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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted September 11, 2018 10:25 PM |
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Gidoza said:
Moreover, Power of Dragons (for example) for H5.5 has different values in it than what's in DefaultStats.xdb, so I feel like there's yet more of the story to be told.
Simply put Magno adjusted the already existing values of the dragon artifact or just nulled the one that were OP or not needed. That is all Defaultstats.xdb work.
The new ones were codded with LUA. Everything new in regards to artifacts is LUA and can be found in the script places I pointed a few replies above.
Cheers!
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 11, 2018 10:28 PM |
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Standart appears regardless of prerequisites whether it was intended or not. Special does not need to have a requirement, it simply always occupies the slot of advanced abilities on level ups. Unlike standart, you can prevent a special from appearing in a specific faction.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted September 21, 2018 01:21 PM |
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Is it possible to assign an artifact set bonus to different artifacts than the originals? Or better yet, to assign the set bonus to a single artifact? Speaking of 3.1, not H5.5.
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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Gidoza
Famous Hero
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posted September 25, 2018 10:42 PM |
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Quote: Simply put Magno adjusted the already existing values of the dragon artifact or just nulled the one that were OP or not needed. That is all Defaultstats.xdb work.
Still don't understand, as Defaultstats.xdb looks to me like it has the same values as in Vanilla.
Anyways - I was playing and noticing that my Windmills, Water Wheels, etc that I have "captured" (for lack of a better word) don't actually give anything at the beginning of the week; furthermore, I can't even access them manually after I've "captured" them. Is this normal? Where would be the appropriate code for this so I can check it?
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whitetiger
Tavern Dweller
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posted October 02, 2018 11:57 AM |
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I've been playing map ''[url=http://www.maps4heroes.com/forum/opinions.php?map_id=481&game=5]The Forgotten Hero[/url]''. Near the end after defeating enemy hero my cursor turns into hourglass. After that only thing I can do is exit game. Is there any way to fix this? This map is made for 3.1 version and I've been playing it on 5.5 version.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted November 11, 2018 02:42 PM |
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Edited by Elvin at 14:44, 11 Nov 2018.
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After reassigning random caster to another unit, I noticed that it lacks an icon. How could I add a skill or creature portrait icon to it?
I am currently using it on sprites, renamed as pixie dust. If I wanted it to have a warlock's luck(or mystic specialty) icon, what would I change?
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H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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kruczek
Tavern Dweller
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posted November 21, 2018 07:37 PM |
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Homm 5.5 keeps crashing during AI turn. Is there a way to check whats is wrong. I have done all the usual fixes ( deactived artifact merchanst in user setting, write @H55_FixAICTD(); in game consol ).
Any ideas?
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Fahrtahn_Yhu
Tavern Dweller
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posted November 24, 2018 01:12 AM |
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I was mucking about with the GameMechanics > RPGStats > DefaultStats.xdb file and looking to modify the default scouting radius of the hero. I found the default setting of 12 too high, so to give myself more of a challenge I reduced it to 5. I raised the scouting skill bonus to 5 and reduced the silent stalker bonus to 10, for a total possible scouting radius of 20 with all the skills combined
When I begin the game however, the scouting radius changes have no effect and the starting scouting radius is still 12. I have also made changes to base movement,neutral monster coefficients as well as human and AI starting resources and these changes HAVE taken effect. Below is that section of my DefaultStats.xdb with the changes and the desired scouting mods in bold. What am I missing with regards to changing the default scouting radius?
<adventure>
<BaseHeroMovement>2000</BaseHeroMovement>
<BaseHeroLookRange>5</BaseHeroLookRange>
<MinCreatureSpeed>2</MinCreatureSpeed>
<MaxCreatureSpeed>10</MaxCreatureSpeed>
<DepthBetweenFloors>10</DepthBetweenFloors>
<VisitFountainOfYouthMovementBonus>400</VisitFountainOfYouthMovementBonus>
<VisitRallyFlagMovementBonus>200</VisitRallyFlagMovementBonus>
<VisitOasisMovementBonus>800</VisitOasisMovementBonus>
<VisitStablesMovementBonus>600</VisitStablesMovementBonus>
<ForWeekStablesMaxLandMovementBonus>600</ForWeekStablesMaxLandMovementBonus>
<LighthouseMaxSeaMovementBonus>500</LighthouseMaxSeaMovementBonus>
<HeroManaPerKnowledge>10</HeroManaPerKnowledge>
<Respawn>
<MonstersMin>2</MonstersMin>
<MonstersMax>5</MonstersMax>
<MonstersRandomUpgradeSub>0.3</MonstersRandomUpgradeSub>
<MonsterDowngradeProb>0.05</MonsterDowngradeProb>
<MonsterDowngradeMult>2</MonsterDowngradeMult>
<MonsterProbabilityPerCell>0.002</MonsterProbabilityPerCell>
</Respawn>
<StartHumanResources>
<Item>
<Wood>30</Wood>
<Ore>30</Ore>
<Mercury>15</Mercury>
<Crystal>15</Crystal>
<Sulfur>15</Sulfur>
<Gem>15</Gem>
<Gold>30000</Gold>
</Item>
<Item>
<Wood>20</Wood>
<Ore>20</Ore>
<Mercury>10</Mercury>
<Crystal>10</Crystal>
<Sulfur>10</Sulfur>
<Gem>10</Gem>
<Gold>20000</Gold>
</Item>
<Item>
<Wood>10</Wood>
<Ore>10</Ore>
<Mercury>5</Mercury>
<Crystal>5</Crystal>
<Sulfur>5</Sulfur>
<Gem>5</Gem>
<Gold>10000</Gold>
</Item>
<Item>
<Wood>0</Wood>
<Ore>0</Ore>
<Mercury>0</Mercury>
<Crystal>0</Crystal>
<Sulfur>0</Sulfur>
<Gem>0</Gem>
<Gold>0</Gold>
</Item>
</StartHumanResources>
<StartComputerResources>
<Item>
<Wood>10</Wood>
<Ore>10</Ore>
<Mercury>5</Mercury>
<Crystal>5</Crystal>
<Sulfur>5</Sulfur>
<Gem>5</Gem>
<Gold>10000</Gold>
</Item>
<Item>
<Wood>20</Wood>
<Ore>20</Ore>
<Mercury>10</Mercury>
<Crystal>10</Crystal>
<Sulfur>10</Sulfur>
<Gem>10</Gem>
<Gold>20000</Gold>
</Item>
<Item>
<Wood>30</Wood>
<Ore>30</Ore>
<Mercury>15</Mercury>
<Crystal>15</Crystal>
<Sulfur>15</Sulfur>
<Gem>15</Gem>
<Gold>30000</Gold>
</Item>
<Item>
<Wood>50</Wood>
<Ore>50</Ore>
<Mercury>25</Mercury>
<Crystal>25</Crystal>
<Sulfur>25</Sulfur>
<Gem>25</Gem>
<Gold>50000</Gold>
</Item>
</StartComputerResources>
<ChestMinorArtifactChance>5</ChestMinorArtifactChance>
<NeutralsInCampaign>
<CountCoefs>
<Item>0.5</Item>
<Item>1</Item>
<Item>1.25</Item>
<Item>1.5</Item>
</CountCoefs>
<ExpCoefs>
<Item>2</Item>
<Item>1</Item>
<Item>0.75</Item>
<Item>0.67</Item>
</ExpCoefs>
<WeeklyGrowCoefs>
<Item>1.05</Item>
<Item>1.1</Item>
<Item>1.15</Item>
<Item>1.2</Item>
</WeeklyGrowCoefs>
</NeutralsInCampaign>
<NeutralsNotInCampaign>
<CountCoefs>
<Item>0.5</Item>
<Item>1</Item>
<Item>1.25</Item>
<Item>1.5</Item>
</CountCoefs>
<ExpCoefs>
<Item>2</Item>
<Item>1</Item>
<Item>1</Item>
<Item>1</Item>
</ExpCoefs>
<WeeklyGrowCoefs>
<Item>1.05</Item>
<Item>1.1</Item>
<Item>1.15</Item>
<Item>1.2</Item>
</WeeklyGrowCoefs>
</NeutralsNotInCampaign>
<HeroSkills>
<Scouting_VisibilityIncrease>5</Scouting_VisibilityIncrease>
<DisguiseAndReckon_VisibilityIncrease>10</DisguiseAndReckon_VisibilityIncrease>
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted November 24, 2018 09:58 AM |
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@Elvin open creature XDB file and find a row that says
Visual href=blablabla#xpointer
^ find this file and inside check for:
Icon128 href=blablabla#xpointer
^this is your Icon config file. Find it and you will see the icon in the same folder next to it in DDS format.
@kruczek, if it in single player it is possible that it is a bad installation issue. Follow this guide.
@Fahrtahn_Yhu, some values are hardcodded in the game Exe file so changing the defaultstats.xdb sometimes does nothing.
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Fahrtahn_Yhu
Tavern Dweller
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posted November 24, 2018 07:48 PM |
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Would I be correct in assuming that the only way to modify the base scouting range then is through hex editing the .exe file?
If so, where would you go about finding that specific value in the hex editor? I have not previously dabbled in hex editing up to this point.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted November 25, 2018 11:48 AM |
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@Fahrtahn_Yhu, I suppose so but I am not 100% certain.
If dont have any clue what hex editing is I want to warn you that it is difficult and requires a lot of time to spend on researching the game exe itself (not including the knowledge you have to acquire about hex editing itself).
I have setup a hex editing startup guide with all necessary items one needs to begin but have in mind that is far from enough to make an ingame change unless you know what you are doing. You can find the guide here.
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Join our official discord channel | NCF Utility Beta
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Fahrtahn_Yhu
Tavern Dweller
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posted November 25, 2018 07:36 PM |
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Cool, thank you. I'll take a look through that.
There was one more thing I was wondering about. It's relatively minor and doesn't really affect gameplay and may have already been addressed elsewhere. When I play as the inferno faction the symbol that appears above my castle and flagged structures is the symbol of the barbarian faction and not the corresponding hexagram of the inferno faction. Why is this, and are you aware of how this can be fixed?
I currently have Hereos 5 ToE v. 3.1 with the enhanced AI mod.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted December 24, 2018 01:55 PM |
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saberrider
Tavern Dweller
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posted January 25, 2019 07:00 AM |
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Hello, I'm trying to edit a hero avatar/icon/portrait using tips from here and there since I can't find a complete tutorial (the texture editing guide says that Icons tutorial is coming soon).
What I've gathered so far:
1)Create a folder path looking like Textures/Icons/Heroes/(Town Name)
2)Open data.pak and extract the 4 files corresponding to a particular hero to the path above.
3)Open the pic I want to use in photoshop.
4)Save the pic as TGA after resizing it to 128x128 and 64x64 pixels.
5)Then convert them to DDS (32 bit) using the proper photoshop plugin.
6)Replace the extracted pics with the new ones. (I assume that you don't mess with the .xdb files)
7)Compress all this to an archive with the extension .h5u (for ToE) and place it in UserMODs folder.
These are the steps I've followed but to no avail. I placed the .h5u archive in the UserMODs folder but the game won't launch. Am I missing something? I'm also using the 5.5 mod, if that makes any difference.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 25, 2019 04:11 PM |
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Hello saberrider!
You make everything as it should except you are putting the files in the wrong place or you are not following the proper root tree. Here what I mean.
After you have a town picture edited and converted to DDS do the following.
1. Create the following folder structure somewhere Textures/Icons/Heroes/(Town Name)
2. Put the pic inside. The name of the file should be the same as the original in DATA.PAK
3. Use an archiver program to .zip back the whole structure starting from Texture included. Name the zip new_town_pik.rar after that change the extension from .rar to .pak.
4. To be sure everything is fine browser the archive. You have to see the Texture folder first.
5. Once you verified everything is ok, take the new_town_pik.pak file and put it in <Game folder>/data
6. Now start the game and check if the change is in effect.
Some tips:
- Putting files in Data folder makes the changes global for all maps nad players using the game on that pc
- If you put 2 mods that edit the same file, the game will take with preference the file that has more recent "Last Modified date".
Btw if you like making models and what to contribute to MMH55 project in some way hit me up on discord.
Cheers!
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saberrider
Tavern Dweller
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posted January 26, 2019 12:28 AM |
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Thank you for the reply Dredknight.
Well the problem persists.
For starters I want to replace the icons of Sinitar, Eruina and Yrbeth with the ones from the newer versions of HOMM series. So let's take Sinitar as an example. I browse through the data.pak and extract Dungeon_Sinitar_128x128.(Texture).dds and Dungeon_Sinitar_128x128_64.(Texture).dds. Do I have to extract the .xdb files as well?
One thing I noticed is the size difference of the files (65,6 and 16,5 the original - 85,4 and 21,4 the new ones). So I thought maybe the mistake was in the dds conversion. I tried saving the pics as : 8.8.8.8 ARGB 32bpp and X.8.8.8 XRGB 32bpp but still the game won't launch with the modded file present.
I was of the opinion that when you modify textures and you mess something up then the game just won't load the said texture. I can't understand how it affects launching.
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted January 30, 2019 08:07 PM |
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AlexAnt
Hired Hero
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posted March 17, 2019 02:00 PM |
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Edited by AlexAnt at 20:57, 18 Mar 2019.
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Hello, how can I forbid dependence of creature morals on hero faction? If I set TownType=TOWN_NO_TYPE for every hero it will be good decision?
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dredknight
Honorable
Supreme Hero
disrupting the moding industry
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posted March 18, 2019 09:22 PM |
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As far as I remember the creature start with 2 morale - 1 from hero of the same faction and another 1 if all creatures are from the same faction.
If you make the hero NO_TOWN_TYPE the hero moral point will be removed for sure.
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Join our official discord channel | NCF Utility Beta
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AlexAnt
Hired Hero
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posted March 18, 2019 10:20 PM |
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dredknight said: As far as I remember the creature start with 2 morale - 1 from hero of the same faction and another 1 if all creatures are from the same faction.
If you make the hero NO_TOWN_TYPE the hero moral point will be removed for sure.
Ok, thanks. Does Presence hero in AdvMapSharedGroup or his TownType affect to select hero at the begining mission and emergence hero in tavern? What else besides moral does influence TownType of hero?
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