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sfidanza
Promising
Supreme Hero
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posted December 09, 2007 12:37 AM |
bonus applied by VokialBG on 20 Apr 2008. |
Edited by VokialBG at 19:21, 28 Dec 2008.
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~ QUESTIONS Topic and FAQ - Modders Workshop ~
You should find in this post the answers to the most common questions, and links to essential resources. This thread is meant to gather all of your minor question and call for help, so please use it.
New threads with minor questions will be locked, with link to this topic or other existing discussion topic with the same subject.
More general questions (without already existing topics for them) and discussion topics will of course be accepted in their own threads.
--- More help resources ---
Aside from the following FAQ and the whole Modders' Workshop forum, there are other related places where you can find more resources. Questions specific to these resources can be asked in their dedicated thread.
» the Modding Wiki (forum thread) gathers tutorials and techniques about modding, scripting and mapmaking, to which you can contribute as well
» in Curio Cheating Guide (forum thread), you'll find out how to set up the console, and learn about the basic scripting commands and IDs
» in Useful software tools, software list with modding tools, useful for beginners or if you want to try something new.
» there are several pdf tutorials supplied with the game, in "Editor Documentation/" inside the game's install folder (with shortcuts in your Start Menu)
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FAQ - Frequently Asked Questions - Modders Workshop
--- Using a mod ---
What is a mod?
The mod is a .h5u, .h5m or maybe .pak file, that is nothing more than a renamed zip archive. The various extensions have historic reasons: the handling of user content has been improved over patches after the initial release of the game.
At first, mods had to be .pak files, like the game original data, and placed in the same folder (which is not at all safe, should you make some mistake in handling the files). With the release of the map editor, in september 2006, user-made maps with the .h5m extension have started to appear, and we used it for mods as well (in Maps/). Finally, with the release of ToE in october 2007, mods now have their own extension (.h5u) and place (UserMODs/).
How do I install a mod?
You just have to place the mod in the correct subfolder inside your game's installation folder, depending on its extension. The recommended extension depends on your game version:
» 1.6+, 3.0+ (ToE): .h5u file, to be placed in UserMODs/
» 1.3-1.5, 2.0-2.1 (HoF): .h5m file, to be placed in Maps/
» 1.0-1.2 .pak file, to be placed in data/
Warning: The data/ folder already contains a number of .pak files (data.pak, sound.pak, texts.pak, ...), that are ESSENTIAL to the good working of the game. Do NOT touch these files, or you will have to reinstall the game.
If the indicated folder does not exist (like UserMODs/ in 1.6), you can just create it. If the mod has another extension, you can rename it (but first check that it is supposed to work with your version of the game).
Where is my game's installation folder?
By default, it is "C:\Program Files\Ubisoft\Heroes of Might and Magic V" for H5/HoF, and "C:\Program Files\Ubisoft\Heroes of Might and Magic V - Tribes of the East" for ToE. If you changed it during the install process, well... you should know where it is. Inside it, you will find various folders like "bin/", "data/", ...
How do I uninstall a mod?
Just remove the corresponding file from where you installed it.
Can I play online with a mod?
Yes you can. However, depending on the mod, all the others players might need to have it installed as well. It is not necessary for interface mods (like the Xazardous mods), among others, but any mod that change some game mechanics (creatures, heroes...) will have to be shared by all players. This integrity check ensures that multiplayer games are fair.
Knowing exactly which folders or files are checked for multiplayer integrity still requires further investigation.
--- It doesn't work! ---
When I download a mod, I get a .zip file, with folders inside
You are using Internet Explorer, which automatically renames files (without asking - thanks IE!). Just rename the file back to .h5u.
When I download a mod, I get a file with no extension
You are using Internet Explorer, and Windows is hiding .zip extensions from you. This setting is the default Windows configuration, and certainly one of the most stupidest setting regarding security... Anyway, change the setting to view file extensions, and refer to the previous question.
The mod has the correct extension and is in the correct place
First, if you added the extension yourself, refer to the previous question: the file might still have a hidden .zip extension.
If not, it might be a file date problem: the files inside the mod might have an older "modified date" than the corresponding game's file, or maybe another mod's. This "modified date" is used by the game to determine which version of the file should be used, when multiple copies are found. When you install a patch, this is usually the reason why your mods might stop working.
You can remedy the problem yourself, through the Mod Manager: select you mod and use the "Change Date" tool on the left. If you know your way around, you can also unzip the mod, use a date changing tool, and repack.
We need a thread about the Mod Manager from CJD Soft.
--- Creating a mod ---
I wanna be a modder!
.pak, .h5m, .h5u files are zip archives, and can be opened with any good archiver (use winrar to be safe). Start by having a look around in mods made by others. Have a look in data/data.pak as well (but do NOT change anything in it): this is where all the moddable game data is stored. And come to the Modders' Workshop to discuss your ideas or get help from the Heroes Community.
I changed a file, but the game doesn't use it
The first possible cause is that you placed it in the wrong path.
If the path is correct, then you should know that the game will not replace some of its files. I've mostly seen it with .dds files (textures), but not only. The trick in this case is that the game always uses a .(Texture).xdb file that references the actual .dds file. This .xdb file itself can be overwritten: give your new .dds another unused name, and point the .(Texture).xdb to the new file.
What archive format should I use to package my mod?
A mod is a ZIP archive (normal compression works fine). It will NOT work if you use a RAR archive. Once you have your .zip file, you can change its extension to .h5u (unless you are targeting HoF 2.1 only, in which case you might use the .h5m extension).
What user content is considered by the game?
Mods and maps are actually the same for the game. The difference is made to keep things clear for the players. In the same spirit, the game also loads user campaigns and duel presets, so let's sum up all the possible extensions and places for user content:
» .h5u archive in UserMODs/
» .h5m archive in Maps/
» .h5c archive in Campaigns/
» .h5p archive in DuelPresets/
» .pak archive in data/
» raw files in data/ (not archived but with the correct folder structure)
This could be investigated further, but as far as I know, any method gives the same result in-game.
The map editor, however, only loads files from data/ (.pak or raw).
--- Sharing a mod ---
HC fail Space
HC File Space is a managed storage for materials important to HC threads. For example: member photographs, screenshots and files of posted maps and MODs, contest entries.
If you wish to upload your MOD contact:
Send HCM to VokialBG or email to vokialbg@heroescommunity.com
Others
Like for images, there are many sites where you can host files for free, for example mediafire.com or megaupload.com, among others.
Once your file is hosted, start a thread here with subject:
- For TotE mods:
"[Mod TotE] My mod title" (obviously not "My mod title", but the title of your mod - well, you get it).
- For HoF mods:
"[Mod HoF] My mod title"
- For original Heroes 5
"[Mod H5] My mod title"
In your post, describe your mod, give the link, a screenshot if relevant, the author(s), the targeted game version, and anything that might help players, like multiplayer compatibility.
If your mod is useful and used, and if you agree, we might host it on AoH so that the file stays easily available in the long run.
------------------------------------------------------------------------
For specialized questions and discussions
3D Attempts and Theories|Sounds and Music|Map Scripting|Texture Editing|Texts and Interface|XDB Modding
Choose your category and post there.
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guarder
Supreme Hero
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posted December 09, 2007 07:36 AM |
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Is it more errors with thishttp://www.mediafire.com/?84dpdawyn9m it's a spell for original version with very high damage. it was higher before but i lowered the damage a little bit
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted December 09, 2007 11:49 AM |
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I have a problem. I want to make non-shooting creature to shooting one. Is it possible? what about animation? thx
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HoMM3Lite
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2ndHero
Famous Hero
Floppy Slayer
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posted December 09, 2007 01:46 PM |
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Can someone tell me where the renegade haven units' textures are located in the data.pak?
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Help and suggestions needed here.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted December 09, 2007 02:06 PM |
bonus applied by VokialBG on 20 Apr 2008. |
Edited by VokialBG at 17:22, 20 Apr 2008.
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Characters\Creatures\Renegades, I think.
Moderators Note: QP applied for for answering numerous of questions and sharing a lot of knowledge with the community.
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2ndHero
Famous Hero
Floppy Slayer
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posted December 09, 2007 02:23 PM |
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I found the textures but when i changed brute texture in the game it was normal. I might have a typo in the folders of the mod.
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Help and suggestions needed here.
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GenieLord
Honorable
Legendary Hero
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posted December 09, 2007 07:02 PM |
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Quote: I have a problem. I want to make non-shooting creature to shooting one. Is it possible? what about animation? thx
Go to GameMechanics/Creature/Creatures, go to the folder of the faction of the creatures you need, find the XDB file of the creature, go to the bottom and add to the abilities: <Item>ABILITY_SHOOTER</Item>
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted December 09, 2007 07:25 PM |
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LOL?
You just need to type number of shots between <Shots> tag...
Even If you did like GL had written the creature you want to mod woudn't shot because of no ammunition avaible.
About animation, find creture's arena animations file and add one with 'rangeattack' value.
If you don't get it I'll post how to do it, but now I just don't have time.
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sfidanza
Promising
Supreme Hero
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posted December 09, 2007 07:45 PM |
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Edited by sfidanza at 19:48, 09 Dec 2007.
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@2ndHero:
to find some textures or anims, start from the creature's main files:
for combat visual: GameMechanics\CreatureVisual\Creatures\...
for adv-map visual: MapObjects\FACTION\...
For example, in GameMechanics\CreatureVisual\Creatures\Haven\Renegates\Seraph.xdb, you'll find:
<AnimCharacter href="/Characters/Creatures/Renegades/Archangel.(Character).xdb#xpointer(/Character)"/>
Then, in Characters/Creatures/Renegades/Archangel.(Character).xdb
<Model href="Archangel.xdb#xpointer(/Model)"/>
<ArenaAnimSet href="Archangel-arena.xdb#xpointer(/AnimSet)"/>
...
If your paths are correct, it's possible that certain .dds files do not let them replace as usual. In which case, you'll need to hijack the .(Texture).xdb instead, and change the .dds name.
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@BIGJOCKER:
Yes, just add shots to the creature.
There will no shooting animation, unless you specify one, which is done in the arena AnimSet (usually in \_(AnimSet)\Creature, but see my comment above to be sure).
The AnimSet is a list of anim keywords associated to BasicSkelAnim files. The shooting animation is the "rangeattack" keyword. You'll need to add it if it doesn't exist, for example giving it the "attack00" or "attack01" or "stir00" animation.
@GenieLord: no, it doesn't work like that.
ABILITY_SHOOTER is actually implicit, controlled by <Shots>.
(it seems I've been too long to reply, and Radar gave the answer already...)
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@guarder:
- your text files should be in UTF-16LE, not windows-1252
The rest is more complex:
- adding a new spell requires editing the .exe file (and types.xml and UndividedSpells.xdb).
- to test it, you can replace an existing spell (which requires only editing types.xml and UndividedSpells.xdb). But there are apparently some hard-encoded behavior, so if you replace Holy_Word, it will work like Holy_Word, not on single target (or maybe there's something I overlooked). Anyway, the easiest is to test it by replacing SPELL_LIGHTNING_BOLT (one occurrence in UndividedSpells.xdb, and 2 in types.xml).
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted December 09, 2007 07:52 PM |
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Quote: @BIGJOCKER:
Yes, just add shots to the creature.
There will no shooting animation, unless you specify one, which is done in the arena AnimSet (usually in \_(AnimSet)\Creature, but see my comment above to be sure).
The AnimSet is a list of anim keywords associated to BasicSkelAnim files. The shooting animation is the "rangeattack" keyword. You'll need to add it if it doesn't exist, for example giving it the "attack00" or "attack01" or "stir00" animation.
But will it shoot an arrow, a fireball or anything, or there will be no animation for that?
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HoMM3Lite
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted December 09, 2007 07:56 PM |
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I'm quite sure you'll have to add that stuff in as an effect. Look around in other ranged creatures' files like the Archer and you'll probably discover something.
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted December 09, 2007 09:24 PM |
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Quote: I'm quite sure you'll have to add that stuff in as an effect. Look around in other ranged creatures' files like the Archer and you'll probably discover something.
Yes, I found something like this...BUT where are files of ToE creature animation movement files?
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HoMM3Lite
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted December 09, 2007 09:27 PM |
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You must specify it in separate file. Sadly I can't explain how right now (viewing hc in bed by mobile phone ) but sfidanza likes to enlighten people
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted December 09, 2007 09:35 PM |
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Quote: BUT there are files of ToE creature animation movement files?
Of course there are, everything in ToE works much the same as in the original and HoF. The only real new things to do with modding are the abilities.
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bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted December 09, 2007 09:37 PM |
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Quote:
Quote: BUT there are files of ToE creature animation movement files?
Of course there are, everything in ToE works much the same as in the original and HoF. The only real new things to do with modding are the abilities.
You didn't understand. I mean I can find movement files of normal H5 in AnimSet folder but there aren't movement files of ToE creatures in that folder. So where are they?
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HoMM3Lite
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted December 09, 2007 09:42 PM |
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Edited by Cepheus at 21:45, 09 Dec 2007.
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Well, sorry, to me it looked like you were asking whether the files existed or not... anyway they are conveniently packed with the Alternate Upgrade textures, in \Characters\Creatures\(Faction Name)\AlternateUpgrade.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted December 09, 2007 09:46 PM |
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Is that hard to tap F3 with Winrar?
With the time Nival switched to Characters\Creatures folder.
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mamgaeater
Legendary Hero
Shroud, Flying, Trample, Haste
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posted December 09, 2007 10:33 PM |
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Is it possible to take models, textures, and animations from another game and implement it into h5 is there a way to do this.
I have seen this happen in other games but is it possible for heroes and what are the basics for a h5 creature.
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Protection From Everything.
dota
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted December 09, 2007 11:41 PM |
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guarder
Supreme Hero
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posted December 10, 2007 07:25 AM |
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Well, i think i just give up the spell thing. I'm just a noob in modding. If anyone want to try the spell thing, just download the file in the second post. I don't have copyright on that
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