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Heroes Community > Heroes 5 - Modders Workshop > Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~
Thread: ~ QUESTIONS Topic and FAQ - Modders Workshop ~ This Popular Thread is 126 pages long: 1 20 ... 35 36 37 38 39 ... 40 60 80 100 120 126 · «PREV / NEXT»
sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted July 01, 2008 10:07 PM

Please allow me to explain a calm way:

1. The NCF allows you to make it a separate creature. If you want it without the NCF, then you need to replace a current creature or use the Yeti slot.

2. If you do not want it published as a mod, then you can do throught the Editor.

Now, if you still want to do it, one of the more experienced modders can explain it to you.

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WarLore
WarLore


Famous Hero
servant of urgash
posted July 01, 2008 10:14 PM

i know about New Creature Framework=NCF hole thing doesnt work in my game version,but yes i planned to replace older creature,i only need know about where UFO/plate's animations are.
____________
A Nightmare from below.A hero from Within

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 01, 2008 10:19 PM

It has only two working animations: Idle and Move.  All others (death, attack, cast) would need to be added manually through the use of effects, and that sort of stuff goes beyond my ability to explain here in a Q&A topic.

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Kronos1000
Kronos1000


Promising
Supreme Hero
Fryslân Boppe
posted July 01, 2008 10:29 PM

Hey Cepheus you seem to be pretty occupied answering questions all the time.
____________
Hwær cwom mearg? Hwær cwom mago?
Hwær cwom maþþumgyfa? - 'The Wanderer'

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 01, 2008 10:31 PM

I know, have you any work for me to do on ToK - mapmaking, textures, anything... I am losing my sanity here

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted July 02, 2008 05:57 AM

Now I will answer your question! Disabled teleport works fine

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 02, 2008 07:14 PM

Excellent!  Sorry for being too lazy to test it myself.

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Falconian
Falconian


Adventuring Hero
posted July 04, 2008 03:15 PM

Is there any way to remove bad weeks (plague, fever and stuff)?
Or at least remove the "no growth" stuff from them.
I browsed datapak but didnt find the file. Thank you.

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Seraf
Seraf


Hired Hero
away til august:(
posted July 08, 2008 12:23 PM

Hi all
I am now working on death angel and an efreet, but face a problem... Can someone tell me where are these textures: archangel's sword fire and genie's blue smoke...(instead of legs Thanks

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jomunga
jomunga

Tavern Dweller
posted July 08, 2008 07:15 PM

I dislike how the village,town,cityhall/capitol in the necropolis has the orange in it. Is there any way to make it green like the rest of the place?

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7
7

Tavern Dweller
posted July 08, 2008 08:13 PM

HELP!
Call me an idiot if you must but I can't find where the GameMechanics are. Please tell! I will be very very grateful  

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted July 08, 2008 08:28 PM

In data.pak (in the "data" folder) - treat it as a .zip file.
____________

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7
7

Tavern Dweller
posted July 08, 2008 08:57 PM

so I should extract it?

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted July 08, 2008 09:06 PM

Just extract any file you want to edit, then make a mod to do what you want (there're tutorials around for this somewhere if you need them).
____________

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Fauch
Fauch


Responsible
Undefeatable Hero
posted July 09, 2008 06:14 PM

Quote:
Hi all
I am now working on death angel and an efreet, but face a problem... Can someone tell me where are these textures: archangel's sword fire and genie's blue smoke...(instead of legs Thanks


they are effects. so somewhere in "_effects" or something like that.

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jomunga
jomunga

Tavern Dweller
posted July 09, 2008 07:13 PM

I see people mentioning swapping abilities for creatures in threads, but dont explain how to do it.

I want to swap the abilities of the ghosts with spectral dragon, how do I do this?

I dont have any of the expansions either.

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted July 09, 2008 07:13 PM

You need Tribes of the East to swap abilities.

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Disturbed-Gnu
Disturbed-Gnu


Supreme Hero
Pro Bacon Vodka Brewer
posted July 09, 2008 07:22 PM

I know how to edit stats, des., names, creature animations and texture on creatures now! That's a good part of creating...
But but but..

How do i create effects, and the most important, how can i create an NCF creature that works!? without replacing anything else!

I have some creatures that can't be shown i H5NCF, and i really whant them to have some effects!

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Seraf
Seraf


Hired Hero
away til august:(
posted July 11, 2008 08:51 PM
Edited by Seraf at 13:17, 15 Jul 2008.

One more question) If I want to add an effect to the creature. In the moddind wiki it is said that if one effect for this file already exists, I must paste one more <Effect...> line... But in one of the threads smn said that the second effect line wont be recognized by the game.
So what to do if an effect already exists

EDIT also I made a mod replacing wraits and Wights and Banshee to Apocalypse, Black and Death Knights. Whwn I try to launch the game it says Creature 40 and 135(or some else..) is missed or has no visual.. And so on.. Without the mod works great.
Can smn tell me whats wrong? please)  [url= http://myfreefilehosting.com/f/cb911f3342_1.09MB]Necro Knights[/url]   Heres the file.
____________
Kill'em and grill'em!

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radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted July 12, 2008 10:47 AM

Quote:
One more question) If I want to add an effect to the creature. In the moddind wiki it is said that if one effect for this file already exists, I must paste one more <Effect...> line


IMO the Wiki isn't the most reliable source of modding knowledge; not only it still has some old articles not refereeing to ToE, but also some of them are made by people who thought they know all about what they are writing... while they didin't at the moment.


Anyway, the case you wrote about sounds like a most stupid behaviour ever, to add an effect without deleting original you need to add a "Particle Instance" or eventually "Model" lines in the file the <Effect href=...> line links to. The best thing to do would be copying that file, modifying it and changing the link then.

On the other hand I haven't tried that method ever (double Effect linking in the animation file), but I still remain with my version.
____________

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