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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 ... 15 16 17 18 19 ... 20 25 · «PREV / NEXT»
natalka
natalka


Supreme Hero
Bad-mannered
posted January 15, 2016 12:42 PM

It works! I can make turn all creature growth specialists into +att and +def for every x levels of hero. Unfortunately it is a soft patch that is tied to a map.

Nevertheless I can share the sequence for import in Kismet and it should work flawlessly but a hard patch should come along with the sequence which will remove the current governor specials of that  heroes.


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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 15, 2016 01:34 PM

natalka said:
It works! I can make turn all creature growth specialists into +att and +def for every x levels of hero. Unfortunately it is a soft patch that is tied to a map.

Nevertheless I can share the sequence for import in Kismet and it should work flawlessly but a hard patch should come along with the sequence which will remove the current governor specials of that  heroes.




Did you wrote the sequence from scrap or built it up on any existing script?

Would like to see it.

And ofc good job!
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natalka
natalka


Supreme Hero
Bad-mannered
posted January 15, 2016 01:53 PM
Edited by natalka at 13:57, 15 Jan 2016.



I built it from scratch. Where one can find ready sequences anyway? Or you mean first to build it in the basic editor and then edit it. If I have problems sometimes I do that.

The script is very basic I will explain part by part

1) when specific hero reaches level X. You write in that field name of the hero so that the sequence targets heroes that are still not present on map but maybe recruited later from tavern

2) get selected army - you can find that block under actions-dev actions - basically you need this to tell the sequence that Shani becomes interacting army. You don`t set anything inside just connect it like in the picture.

3) remove previous buff from hero - I am showing you a sequence for level 3. I will have to copy/paste for level 5-7-9-11...etc.( for every 2 levels of the hero) .. each time removing the previous buff. Here I remove the buff I receive on level 1.


4) add the new buff for level 3

EDIT: don`t forget to check "use interacting army" in 3 and 4 or the sequence will not work.

I will have to create for every hero 15 different buffs for all levels 1-3-5-7-...27-29 where each next buff adds more and more att/def. And basically each time that hero reaches the specific levels the sequence removes the current creature buff and adds the new buff.

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 15, 2016 02:52 PM

Nice, I get it, thanks.

Too bad you have to create all those buffs and there is no way how to use something simple. But at least it is working and I will test it too because I have idea of some specializations that get more powerful during the gameplay (not only for you but also for your enemy).

BTW if you uncheck "Use custom hero" will those buff apply to all heroes on map?
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natalka
natalka


Supreme Hero
Bad-mannered
posted January 15, 2016 02:58 PM

to any hero on the map that reaches level 3

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xander985
xander985

Tavern Dweller
posted January 15, 2016 03:05 PM

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

PS: [url=https://youtu.be/eqPAs1gjtps]Beware of Angry titans! (video guide)[/url]


Hi lordgraa. It is a hard patch. But there are some features. As the screen of the city doesn't change with the subsequent patches of game, mod can be put simply anew after game updating.

I have some problems with towncreen Necropolis. Lightnings at my in mod it simply textures. How to create animation of lightnings I don't know. Because it in general my first mod. Therefore most likely I will clean lightnings.
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natalka
natalka


Supreme Hero
Bad-mannered
posted January 15, 2016 08:16 PM

How to create dynamic lightnings ?  Ask on HotA forums, I see there ppl cr8 2d animated town screens for h3 lol

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dvoytek
dvoytek

Tavern Dweller
posted January 15, 2016 10:04 PM

I have this

and many other 3d models form Heroes VI and M&MX. Unfortunately they have no bones, so it will be hard to put them into the game as "new" creatures.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted January 15, 2016 10:09 PM

xander985 said:

I have some problems with towncreen Necropolis. Lightnings at my in mod it simply textures. How to create animation of lightnings I don't know. Because it in general my first mod. Therefore most likely I will clean lightnings.


Light effects are particle systems, UE4 has a built-in tool that helps you create particles (idk about UE3), but they can be made in a variety of 3d modelling software. Since the townscreens are actually 2d images, you may either render the particles as 2d images and them assemble the frames into an animation or just create them from start in 2d in photoshop or after effects (tough 1st method is easier, it's harder to create good lighting just in 2d)

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Neraus
Neraus


Promising
Legendary Hero
Pain relief cream seller
posted January 15, 2016 10:41 PM
Edited by Neraus at 22:41, 15 Jan 2016.

@dvoytek

Now that you mention it, I did this some time ago...



It's fully functional.
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ANTUDO

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dvoytek
dvoytek

Tavern Dweller
posted January 15, 2016 10:59 PM
Edited by dvoytek at 23:00, 15 Jan 2016.

@Neraus
Wow, nice. Did you rip this model with bones and working animation or they are form Heroes VII?

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MoritzBradtke
MoritzBradtke


Known Hero
posted January 16, 2016 02:29 AM
Edited by MoritzBradtke at 02:32, 16 Jan 2016.

wow, all These are looking amazing,I hope some will make it into the game, so we all can try it out (-:
i would like a comeback of the female angels the most!
too bad i don't have the expertise or time to try to help at the moment but thanks for the effort everyone (:
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3lion
3lion


Known Hero
posted January 16, 2016 12:36 PM

lordgraa said:


PS: Beware of Angry titans! (video guide)

Just wow!
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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 16, 2016 02:26 PM
Edited by lordgraa at 14:26, 16 Jan 2016.

@Neraus: would you be so kind and share that model with us so we can mod it into the game? BTW do you have all assests like SkeletalMesh, AnimSet, PhysSet, textures, sounds or it is just model with bones?

And... How to become a movie star in Ashan (editor guide)
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Neraus
Neraus


Promising
Legendary Hero
Pain relief cream seller
posted January 16, 2016 02:32 PM
Edited by Neraus at 15:06, 16 Jan 2016.

It is a frankenstein of HVI's Sentinel and HVII's one, I couldn't rig the HVI one directly due to funky bone distortion and not having it in a T-pose, that is the reason I'm yet to "port" the pretorian.

It was kind of a WIP, it had a problem in game in which the texture would get distorted when the camera would be too far, I didn't want to release it until I solved that problem.

As for the animset etc. it uses the Sentinel's, nothing too special there, there is of course a new texture included.

EDIT:: Due to a mishap, I kind of lost the textures, I'll try to recover them, but I don't guarantee that I can...
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Noli offendere Patriam Agathae quia ultrix iniuriarum est.

ANTUDO

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted January 17, 2016 01:32 PM

Neraus said:
It is a frankenstein of HVI's Sentinel and HVII's one, I couldn't rig the HVI one directly due to funky bone distortion and not having it in a T-pose, that is the reason I'm yet to "port" the pretorian.

It was kind of a WIP, it had a problem in game in which the texture would get distorted when the camera would be too far, I didn't want to release it until I solved that problem.

As for the animset etc. it uses the Sentinel's, nothing too special there, there is of course a new texture included.

EDIT:: Due to a mishap, I kind of lost the textures, I'll try to recover them, but I don't guarantee that I can...


Sad to hear that Neratus. I would like to get some creatures from H6/MaMX imported to H7 but it seems it would be a hard work.

Even Limbic devs struggled a bit as those new neutrals were/are lacking some animations/sounds when ported from H6

Seems like only Jesus can save us now: Walking on water (guide)
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Neraus
Neraus


Promising
Legendary Hero
Pain relief cream seller
posted January 17, 2016 04:28 PM

Actually, luckily I've found I've got the upk left, with its problems of course.

But I've lost the source textures.

Here it is.

If you find out how to fix that problem with the distance model I'd be thankful.
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Noli offendere Patriam Agathae quia ultrix iniuriarum est.

ANTUDO

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted February 14, 2016 02:39 PM

Twilight in Heroes VII: Day/Night cycle (video guide)

You can easily change the cycle to week or month (1 week/month is day and next is night).

I have a lot of ideas for night "perks" for heroes, creatures, hidden passages, treasures or even access to "Shadow Magic" during night.

Now just one last thing to solve out: how the devs did all the tricks with water (rising water level, drain lakes and so on)?
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Disappointed
Disappointed

Tavern Dweller
posted February 15, 2016 01:13 AM

Good gob! I find your videos really helpful.

Do you know if its possible to create our own battle grounds? I don't mean those for duels, but the ones that occure while fighting in a scenario. I would love to make a new siege battle with music from heroes V, but I don't know if its possible.

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lordgraa
lordgraa


Promising
Famous Hero
The Whisperer
posted February 15, 2016 09:37 AM
Edited by lordgraa at 09:38, 15 Feb 2016.

Disappointed said:
Good gob! I find your videos really helpful.

Do you know if its possible to create our own battle grounds? I don't mean those for duels, but the ones that occure while fighting in a scenario. I would love to make a new siege battle with music from heroes V, but I don't know if its possible.


It is absolutely possible! I already made one and the only "trick" is that you have to put that map to a specific folder: CustomMaps/CombatMaps.

But since you need to use the "publish" button which will automatically "cook" and move the map to this folder, you don`t need to worry

1. Create custom combat map.
2. Once finished, use "Publish Map" button.
3. Open your map where you want to use it and "paint" combat area (similiar to Area of Control) to a place where you want your custom combat map to trigger.
4. You should see your own combat map in the drop-down menu.

I am not sure about siege combat map and also about custom music on that map. You will have to try and see.
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