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Heroes Community > Heroes 5 - Modders Workshop > Thread: New Heroes
Thread: New Heroes This thread is 4 pages long: 1 2 3 4 · «PREV / NEXT»
Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted February 24, 2007 03:40 PM
Edited by Kronos1000 at 17:46, 24 Feb 2007.

Vokial, could you give me some assistence I'm working on a mod that brings the Black Knight back. And it should apear in maps. I created a shared file and a shared_group or something. But on the map he looks like a Peasant but in a battle he looks correct would you like to check it for me? Black_knight

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 24, 2007 04:24 PM
Edited by VokialBG at 16:26, 24 Feb 2007.

I really can't work with the map editor, I even can't make your Black Knight mod to work, And really can't get the problem

You want to add new neutrals or... ?
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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted February 24, 2007 04:28 PM
Edited by Kronos1000 at 17:45, 24 Feb 2007.

Well, I want to add him in the game 'cause he does exist but he is hidden he does not appear he has no pic he doesn't have a share file and the horse isn't correct.

So in this mod I corrected all of this except for his adventuremap apearence. I think I'm missing a file.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 24, 2007 05:05 PM
Edited by VokialBG at 18:06, 24 Feb 2007.

Aaaaaahhhhh, right

I get it and the problem too but I thint, that I must post the explanation in other thread, wait for it (maybe 30 min.)

EDIT:

*%$@&^^^ My mistake I can't post the explanation, but see this

Yeti MOD it add the Yeti... all files for this operation are in just see them and you will now what you need


P.S.

Your MOD work fine in Duel Mode
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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted February 24, 2007 09:05 PM

I don't have a clue what's missing I've checked everything and couldn't find it.

btw. what do you mean with "it works fine in duel mode"?

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted February 24, 2007 09:09 PM
Edited by VokialBG at 21:10, 24 Feb 2007.

Try to add to one of the Duel Heroes some Black Knights (and do not forget to add your MOD too) --->>> I duel MOD (then in Battle too) the MOD work.
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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted February 25, 2007 08:04 AM

I knew that but on the adventure map he still looks like a Peasant

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PhoenixNight
PhoenixNight

Tavern Dweller
posted March 08, 2007 09:37 AM

Howdy, I just edited all my necropolis heroes, because I wanted to start without all those skills I dont want and want to start with ones i've preset, and well, I am also receiving a Database Error

'Hero "/MapObjects/Necropolis/Effig.(AdvMapHeroShared).xdb#xpointer(/AdvMapHeroShared)" has no selection'

Then It says press ok to skip the following heroes checks, and whether I press ok or cancel it gives me another error saying, "Original Game Heroes of Might and Magic V not found"

Here is what my the heroes Effi'g xdb looks like:

<?xml version="1.0" encoding="UTF-8"?>
<AdvMapHeroShared ObjectRecordID="58">
<Model href="/_(Model)/Heroes/Knight_LOD.(Model).xdb#xpointer(/Model)"/>
<AnimSet href="/_(AnimSet)/Heroes/Knight_LOD-adv.(AnimSet).xdb#xpointer(/AnimSet)"/>
<blockedTiles/>
<holeTiles/>
<activeTiles>
<Item>
<x>0</x>
<y>0</y>
</Item>
</activeTiles>
<passableTiles/>
<PossessionMarkerTile>
<x>0</x>
<y>0</y>
</PossessionMarkerTile>
<Effect/>
<EffectWhenOwned/>
<messagesFileRef/>
<WaterBased>false</WaterBased>
<ApplyHeroTrace>false</ApplyHeroTrace>
<SoundEffect/>
<flybyMessageFileRef href=""/>
<ObjectTypeFileRef href="/Text/Visibility_Types/Units.txt"/>
<TerrainAligned>false</TerrainAligned>
<FlyPassable>true</FlyPassable>
<AdventureSoundEffect/>
<RazedStatic/>
<Icon128/>
<InternalName>Effig</InternalName>
<Class>HERO_CLASS_NECROMANCER</Class>
<Specialization>HERO_SPEC_REANIMATOR</Specialization>
<PrimarySkill>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_NECROMANCY</SkillID>
</PrimarySkill>
<SpecializationNameFileRef href="/Text/Game/Heroes/Specializations/Necropolis/Reanimator/Name.txt"/>
<SpecializationDescFileRef href="/Text/Game/Heroes/Specializations/Necropolis/Reanimator/Description.txt"/>
<SpecializationIcon href="/Textures/HeroScreen/Specializations/Necropolis/Reanimator.xdb#xpointer(/Texture)"/>
<FaceTexture href="/Textures/Icons/Heroes/Necropolis/Necropolis_Raven_128x128.(Texture).xdb#xpointer(/Texture)"/>
<FaceTextureSmall href="/Textures/Icons/Heroes/Necropolis/Necropolis_Raven_128x128_64.(Texture).xdb#xpointer(/Texture)"/>
<HeroCharacterArena href="/Characters/Heroes/Necromancer.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee/>
<HeroCharacterAdventure href="/Characters/Heroes/Necromancer_LOD.(Character).xdb#xpointer(/Character)"/>
<HeroIndividualCamera/>
<CombatVisual href="/GameMechanics/CreatureVisual/Heroes/Necromancer.xdb#xpointer(/CreatureVisual)"/>
<TownType>TOWN_NECROMANCY</TownType>
<Editable>
<NameFileRef href="/Text/Game/Heroes/Persons/Necropolis/Effig/Name.txt"/>
<BiographyFileRef href="/Text/Game/Heroes/Persons/Necropolis/Effig/Bio.txt"/>
<Offence>1</Offence>
<Defence>1</Defence>
<Spellpower>3</Spellpower>
<Knowledge>2</Knowledge>
<skills>
<Item>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_SORCERY</SkillID>
</Item>
</skills>
<perkIDs>
<Item>HERO_SKILL_MASTER_OF_ANIMATION</Item>
</perkIDs>
<spellIDs>
<Item>SPELL_ANIMATE_DEAD</Item>
</spellIDs
<Ballista>true</Ballista>
<FirstAidTent>true</FirstAidTent>
<AmmoCart>true</AmmoCart>
<FavoriteEnemies/>
</Editable>
<ArrowButtonState>0</ArrowButtonState>
<Decal/>
<Selection href="/_(Model)/Heroes/Necromancer_Path/Symbol.xdb#xpointer(/Model)"/>
<Trace href="/MapObjects/_(AdvMapHeroTraceSet)/Necropolis.xdb#xpointer(/AdvMapHeroTraceSet)"/>
<RaceTraitIcon/>
<RaceTraitDescFileRef href=""/>
<ScenarioHero>false</ScenarioHero>
<AdventureMusic/>
<HideInEditor>false</HideInEditor>
</AdvMapHeroShared>


I am workig with HoMM V: HoF v2.01

I made changes to one of the heroes before, and it had no problems running the changed version, so maybe I accidently deleted some important code somewhere.

The file directory I am working with is
../dataa1/a1-data.pak/MapObjects/Necropolis/
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BaronHarkonnen
BaronHarkonnen

Tavern Dweller
posted March 08, 2007 10:48 AM
Edited by BaronHarkonnen at 10:49, 08 Mar 2007.

Quote:
Howdy, I just edited all my necropolis heroes, because I wanted to start without all those skills I dont want and want to start with ones i've preset, and well, I am also receiving a Database Error

I am workig with HoMM V: HoF v2.01

I made changes to one of the heroes before, and it had no problems running the changed version, so maybe I accidently deleted some important code somewhere.

The file directory I am working with is
../dataa1/a1-data.pak/MapObjects/Necropolis/


Hi! I think I can´t really help you with this one, but could you tell me how did you get your modifications to work to your hero?

I have also HoF 2.01 and I have been trying to create a new hero with instructions provided in this thread. However I don´t seem to get my hero visible for selection in the game. I have modified (at least I think I have) all the pak -files, including p0-data, p1-data, p2-data, p3-data (the patches) but no result.

There are some weird ones, for example the hero face pictures.

<FaceTexture href="/Textures/Icons/Heroes/Necropolis/Necropolis_Naadir_128x128.(Texture).xdb#xpointer(/Texture)"/>
<FaceTextureSmall href="/Textures/Icons/Heroes/Necropolis/Necropolis_Naadir_128x128_64.(Texture).xdb#xpointer(/Texture)"/>

But there was no Necropolis folder in a1-data.pak at all. Only hero which face I was able to find from Hammers of Fate was Heaven_Duncan. Where the hell are all the face pictures of other heroes? It came to my mind if Hammers of Fate uses the basic Heroes 5 data also as these both games are in same directory at least I have. Does anyone know?

Other thing that gives me trouble: Editing some maps starting heroes. I can´t seem to figure out which scenario is which cause they are in folder´s like L1M2. I was able to trace with xdb files these to text files so that I am 70 % sure that I edited and tried the same scenario.

But what about when it comes to map you have made with random map generator or by yourself? There is only h5m -file. Where can I edit available heroes list? I poked around and found from Editor -folder H5Mmods -folder and from there I found files of the maps I had made. I changed the available heroes list, but yet there hasn´t been my own hero to choose when I try to play. Any tips?

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SpellCaster
SpellCaster

Tavern Dweller
posted March 25, 2007 10:24 AM

Is that possible to give hero two specializations? if yes plz say how. Here is typical hero file:

<?xml version="1.0" encoding="UTF-8"?>
<AdvMapHeroShared ObjectRecordID="10">
<Model href="/_(Model)/Heroes/Knight_LOD.(Model).xdb#xpointer(/Model)"/>
<AnimSet href="/_(AnimSet)/Heroes/Knight_LOD-adv.(AnimSet).xdb#xpointer(/AnimSet)"/>
<blockedTiles/>
<holeTiles/>
<activeTiles>
<Item>
<x>0</x>
<y>0</y>
</Item>
</activeTiles>
<passableTiles/>
<PossessionMarkerTile>
<x>0</x>
<y>0</y>
</PossessionMarkerTile>
<Effect/>
<EffectWhenOwned/>
<messagesFileRef/>
<WaterBased>false</WaterBased>
<ApplyHeroTrace>false</ApplyHeroTrace>
<SoundEffect/>
<flybyMessageFileRef href=""/>
<ObjectTypeFileRef href="/Text/Visibility_Types/Units.txt"/>
<TerrainAligned>false</TerrainAligned>
<FlyPassable>true</FlyPassable>
<AdventureSoundEffect/>
<RazedStatic/>
<Icon128/>
<InternalName>Sarge</InternalName>
<Class>HERO_CLASS_KNIGHT</Class>
<Specialization>HERO_SPEC_JOUSTING</Specialization>
<PrimarySkill>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_TRAINING</SkillID>
</PrimarySkill>
<SpecializationNameFileRef href="/Text/Game/Heroes/Specializations/Haven/Jouster/Name.txt"/>
<SpecializationDescFileRef href="/Text/Game/Heroes/Specializations/Haven/Jouster/Description.txt"/>
<SpecializationIcon href="/Textures/HeroScreen/Specializations/Haven/Jouster.xdb#xpointer(/Texture)"/>
<FaceTexture href="/Textures/Icons/Heroes/Heaven/Heaven_Klaus_128x128.(Texture).xdb#xpointer(/Texture)"/>
<FaceTextureSmall href="/Textures/Icons/Heroes/Heaven/Heaven_Klaus_128x128_64.(Texture).xdb#xpointer(/Texture)"/>
<HeroCharacterArena href="/Characters/Heroes/Knight.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee href="/Characters/Heroes/Knight_strike.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterAdventure href="/Characters/Heroes/Knight_LOD.(Character).xdb#xpointer(/Character)"/>
<HeroIndividualCamera/>
<CombatVisual href="/GameMechanics/CreatureVisual/Heroes/Knight.xdb#xpointer(/CreatureVisual)"/>
<TownType>TOWN_HEAVEN</TownType>
<Editable>
<NameFileRef href="/Text/Game/Heroes/Persons/Haven/Sarge/Name.txt"/>
<BiographyFileRef href="/Text/Game/Heroes/Persons/Haven/Sarge/Bio.txt"/>
<Offence>1</Offence>
<Defence>2</Defence>
<Spellpower>1</Spellpower>
<Knowledge>1</Knowledge>
<skills>
<Item>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_OFFENCE</SkillID>
</Item>
</skills>
<perkIDs>
<Item>HERO_SKILL_HOLY_CHARGE</Item>
</perkIDs>
<spellIDs/>
<Ballista>false</Ballista>
<FirstAidTent>false</FirstAidTent>
<AmmoCart>false</AmmoCart>
<FavoriteEnemies/>
</Editable>
<ArrowButtonState>0</ArrowButtonState>
<Decal/>
<Selection href="/_(Model)/Heroes/Knight_Path/Symbol.(Model).xdb#xpointer(/Model)"/>
<Trace href="/MapObjects/_(AdvMapHeroTraceSet)/Haven.xdb#xpointer(/AdvMapHeroTraceSet)"/>
<RaceTraitIcon/>
<RaceTraitDescFileRef href=""/>
<ScenarioHero>false</ScenarioHero>
<AdventureMusic/>
<HideInEditor>false</HideInEditor>
</AdvMapHeroShared>

-------------------------------
Do i have to change it like that <Specialization>HERO_SPEC_JOUSTING</Specialization> to <Specialization>HERO_SPEC_JOUSTING,HERO_SPEC_POISONER</Specialization> ?(it is just example)

thx
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sfidanza
sfidanza


Promising
Supreme Hero
posted March 25, 2007 02:08 PM

If it works, it's clearly a bug. There is no UI for 2 specs on a hero (where would the 2nd icon go?).
You can try and let us know.

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VokialBG
VokialBG


Honorable
Legendary Hero
First in line
posted March 25, 2007 02:32 PM
Edited by VokialBG at 14:34, 25 Mar 2007.

Quote:
If it works, it's clearly a bug. There is no UI for 2 specs on a hero (where would the 2nd icon go?).
You can try and let us know.


2 specs - tyhis is not possibly. But maybe if you fix the exe file... who knows, I guess no...
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BaronHarkonnen
BaronHarkonnen

Tavern Dweller
posted November 04, 2007 08:42 PM

When creating a new hero, where can you determine if this hero of yours comes visible to Map Editor´s selections bars? This information would help a lot for example in creation of own campaigns.

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BaronHarkonnen
BaronHarkonnen

Tavern Dweller
posted November 06, 2007 09:29 AM
Edited by BaronHarkonnen at 09:30, 06 Nov 2007.

Has anyone made a new hero and then tried to use it in Map Editor? I´m still wondering why your selfmade heroes won´t come available to Map Editor. I get them to work in game but does it need something more than hero file to AdvMapSharedGroup?

Is there somekind of available heroes list for Map Editor also? I can´t figure this out...anyone knows?

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sfidanza
sfidanza


Promising
Supreme Hero
posted November 06, 2007 03:35 PM

1. At the moment, the map editor only loads .h5m files in Maps/, not .h5u files in UserMODs/

2. I assume you checked that already: the hero file has a  <HideInEditor> tag at the end.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted November 06, 2007 03:53 PM

Well Sfidanza that does not work I have made some new Heroes for ToK as well none of them has HideInEditor set to true and still they don't apear in the bar, so I just manually add them using the shared tab. I have no idea how to solve it
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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sfidanza
sfidanza


Promising
Supreme Hero
posted November 07, 2007 01:58 AM

Indeed. I didn't find it either. Adding a ref in MapObjects/_(AdvMapObjectLink)/... didn't work.
Either there is a ref table somewhere with the list of objects for the editor (but I didn't find it), or it's hard coded in the binary.

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BaronHarkonnen
BaronHarkonnen

Tavern Dweller
posted November 08, 2007 04:09 PM

Thanks Kronos for telling the round way to do the trick

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vinetu80
vinetu80


Adventuring Hero
posted November 10, 2007 02:12 PM

I post this in another thread but no one seemed to heed it... So here we go again

Hello, my first post in modders workshop

I have a question: Before Tote, I have downloaded a modded version of a map Dragon Pass, and in Map Properties I was able to choose which artifacts to appear on the map, to put all campaign heroes etc.

Now that Tote is here, I just put that map in Tote Maps folder, checked all heroes to appear (ALL of that in vain hope that I will FINALLY be able to play with Valeria) but no! For a reason that is eluding me, with apsolutely all heroes checked, I can pick Freyda (Windrider-HOF), Isabel (Suzerain), Isabel (Dragonblessed), Godric, Bertrand, Gabrielle, Benedikt, but no Andreas, Lorenzo nor Valeria. Other factions behave in similar manner, I can for exemple pick Ornella but not Arantir although both are checked.

Now if ANYONE can mod me only that particular map (Dragon Pass) or tell me what to do with the existing one, so I am able to play with Valeria, and that new tote dungeon dude and put a link to download it, he'd be my newfound deity

Thanx in advance.

____________
"Arrogant scum!"
"How do you do Miss Scum, my name is Agrael; or do your friends call you Arrogant?"

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sfidanza
sfidanza


Promising
Supreme Hero
posted November 12, 2007 07:46 PM
Edited by sfidanza at 19:46, 12 Nov 2007.

@Vinetu80: This should solve your problem:
http://heroescommunity.com/viewthread.php3?TID=24168

Campaign heroes will be unlocked in all multiplayer maps in ToE.

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