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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted September 03, 2026 03:05 AM |
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I am really sorry, I am out of business for Heroes, I work now on Grim Dawn. I would have a hard time to remember all the ERM stuff, so is not safe. Try Russian forums ?
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bloodsucker

 
     
Legendary Hero
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posted September 03, 2026 04:38 AM |
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Salamandre said: I am really sorry, I am out of business for Heroes, I work now on Grim Dawn. I would have a hard time to remember all the ERM stuff, so is not safe. Try Russian forums ?
Ok then. Good luck with that one.
I'm also modding another game but it's Battle for Middle Earth 2 - The Return of the Witch King. It was created as Object Oriented and the names of the properties are quite descriptive so it's easy compared to ERM and Google AI has helped a lot. I will see if it can help with this too.
P.S.: It did help but (as often been the case) with tips that led me to find the solution, not the solution.
!#UN:A158/2/4 A158/5/-1;
The axe is now a single slot weapon but it doesn't give any primary skills.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted September 03, 2026 06:22 AM |
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That's because the trigger is elsewhere, it occurs when the Hero equips it :
!?AE1&v998=158; axe
!!HE-1:Fd5/d/d/d;
!?AE0&v998=158;
!!HE-1:Fd-5/d/d/d;
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bloodsucker

 
     
Legendary Hero
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posted September 03, 2026 08:43 AM |
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I know. It's already done but thx.
But you didn't answer the last question. Do you know what has to be changed to get the HD Mod army management features in Era? Cause I had that working in a previous install but then I deleted every thing Heroes III related, to try to solve the crash on editing the heroes and now it doesn't work.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted September 03, 2026 01:07 PM |
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I have no idea, HD mod always worked for me. But not by default, you have to configure the split options. I don't remember which.
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Hero_of_Light

   
    
Responsible
Supreme Hero
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posted October 01, 2026 04:05 PM |
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Hi!
A long while ago, I asked here to have the Inferno Grail changed. I wanted to get rid of the constant "week of Imp" and instead increase the Devils and Archdevils stats to match those of the Angels and Archangels (for all players).
Here's what you gave me:
!?PI;
!!UN:C5015000/1/10; ***Inferno Grail
!?GM0;
!!UN:C5015000/1/10; ***Inferno Grail
And while it works well if the Grail has already been built on the town at the start of the game, it does not work when you build the Grail later on in the game. Week of Imp has indeed been canceled, but the Devils retain their original stats. Can someone please help?
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Not idly do the leaves of Lorien fall.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted October 01, 2026 08:15 PM |
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I see only one code, which cancels the imps week. You have to add a second code for devils stats.
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Hero_of_Light

   
    
Responsible
Supreme Hero
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posted October 03, 2026 10:07 AM |
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So that means that the effect is given by a pluggin or something and not a script, because I cannot find anything like that in mine.
Is there a way to have a daily timer to look if any player built the Inferno grail and then force the changes in stats?
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Not idly do the leaves of Lorien fall.
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Salamandre

     
       
Admirable
Omnipresent Hero
Wog refugee
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posted October 05, 2026 12:21 AM |
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I never heard of a grail building screwing a plugin. I would rather check in all the scripts you run and see if there is some affected by the grail.
Normally your plugin should remove the week of the imps.
Then you need a script run at map generation where you copy angels stats to devils, and that's all.
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