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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: ERM help and discussion
Thread: ERM help and discussion This Popular Thread is 407 pages long: 1 50 100 150 200 250 300 350 ... 370 371 372 373 374 ... 400 407 · «PREV / NEXT»
Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 23, 2019 06:31 PM
Edited by Salamandre at 18:32, 23 Aug 2019.

Yes, all commanders of that type will receive new graphics, there is no way to use two graphics for same ID at same time (not that I'm aware of)

But there are ways to work around that, for example, check before battle if the opponent hero is same class, and if yes, change your hero commander type (CO#:T$) to other type (0-8) then change that one's graphics. Don't forget to switch back after battle.

Example: Crag meets Gurnisson. They both have commander type 6. Change Crag's commander to type 8 (or any) then change THIS commander's graphics.

But in general those def's switch not looking good, as the small portraits will still show previous.

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fanofheroes
fanofheroes


Famous Hero
posted August 23, 2019 09:53 PM

Salamandre said:
Yes, all commanders of that type will receive new graphics, there is no way to use two graphics for same ID at same time (not that I'm aware of)

But there are ways to work around that, for example, check before battle if the opponent hero is same class, and if yes, change your hero commander type (CO#:T$) to other type (0-8) then change that one's graphics. Don't forget to switch back after battle.

Example: Crag meets Gurnisson. They both have commander type 6. Change Crag's commander to type 8 (or any) then change THIS commander's graphics.

But in general those def's switch not looking good, as the small portraits will still show previous.



I also thought of another way around it, if I went through all the heroes available and gave them their unique def (with many overlapping being the non-affected heroes) with the method you suggested in an earlier reply, will each remain true to their new def you think?

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Bersy
Bersy


Honorable
Supreme Hero
posted August 24, 2019 10:27 AM

If you have 8 new defs for heroes and assign them to 8 unique hero classes, heroes will have new unique graphics. Again, afaik hero def is unique for given hero town and class.
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 24, 2019 10:51 AM
Edited by Salamandre at 10:53, 24 Aug 2019.

fanofheroes said:
(for Malekith)
!!SN90:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM179NPC.def^/^CPSYEL.def^; change commander


voodoo, use hero ID only where the syntax allows it - check ERM manual when in doubt.

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laivric
laivric

Tavern Dweller
posted August 27, 2019 05:38 AM

Hey guys, thanks again for all the help. I was trying to edit the Creature Banks (imp caches, dwarven treasury, naga bank, etc). I found the crbank.txt in the MMArchive and tried to edit it and put it back into the file, and put it into the WoGpac for good measure, and there it doesn't make any changes to the game. Is there something that I am missing?
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avatar
avatar


Promising
Supreme Hero
posted August 27, 2019 07:48 AM

Zrbank.txt file located in wog pac archive?

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Bersy
Bersy


Honorable
Supreme Hero
posted August 27, 2019 08:53 AM

Mods\WoG\Data\hmm35wog.pac
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Heroes 3 Era and everything for it. Releases folder for releases.

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fanofheroes
fanofheroes


Famous Hero
posted August 27, 2019 07:52 PM

Salamandre said:
fanofheroes said:
(for Malekith)
!!SN90:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM179NPC.def^/^CPSYEL.def^; change commander


voodoo, use hero ID only where the syntax allows it - check ERM manual when in doubt.


Haha I know, its sketchy, I just thought it would be cool if each hero could have their own looking def commander while maintaining the class to the hero.  :P

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 27, 2019 08:09 PM

fanofheroes said:
Salamandre said:
fanofheroes said:
(for Malekith)
!!SN90:L^era.dll^/?y1 Ay1/^RedirectFile^/?y2 Ey2/1/^ZM179NPC.def^/^CPSYEL.def^; change commander


voodoo, use hero ID only where the syntax allows it - check ERM manual when in doubt.


Haha I know, its sketchy, I just thought it would be cool if each hero could have their own looking def commander while maintaining the class to the hero.  :P


it could be done but would need a plugin :P

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 27, 2019 10:20 PM

fanofheroes said:
I just thought it would be cool if each hero could have their own looking def commander while maintaining the class to the hero.  


Are you serious? That means 155 new creatures, with shooting frames and with similar quality in design. Where you gonna find that??

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fanofheroes
fanofheroes


Famous Hero
posted August 27, 2019 10:50 PM
Edited by fanofheroes at 04:46, 29 Aug 2019.

Salamandre said:
fanofheroes said:
I just thought it would be cool if each hero could have their own looking def commander while maintaining the class to the hero.  


Are you serious? That means 155 new creatures, with shooting frames and with similar quality in design. Where you gonna find that??


Well you could use any creature def from the lists of 100s out there.  edit a few of them and voila.  Plus you don't have to make a unique commander for all of the heroes, just the ones you like for your mod.  Maybe certain key heroes

majaczek said:


it could be done but would need a plugin


Is there a plugin already made for this?

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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted August 29, 2019 02:11 PM

not yet

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laivric
laivric

Tavern Dweller
posted August 31, 2019 11:29 AM

laivric said:
Hey guys, thanks again for all the help. I was trying to edit the Creature Banks (imp caches, dwarven treasury, naga bank, etc). I found the crbank.txt in the MMArchive and tried to edit it and put it back into the file, and put it into the WoGpac for good measure, and there it doesn't make any changes to the game. Is there something that I am missing?


Ok, thanks for pointing out the zcrbank.txt file. I missed it. So I edited it and I can change some things about it like what the banks themselves are called and the rewards they give after beating them, but I can't seem to change or affect the creatures. I attempted to change the creature types by simply changing the name of the creature to what I am looking for. Also, the numbers do not seem to change anything. Is there something I'm doing wrong?

Thank you all again.
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2019 11:32 AM

I think you need ERM for that, there is a receiver CB which  allows you to customize every creature bank to your wishes.

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laivric
laivric

Tavern Dweller
posted August 31, 2019 12:44 PM
Edited by laivric at 12:49, 31 Aug 2019.

Salamandre said:
I think you need ERM for that, there is a receiver CB which  allows you to customize every creature bank to your wishes.


Really? Huh, I'll look into it.

Ok I found the CB list of the banks, but I'm not sure what the code would be like to edit the creatures in it. Any idea what it would look like?
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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted August 31, 2019 01:03 PM

Well, I saw no one until now who would know how an ERM code looks without studying it before

So you should start looking into:

UN receiver, it will find how many CB are on a map then process each one
CB receiver, once UN located a bank, use CB to change values in (check CB column)

There are dozens of mods using this pattern, you can do a quick search, then try some code and post it here for fix if not working.

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laivric
laivric

Tavern Dweller
posted September 12, 2019 10:08 AM

Hey everyone,

I am trying to change a few heroes around to different classes (Knight, cleric, ranger, etc).

For example here are a couple I am trying to make into the Knight class:

ZVSE
!#HE102:B2/0; crag hack
!#HE48:B2/0; fiona

These heroes classes are not changed in game, however there was not an ERM error. Is there a trigger I am missing?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted September 12, 2019 06:50 PM

My guess is that changing class in instructions is too early. Change the class in PI

!?PI;
!!HE102:B2/0; crag hack
!!HE48:B2/0; fiona

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aegis
aegis

Tavern Dweller
posted October 15, 2019 02:27 PM
Edited by aegis at 07:05, 16 Oct 2019.

Hello,

So I wanted to change how the commander looks. I changed def using def tool and everything works, melee, casting, except if you try shooting game crashes.

def file have shooting bmps and shadows...

Anyone know whats the problem ?


Edit: Fixed it. It seems I just needed to make shooting animations longer.


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Klinsk
Klinsk


Hired Hero
posted October 15, 2019 08:25 PM

I think you need to configure something special for Shooting, but I'm not quite sure what, I remember it being said here a few years ago.

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