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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Enhanced Magic Skills Mods
Thread: Enhanced Magic Skills Mods This thread is 12 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 · «PREV / NEXT»
robizeratul
robizeratul


Known Hero
posted October 30, 2018 04:45 PM

been a while since I checked this out. Really happy you are still working on it!

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bloodsucker
bloodsucker


Legendary Hero
posted November 03, 2018 08:17 PM

RerryR said:

- Added options for neutral stacks to grow beyond 4000 and up to 10000 or 50000. Theoretically also unlimited growth is possible.

Wow, pretty interesting mod. Thank you very much.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted November 03, 2018 08:38 PM

Let me guess, people will have a crush for necro faction, I guess?

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted November 03, 2018 11:23 PM

Salamandre said:
Let me guess, people will have a crush for necro faction, I guess?


All these juice corpses, who wouldn't

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Zxypher
Zxypher

Tavern Dweller
posted November 04, 2018 04:42 AM
Edited by Zxypher at 08:08, 04 Nov 2018.

Hello, I'm having a bug which I think may be related to one of your mods but to be honest I'm not totally sure. I'm playing a castle game with Loynis (Prayer specialist) and everything was working fine until suddenly my Prayer spell started costing 1024 Mana...I'm running many of your spell scaling mods and have adjusted my load order a few times and tried reloading scripts and nothing has fixed it. I also noticed this happened once before with the Bless Specialist.

Any help would be greatly appreciated. Thank you for your time and the awesome mods.

Edit: Ok so I took off my Tome of Water and put it back on and the mana went back to normal but now it reduces my units attributes instead of enhancing them.

Edit 2: Ok I did nothing but the bug is back now it costs 8192 Mana to cast Prayer lol.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted November 04, 2018 10:11 AM

Zxypher said:
Hello, I'm having a bug which I think may be related to one of your mods but to be honest I'm not totally sure. I'm playing a castle game with Loynis (Prayer specialist) and everything was working fine until suddenly my Prayer spell started costing 1024 Mana...I'm running many of your spell scaling mods and have adjusted my load order a few times and tried reloading scripts and nothing has fixed it. I also noticed this happened once before with the Bless Specialist.

Any help would be greatly appreciated. Thank you for your time and the awesome mods.

Edit: Ok so I took off my Tome of Water and put it back on and the mana went back to normal but now it reduces my units attributes instead of enhancing them.

Edit 2: Ok I did nothing but the bug is back now it costs 8192 Mana to cast Prayer lol.


Good Morning,

I think we can fix that. Open your Mods folder and copy paste the list.txt which you find at the bottom of the folder so we have the same mods active.

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Zxypher
Zxypher

Tavern Dweller
posted November 04, 2018 10:28 AM

RerryR said:


Good Morning,

I think we can fix that. Open your Mods folder and copy paste the list.txt which you find at the bottom of the folder so we have the same mods active.


[code]
WoG
Upgradable Silos
Mentoring
Underground fixed
Invited Tavern-en
Hero Advanced Level Up
XXL
Improved Spells
Remember Spells
Mystik Skill Enhancement
Magic Artillery
Luck Skill Enhancement
Intelligence Bonus 2
Intelligence Bonus
Improved Logistics
Critical Sorcery
Empowered Spells
Magic Specialists
Scaling Magic
[/code]

Odd those aren't the order I have them in the MM, not sure if that matters. Still new to this. Hope that helps.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted November 04, 2018 10:38 AM

Okay thx, strange gets the order right here ar my side.
Looks like this for me:

WoG
WoG Revised
WoG PLUS
Yona
Heroes 2 Objects
New Objects Patch
Secondary Skills Scrolling
Morn battlefields
Fast Battle Animation
[INTERFACE] Upgrade ALL
Daily quick save
ERA scripts Eng3
Crimson and Clover XL
New Upgrades
ReMagic Eng 1.2
Sorcery damage buff
Critical Sorcery
Magic Specialists
Extra Cast Script
Magic Weeks
Spell Trainer
Improved Spells
Magic Artillery
Mystik Skill Enhancement
Improved Logistics
Intelligence Bonus 2
Remember Spells
Intelligence Bonus

Anyway, only suggestion here I have is to use WoG Revised (some original WoG scripts with fixes). Not totally sure if it is necessary with the new ERA 2.7 but i think so. Ah and use the newest ERA 2.7 if possible.
I will start a game with Loynis and see if anything happens. I might ask you to sent me your save game in a minute

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Zxypher
Zxypher

Tavern Dweller
posted November 04, 2018 10:59 AM
Edited by Zxypher at 11:02, 04 Nov 2018.

RerryR said:
Okay thx, strange gets the order right here ar my side.
Looks like this for me:

WoG
WoG Revised
WoG PLUS
Yona
Heroes 2 Objects
New Objects Patch
Secondary Skills Scrolling
Morn battlefields
Fast Battle Animation
[INTERFACE] Upgrade ALL
Daily quick save
ERA scripts Eng3
Crimson and Clover XL
New Upgrades
ReMagic Eng 1.2
Sorcery damage buff
Critical Sorcery
Magic Specialists
Extra Cast Script
Magic Weeks
Spell Trainer
Improved Spells
Magic Artillery
Mystik Skill Enhancement
Improved Logistics
Intelligence Bonus 2
Remember Spells
Intelligence Bonus

Anyway, only suggestion here I have is to use WoG Revised (some original WoG scripts with fixes). Not totally sure if it is necessary with the new ERA 2.7 but i think so. Ah and use the newest ERA 2.7 if possible.
I will start a game with Loynis and see if anything happens. I might ask you to sent me your save game in a minute


Thank you for your help. I'm using 2.7.7 IIRC. Would I have to restart if I turned on WoG Revised? I have it installed but disabled it because I was getting errors sometimes.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted November 04, 2018 11:03 AM
Edited by RerryR at 11:05, 04 Nov 2018.

Yeah you need a restart of H3 if you add a Mod. WoG Revised mod shouldn't give you errors.
I cannot reproduce the situation here, so please sent me your save game, i think its the fastest way.

Edit: and because you asked, Mod order does matter but as long as you put WoG first (at the bottom) you should be fine

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Zxypher
Zxypher

Tavern Dweller
posted November 04, 2018 11:08 AM

RerryR said:
Yeah you need a restart of H3 if you add a Mod. WoG Revised mod shouldn't give you errors.
I cannot reproduce the situation here, so please sent me your save game, i think its the fastest way.

Edit: and because you asked, Mod order does matter but as long as you put WoG first (at the bottom) you should be fine


Oh see that's good to know. I had it backwards. I thought the top-most mod had priority in the MM. Whoops. Bugged File That is a save from when it was broken for me since it randomly fixes and breaks.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted November 04, 2018 01:17 PM
Edited by RerryR at 16:22, 04 Nov 2018.

To be honest I don't know what messed up the spell costs. Maybe it was the Mod order (the good thing is I can always say that  when you start your next game orientate at the Mod Order i use, WoG at bottom rest above)

If you want to finish your game (it's actually a nice one) we can fix the spell costs on the fly.

Open ERM editor and load the file Scaling Magic.erm go to line 121
and insert like this:

!!SS48:Ey83/?y48;
!!SS48:Cy83/12; Set spell costs back to normal  Add this line
!!SS48:Ey83/3; Set power back to normal      Add this line
!!VRy90&y86>=0:S0; !!VRy90&y86>=30:S1; !!VRy90&y86>=40:S2; !!VRy90&y86>=60:S3; !!VRy90&y86>=100:S4;
!!VRy48:+y90;

Save and Exit ERM editor. Start your game with the same mods you started and load your save. Press F12 ingame. You should get no errors and on the bottom left corner of your screens something should pop up.
Now open your spellbook with Right Click once or twice. Then save your game and Exit H3. Start again and load your save.
No all should be back to normal.
We will leave the fix in place for the rest of the game. So it doesn't mess up again. But delete it if you start a new game.

In general, you are walking undiscovered territory here with this mod combination (Magic Specialists and Scaling Magic).

It would be great if you could keep me informed if more bad things happen, especially the equip/unequip book thing. I couldn't reproduce it but who knows. This can ofc be a killer if it messes up your stats.  


Edit:
okay, I found it, bug sneaked in in V1.5 you can redownload.

Fix for Magic Specialists v1.52:
- Fixed a bug from V1.5 which could increase the Spell Costs for non-damaging spell specialists
- Fix if used together with Critical Sorcery Mod that prevents the Book set to give wrong Hero stats after combat


slowly and steadily we are getting closer... ^^

Update Critical Sorcery v2.02:
- Fix if used together with Magic Specialists Mod that prevents the Book set to give wrong Hero stats after combat
- Fix complete Book set now actually gives experience
- Fix Book set experience bonus overflow with very high hero levels


@Zxypher so this should solve all your problems for now. If you wanna continue your game replace the old versions and press F12 in-game. Save and Exit. Restart to get descriptions back.
You're welcome

https://goo.gl/G5dFhK

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Zxypher
Zxypher

Tavern Dweller
posted November 04, 2018 09:05 PM
Edited by Zxypher at 21:15, 04 Nov 2018.

Wow you're awesome, thank you for your hard work.

Edit: Tried the new versions and followed your instructions for continuing my game but I'm getting an out of memory error when I F12 Oh noes.

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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted November 04, 2018 09:50 PM
Edited by RerryR at 17:33, 01 Dec 2018.

Zxypher said:
Wow you're awesome, thank you for your hard work.

Edit: Tried the new versions and followed your instructions for continuing my game but I'm getting an out of memory error when I F12 Oh noes.


Out of Memory error?, I don't know what that is.

Did you use the same mod order and mods as when you started your game?
(I could Press F12 in your save game without problems)

If that doesn't help I would say get a clean mod order, use WoG Revised and start a new game.  

Edit: I sent you a PM


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RerryR
RerryR


Promising
Famous Hero
Researching Magic
posted December 01, 2018 05:33 PM
Edited by RerryR at 16:44, 31 Dec 2018.

Two new updates from my side

Neutral Units Difficulty

Update 1.7:
- Added the Battle Commander Option
- removed debug line which gave an unnecessary message at week start

Battle Commander explanation:
The Battle Commander option (if activated) gives a chance that a neutral stack is guarded by a tough Commander. If you defeat this commander you get an extra reward from the fight. The reward can be resources, experience or a primary skill.
The chance to encounter the Battle Commander starts when your hero reaches level 10 and is around 20%. The chance for the commander to appear is greater if your hero has a higher level.
The damage and health of the commander depends on the strength of your army, the level of your hero and some more things. So don't expect it to be easier at higher levels.
The strength of the Commander is subject to change and I cannot guarantee that at a certain point it will be easy as cake or a reload party anyway, it should make playing a bit more interesting.



Updated Critical Sorcery Mod to v.2.1

- New Statue of Legion Set Bonus
- New Cornucopia Set Bonus
- New Ancient Spyglass Set (Scouting Set)
- Compatibility with Luck Skill Enhancement Mod (I mean the description for the three artifacts, update both Mods)

This was probably the last update regarding new sets/artifacts, its pretty much finished and I like the outcome.

My next project is probably the Master/Grandmaster level for secondary skills.

Edit:

Updated Scaling Magic to v.1.12
- fixed wrong display of water protection percentage
- slightly weakened air shield
- added slayer spell
- added message at game start if run together with Spell Trainer Mod


Updated Spell Trainer to v.1.5
- removed the mandatory for Scholar to level up Spells*
- reduced the gain for damage spells from 4% to 3% per level
- added option for you to easily change the % value with ERM editor,    so no more whining about imbalance and more customization** YEAH
- changed the level up for Chain Lightning, now chance is 25% to level up, regardless of which monster you kill (before it was very unreliable)
- added a message at game start if mod is run together with Scaling Magic Mod. While they do work together spells can become very strong later on.


*You now can have 1 spell upgrade per combat without Scholar, for damage spells the chance to level up is set 50% and you need the corresponding magic school. So now if you go strictly for a might hero you are still able to power up your spells but it will go very slowly, tipp:the conjuring artifacts might come in handy now ;P
I did this because its not always nice to go for that crappy skill but if you still go for that wizard hero and pick Scholar 3 upgrades are possible and it will go much faster (100% success rate). If your Hero unlearns Scholar later in that game the bonus will still apply (unlike before).  

**To change the value open the script with ERM editor and change the value in line 020: !#SN:W^Damage_Spells_Increment^/3;             [Change the Increment for Damage Spells in this Line e.g. change 3 to 2 or 3 to 5]



Edit2:

Updated Critical Sorcery to v.2.11
- added the +1 bonus to scouting set



https://goo.gl/G5dFhK

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Svippe
Svippe

Tavern Dweller
posted December 22, 2018 06:39 PM

Hi, ive been wanting an upgrade on eagle eye for a long time, since Nimbus is my favorite hero

However im not very used to modding and wonder if someone could guide me through it step by step

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rerryr
rerryr


Promising
Famous Hero
Researching Magic
posted December 22, 2018 07:25 PM

Svippe said:
Hi, ive been wanting an upgrade on eagle eye for a long time, since Nimbus is my favorite hero

However im not very used to modding and wonder if someone could guide me through it step by step


What do you have in mind for eagle eye? Best to ask in erm help for advice,or why do you ask in this specific thread

What i can offer:
extract the script that gives spell power for each spell learned in combat or
My script with magic artillery (not to much to do with eagle eye to be honest)

Or i could help you to to make a script that let eagle eye learn lvl 5 spells

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Svippe
Svippe

Tavern Dweller
posted December 22, 2018 08:56 PM

Oh sorry, I see now that I didnt explain very good.

What I wanted to say is that I love your upgrades, but I dont know how to install or use them

So I might need a step by step help to install it

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rerryr
rerryr


Promising
Famous Hero
Researching Magic
posted December 23, 2018 01:16 AM
Edited by rerryr at 21:13, 05 Jan 2019.

Svippe said:
Oh sorry, I see now that I didnt explain very good.

What I wanted to say is that I love your upgrades, but I dont know how to install or use them

So I might need a step by step help to install it


Oh okay, i got that wrong, well that makes things a bit easier, hopefully ^^

Look at Page 61 of 100+ Mods thread, i posted a link to a good site with tutorial on how to install mods. Once you got that just use the link to dropbox from my posts and pick whatever suits you. Just install the exe to your H3 folder. Read the readme first. No erm knowledge required.
Have fun


Update Spell Trainer 1.6:
- added several missing spells like Fortune, Cure, Land Mine and some more. Not that anyone would really use them but it makes the mod more complete...
- slightly changed level up mechanics. Now we have Might and Magic class heroes who have different chance to level spells. See rules.

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anti-victor
anti-victor


Hired Hero
Disciples 2 Map Creator
posted January 05, 2019 11:30 PM

rerryr said:

Update Spell Trainer 1.6:
- added several missing spells like Fortune, Cure, Land Mine and some more. Not that anyone would really use them but it makes the mod more complete...
- slightly changed level up mechanics. Now we have Might and Magic class heroes who have different chance to level spells. See rules.


Holy smokes! You actually did it xD Thank You so much, gonna play out tomorow^^
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Live and Die by the Blade

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