlich Revive him, shall we?



Back in black, baby!



Evil kitten! You will suffer now...



...goodbye kitty

So... is that what you were looking for?

PS: Sorry for Czech language on some screens - I was lazy to switch the language in game

This is EXACTLY what i was looking for, you rock!
Could you tell me how you did it or link me a download (if it's a mod)? Would it be possible to make it a regular spell or is it doable only in scroll-format?

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted December 16, 2015 09:16 AM

You can do both - scroll and/or spell.

All the "modding" is done by copying the original and pasting it as a new item which can be eddited.

Then you have 2 possibilities:

hard-patch (you will overwrite the original files of the game and so the item/spell will be available on every map you play and you have to update it every time the game updates with new official patch).

soft-patch (you will create custom map with custom packages = your mods, but the item/spell will be available only on that map).

I will upload the Animate Dead mod somewhere so you can download it, open it in editor and play with all the values (as of now the spell is too strong so for example you can "lock" the damaging aspect of the spell by master level requirement - so it can be used only when you have Dark Magic on master or higher level).
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MagiCollector
MagiCollector


Hired Hero
posted December 16, 2015 11:58 AM

lordgraa said:
You can do both - scroll and/or spell.

All the "modding" is done by copying the original and pasting it as a new item which can be eddited.

Then you have 2 possibilities:

hard-patch (you will overwrite the original files of the game and so the item/spell will be available on every map you play and you have to update it every time the game updates with new official patch).

soft-patch (you will create custom map with custom packages = your mods, but the item/spell will be available only on that map).

I will upload the Animate Dead mod somewhere so you can download it, open it in editor and play with all the values (as of now the spell is too strong so for example you can "lock" the damaging aspect of the spell by master level requirement - so it can be used only when you have Dark Magic on master or higher level).

I see, thank you again for your efforts, i really appreciate it
If i wanted to hard patch it, do i just create the spell in the editor on whatever map and then paste its data on the game's folder right location?
Is it also possible to "hard-patch" new heroes in it?

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted December 16, 2015 09:25 PM
Edited by lordgraa at 21:27, 16 Dec 2015.

Here is the promised map: Animate Dead (umap)

Just extract the map to: C:>Users>YOURname>Documents>My Games>Might & Magic Heroes>VII MMH7Game>EditorWorkspace

Run the editor and switch it to unreal mode (advanced mode). Once there, click on Content Browser icon (see pic below) and scroll down till you see AnimateDead folder where you will find the modified spell.



Now, I created simple script that will learn your hero this new spell at the start of this map. But you can let the script to give the spell to whoever you choose and whenever you choose: after boss fight, after collecting specific item, after visiting specific building and so on.

I am nut much into modifying the core game files (aka hard-patching) so I made it into this map. But you can ofcourse replace Heal spell with this or just export this package so others can use it.

Here is the spell icon shall you need it again (it is already in the package but who knows what can happen).



Have fun with animating your undead friends
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Wryn Pendragon: Umbramancer (H7 community project)

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MagiCollector
MagiCollector


Hired Hero
posted December 16, 2015 10:08 PM

lordgraa said:
Here is the promised map: Animate Dead (umap)

Just extract the map to: C:>Users>YOURname>Documents>My Games>Might & Magic Heroes>VII MMH7Game>EditorWorkspace

Run the editor and switch it to unreal mode (advanced mode). Once there, click on Content Browser icon (see pic below) and scroll down till you see AnimateDead folder where you will find the modified spell.



Now, I created simple script that will learn your hero this new spell at the start of this map. But you can let the script to give the spell to whoever you choose and whenever you choose: after boss fight, after collecting specific item, after visiting specific building and so on.

I am nut much into modifying the core game files (aka hard-patching) so I made it into this map. But you can ofcourse replace Heal spell with this or just export this package so others can use it.

Here is the spell icon shall you need it again (it is already in the package but who knows what can happen).



Have fun with animating your undead friends

You are the best, thanks a lot!
I hate to be a bother, but is it also possible to hard-patch a custom hero into the game's original roster?
Because i was thinking of creating a custom hero with the Animate Dead spell you created, and to use that hero whenever i want to play a more "necromancey" necromancer
However, would this be doable or can i use custom heroes only in scenarios? Again, my objective would be to permanently add a custom hero to the main game's roster.

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 17, 2015 12:35 AM

lordgraa said:
Everything is possible in Heroes VII editor advanced mode!

Hmm can you mod skill system?

Great job with the spell though.
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natalka
natalka


Supreme Hero
Bad-mannered
posted December 17, 2015 07:58 AM

It is not possible. Another relevant question is if new spells can be added instead of substituting old ones.

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LukaOo
LukaOo


Hired Hero
posted December 17, 2015 11:11 AM

Who knows, maybe, does it possible to implement AI modification?

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted December 17, 2015 09:40 PM
Edited by lordgraa at 21:44, 17 Dec 2015.

MagiCollector said:

I hate to be a bother, but is it also possible to hard-patch a custom hero into the game's original roster?
Because i was thinking of creating a custom hero with the Animate Dead spell you created, and to use that hero whenever i want to play a more "necromancey" necromancer
However, would this be doable or can i use custom heroes only in scenarios? Again, my objective would be to permanently add a custom hero to the main game's roster.


Hard-patching custom hero into vanilla game is possible but you will have to "sacrifice" one already made hero (you cannot create brand new hero, just replace existing one). Or maybe I am just overlooking it and someone else will tell you how to do it.

Thats why I like soft-patching more because you can add "unlimited" custom items (but only in your map/package). And you dont need to care about new patches.

So, I have created "Dark Moander" and he now knows the spell Animate Dead from the very beginning of the map. No need for scripts.

You can easily "take" this custom hero and replace the original one Moander. In every map you will have your darker necromancer with unique spell. But you will aslo have to replace heal spell with Animate Dead so you will loose 2 things.

If you are interested in hard-patching those just ask 3LiON who already did the creature scale mod (which is hard-patch) because I am skilled only in custom/soft patches/modes

And here is the updated map with hero: AnimateDead_2 (umap)
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Wryn Pendragon: Umbramancer (H7 community project)

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MagiCollector
MagiCollector


Hired Hero
posted December 17, 2015 11:44 PM

lordgraa said:
MagiCollector said:

I hate to be a bother, but is it also possible to hard-patch a custom hero into the game's original roster?
Because i was thinking of creating a custom hero with the Animate Dead spell you created, and to use that hero whenever i want to play a more "necromancey" necromancer
However, would this be doable or can i use custom heroes only in scenarios? Again, my objective would be to permanently add a custom hero to the main game's roster.


Hard-patching custom hero into vanilla game is possible but you will have to "sacrifice" one already made hero (you cannot create brand new hero, just replace existing one). Or maybe I am just overlooking it and someone else will tell you how to do it.

Thats why I like soft-patching more because you can add "unlimited" custom items (but only in your map/package). And you dont need to care about new patches.

So, I have created "Dark Moander" and he now knows the spell Animate Dead from the very beginning of the map. No need for scripts.

You can easily "take" this custom hero and replace the original one Moander. In every map you will have your darker necromancer with unique spell. But you will aslo have to replace heal spell with Animate Dead so you will loose 2 things.

If you are interested in hard-patching those just ask 3LiON who already did the creature scale mod (which is hard-patch) because I am skilled only in custom/soft patches/modes

And here is the updated map with hero: AnimateDead_2 (umap)

Welp, everything i ever wanted is there, i already told you, but again: you ROCK!

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natalka
natalka


Supreme Hero
Bad-mannered
posted December 18, 2015 06:28 PM

Loretta, I have new model for dragon vein. Can u make a hard patch with it?

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted December 19, 2015 12:13 PM

So I managed to find a way how to hard-patch the Animate Dead into the game's core files along with new hero class "Shadow Priest" who starts with this spell.

BUT

I cannot save the package because every time I try the editor just crashes (stop responding).

So all I can do now is to wait if they can fix the buggy editor

I would like to send them some error/crash logs but there are none for the editor... or are there?

I have many ideas for new hero classes, spells, skills, abilities and more... but I can only keep them in my mind
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3lion
3lion


Known Hero
posted December 19, 2015 04:13 PM

lordgraa said:


I cannot save the package because every time I try the editor just crashes (stop responding).
It means that the package references tree is wrong. Either you forgot some parameter to refer to an other, or you made something wrong. If there are only objects that refers to the modified object, then it's okay. But if the modified object is refers to any other object, then you need to modify those objects as well.
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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted December 19, 2015 06:50 PM

3lion said:
lordgraa said:


I cannot save the package because every time I try the editor just crashes (stop responding).
It means that the package references tree is wrong. Either you forgot some parameter to refer to an other, or you made something wrong. If there are only objects that refers to the modified object, then it's okay. But if the modified object is refers to any other object, then you need to modify those objects as well.


This is what I do:

Select all spells icons > Copy them to new package > Save the package = error/crash.

Can you help me find the mistake I am doing here?

Copying icons

Saving icons

I want to replace the original file H7SpellIcons.upk later with the modified one (remove the "_b") so it will be available (new icon for Heal spell) in game not only in one map.
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3lion
3lion


Known Hero
posted December 19, 2015 07:31 PM
Edited by 3lion at 19:57, 19 Dec 2015.

lordgraa said:

This is what I do:

Select all spells icons > Copy them to new package > Save the package = error/crash.

Can you help me find the mistake I am doing here?

Copying icons

Saving icons

I want to replace the original file H7SpellIcons.upk later with the modified one (remove the "_b") so it will be available (new icon for Heal spell) in game not only in one map.

If you right click on any copied icon you will see all objects which this icon refers to. You need to copy those objects into the same pack. In this case all copied Icons will refer to the same pack where they are and the editor won't crash. Know what I mean? In your case you simply pulled out the icons from reference tree. But the connections remained the same. So you need either copy all referenced objects as well or simply remove all connections from copied icons.

Here, I made a small scheme to make it clear:



The brown scheme is a reference tree. Circles are objects. Arrows are references (connections). Let's say, you are trying to make a copy of and object #3. You think that when you made a copy, this object has been copied like the object #3a on the scheme (red one). But in fact the object has been copied like the object #3b with all connections (blue one). And when you are trying to save the pack with the #3b object, the editor is trying to find an object which #3b is refers to. But since there is no such object in the pack you are trying to save, the editor crashes.

In order to prevent crashes you need either to copy both #3 and #4 objects (and put them in the same pack), or remove all connections (arrow) from #3b before saving.  
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