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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 ... 14 15 16 17 18 ... 20 25 · «PREV / NEXT»
3lion
3lion


Known Hero
posted January 01, 2016 09:59 PM
Edited by 3lion at 21:59, 01 Jan 2016.

natalka said:


Can we add new units instead of substituting?

Well... Honestly it is possible. But it requires a modification of a huge amount of packages. Literally you have to manually unpack almost entire game. Then pack it back. After that, when you release your "mod", it will be as heavy as a 3Gb sized patch...
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Creature Scale mod (patch 2.2.1 compatible)

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted January 04, 2016 04:44 PM

lordgraa said:
Hello Heroes!

Discover now: two new neutral units!

PS: I will soon finish this mod and will release it here as usual.
PPS: Pray to 3LiON, the God of Hardpatching, so we all could enjoy unicorns in vanilla game (yes, I got them only on custom map).
PPPS: Stats/abilities are just for testing, you can edit them or add your own ones.


I am looking forward to unicorns, I miss them...

The only thing I am not sure about is how could upgraded unicorn look like. As far as I know there is just one model (hero mount) so maybe it should have to been graphically changed.

And I think unicorn upgrade could have the Inspiring presence ability the sun deer has now (so blinding would just replace Unfettered).

Also praying to mr3Lion for their integration into the vanilla game - no more deers in campaigns!

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 05, 2016 10:09 AM

Sorry for delay but I have encountered another problem. But first things first: Unicorn neutral unit cMOD (31,3 MB, RAR)

You will find both unicorns there so play with them as you wish.

Now to the problem:

Animations for attack/defend/death are missing so sometimes unicorn uses victory animation for attack (but delayed) and sometimes nothing. And when unicorn dies... well there is no animation at all.

This could be easily fixed by copying Doe/Deer animation sets and altering them to unicorn body but that is out of my skills so if anyone knows how to do that in Unreal Editor?

@ChrisD1: I can mod Faceless too but lets wait if natalka is able to hardpatch unicorn first.
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The Shadows Over Ashan (H7 community DLC)

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3lion
3lion


Known Hero
posted January 05, 2016 11:25 AM

lordgraa said:


This could be easily fixed by copying Doe/Deer animation sets and altering them to unicorn body.
Nah. Not really. This is what happens if you trying to alter an animation from one creature to another:
http://vk.com/videos321682162?z=video321682162_172282450
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Creature Scale mod (patch 2.2.1 compatible)

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natalka
natalka


Supreme Hero
Bad-mannered
posted January 05, 2016 11:38 AM
Edited by natalka at 11:42, 05 Jan 2016.





It worked. Though in town building screen the picture is still of a moon doe and everywhere the name is moon doe but I am sure this can be fixed too. If animations can be fixed I will continue.


hardpatch

path is : C:\Program Files (x86)\Ubisoft\Ubisoft Game Launcher\games\Might and Magic Heroes VII\MMH7Game\CookedPC\Editor\Templates\Creatures\Sylvan

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 06, 2016 03:21 PM
Edited by lordgraa at 15:21, 06 Jan 2016.

Thanks natalka. Now just to create better animations and we are ready to go. Unfortunately I am still failing hard so maybe some skilled animators can help us (or maybe we got Unicorn official patch in the meanwhile).

And another modding news: Shadow Priest custom hero class guide

PS: I used Soulvenom aura specialization (Lethos) and changed it a bit so now it scales with hero level/damage. I didnt like the original 40 damage even on max level.
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foxxxer
foxxxer


Promising
Famous Hero
posted January 07, 2016 10:40 PM
Edited by foxxxer at 01:13, 08 Jan 2016.

I played around with the Unicorn and tweaked the original mesh in 3ds max. The left model may be used for basic creature and right one (original) for upgrade.







Unfortunately I’m not able to create packages in map editor (crashes all the time) so if someone is interested in, may create a package and test the model in-game. I’ll leave link below for .rar file. The mesh file Unicorn_Basic.FBX can be found in folder Unicorn_BasicSkeletalMesh3 and the textures in Unicorn_BasicTexture2D.

Unicorn Basic

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 08, 2016 04:54 PM

foxxxer said:
I played around with the Unicorn and tweaked the original mesh in 3ds max. The left model may be used for basic creature and right one (original) for upgrade.


Nice job! But as long as we are lacking the right animations we cannot use those models

I have also checked some warfare units and they can be used as normal combat units, they have all the animations needed - seems they were so lazy that Namtaru got also transform animations which arent used anymore

And in the meanwhile of waiting: Unique artefact creation guide
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Disappointed
Disappointed

Tavern Dweller
posted January 09, 2016 11:29 PM



I've made this icon... May look familiar...

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 10, 2016 11:37 AM

Disappointed said:


I've made this icon... May look familiar...


Nice, now just create the Sword of Frost and then we can clash those swords and... bye bye Ashan
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Disappointed
Disappointed

Tavern Dweller
posted January 10, 2016 06:15 PM
Edited by Disappointed at 18:18, 10 Jan 2016.

UPDATE!
I've ugraded the AB and made and icon for the Sword of Frost

WARNING!!!
MAKE SURE THEY NEVER TOUCH EACH OTHER!






And here are some templates for future work:

DYNASTY WEAPON(m&mH VI)
ITEM(Hom&m IV)
TREASURE(Hom&m IV)
MINOR (m&mH VII)
MAJOR (m&mH VII)
RELIC (m&mH VII)
ARTIFACT SET (m&mH VI)
MISSION ITEM/POTION (m&mH VI)

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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted January 10, 2016 06:20 PM

lordgraa said:
Nice, now just create the Sword of Frost and then we can clash those swords and... bye bye Ashan

Not that easy pal, I mean the whole game BREATHES of Ashan, to eradicate it completely ALL assets would need to be replaced, and that's only speaking about the visual part... What is this so-called "modding support" if basics like the skill system can't be changed?
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3lion
3lion


Known Hero
posted January 10, 2016 08:58 PM

Galaad said:
What is this so-called "modding support" if basics like the skill system can't be changed?

It can be changed. No that easy though. And you need to be a skilled UE developer. But if you are, you may even turn Heroes VII into a racing game.
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Creature Scale mod (patch 2.2.1 compatible)

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 11, 2016 02:45 PM

3LiON, natalka or anyone skilled in UE3:

When I add InterpActor and set collision type on: COLLIDE_BlockAll it doesnt work. Heroes can still go through the object like there is no collision.

I have tested it in UE3 vanilla and it is working. In UE3 Heroes VII edition it is not. Bug or am I missing something?

What I am trying to do: add 2 InterpActor objects (doors) and move them (open) via Matinee and Kismet. Everything is working except the doors have no collision even when set so.

Thanks!


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The Shadows Over Ashan (H7 community DLC)

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natalka
natalka


Supreme Hero
Bad-mannered
posted January 12, 2016 01:35 PM

Lordgraa, I can`t help you with this. I can`t even set the visiting shell to be impassable when it has an option in the menu - it doesn`t work also.

I am trying to make hero specializations more interesting  - Dirael should give +1 Might/+1 Defence to pixies for every 2 levels of the hero. I copied the archetype "cyclops_master" which gives +8/+8 to cyclops but this is fixed. I can`t make it per level and there isn`t any trigger to alter the specialization based on hero level. There is a dropdown menu where you can set different things  - attack ,defence, min damage, luck cap, morale cap, mana points...etc. There is even one entry there - additional minimum damage per hero level which is used for those artifacts that give dmg. But there is no entry "additional attack per hero level" so I am left with static. Any ideas? Maybe I can edit the archetype with Eclipse like program and add new entry in the dropdown menu with a developer language like Java.

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 12, 2016 02:08 PM
Edited by lordgraa at 00:01, 13 Jan 2016.

natalka said:
Lordgraa, I can`t help you with this. I can`t even set the visiting shell to be impassable when it has an option in the menu - it doesn`t work also.

I am trying to make hero specializations more interesting  - Dirael should give +1 Might/+1 Defence to pixies for every 2 levels of the hero. I copied the archetype "cyclops_master" which gives +8/+8 to cyclops but this is fixed. I can`t make it per level and there isn`t any trigger to alter the specialization based on hero level. There is a dropdown menu where you can set different things  - attack ,defence, min damage, luck cap, morale cap, mana points...etc. There is even one entry there - additional minimum damage per hero level which is used for those artifacts that give dmg. But there is no entry "additional attack per hero level" so I am left with static. Any ideas? Maybe I can edit the archetype with Eclipse like program and add new entry in the dropdown menu with a developer language like Java.


Yep - this will need some intense coding or some crazy workarounds with the hero damage per level stat. Easiest way would be to persuade developers to create this spec for next patch... but those are just dreams.

To my question about InterpActors - I have solved it... well gomaki and good guys from Limbic helped me I will make a new guide for cutscenes done in Matinee and Kismet.

For me the "visitable shell" is working fine. What do you need it to do? Because it is impassable by default when you drag it to the map.
-----------------------------------------

Promised UPDATE: Gate mechanism guide (effects, sounds incl.)
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natalka
natalka


Supreme Hero
Bad-mannered
posted January 13, 2016 06:38 PM

While we are at it. Can you add new SM in the drop down menu of the visitable shell?

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 13, 2016 06:53 PM

natalka said:
While we are at it. Can you add new SM in the drop down menu of the visitable shell?


No need for this. Just use Unreal editor, open the Shell properties, open Content Browser a find any Static Mesh you would like to use and select it. Then use the small green arrow to add this SM to Shell's visual and its done


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xander985
xander985

Tavern Dweller
posted January 14, 2016 09:30 PM
Edited by xander985 at 21:33, 14 Jan 2016.

Hi, guys. Some weeks I worked on changing townscreen of various cities. I developed mod's on Academy and Haven. They completely working. Also I do fashions on Necropolis. But it is "work in progress". Here that at me it turned out:

Haven TownScreen:
Academy TownScreen:

and Necropolis TownScreen

If you need mod's I can send the link to them
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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 14, 2016 10:16 PM

Xander, is it a hard patch or soft patch? And good job on removing those pesky spider legs from Necropolis screen
----------------------------------------------------------

PS: Beware of Angry titans! (video guide)
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