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SimonaK
Promising
Supreme Hero
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posted August 25, 2010 02:31 PM |
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colets90:
this is always like it: majority of time, when we install a new MOD, all saved games
risk do not work because the Heroes V game "environnement" has changed.
then we must to restart the game from beginning.
Elvin:
size object can be manipulated with <blockedTiles> <holeTiles> and <activeTiles> tag
they are present into all AdvMapObjectShared files, after the AnimSet.
the best is to copy-paste these tags from another object having the size you want.
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colets90
Tavern Dweller
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posted August 25, 2010 03:56 PM |
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but I ve already saved the game after installing the mod pack... the first time starts ok with all new monsters, but when I load it after shutting down the game, I cant resume it...
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Runnsie
Tavern Dweller
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posted August 25, 2010 06:13 PM |
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Is it possible to turn off objects animations? Exactly like in map editor but in regular game instead.
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SimonaK
Promising
Supreme Hero
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posted August 25, 2010 07:23 PM |
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Edited by SimonaK at 19:25, 25 Aug 2010.
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Quote: but I ve already saved the game after installing the mod pack... the first time starts ok with all new monsters, but when I load it after shutting down the game, I cant resume it...
strange, strange...
maybe a conflict with another mod installed? i dunno
all works fine in my game about all of it.
Megapack requires TotE 3.1 and H5_Game.NCF.exe + NCF__Core.pak (NCF Framework 3.1)
Quote: Is it possible to turn off objects animations? Exactly like in map editor but in regular game instead.
Theoretically yes
but impossible to do for all objects in same time.
the work must be performed in files of all properties object (AdvMapObjectShared)
finding <AnimSet> tag and modifying it by supressing the link (make the tag to void)
then the object will not have animation in the maps. only the model.
(note: maybe possible for all objects in same time but from .cfg files of the game (config file from profile and my save folders)
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colets90
Tavern Dweller
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posted August 25, 2010 07:31 PM |
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adjournament: this bug occures only whan loading multiplayer\standard mode maps....
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colets90
Tavern Dweller
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posted August 25, 2010 07:44 PM |
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@ Simonak: note that i ve downloaded your mod + framework while i had EU version 3.0 and upragrading it to 3.1 adding the um.dll (i think that changed the version(?)). After finding this bug i ve tried to download the 3.1 version via official update manager in the homm5 game.... but nothing changed.... dunno if this could give you some help finding where i did wrong
thnx
ps: btw sorry for my bad english at times... I m italian
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SimonaK
Promising
Supreme Hero
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posted August 25, 2010 09:43 PM |
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Edited by SimonaK at 21:47, 25 Aug 2010.
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Quote: @ Simonak: note that i ve downloaded your mod + framework while i had EU version 3.0 and upragrading it to 3.1 adding the um.dll (i think that changed the version(?)). After finding this bug i ve tried to download the 3.1 version via official update manager in the homm5 game.... but nothing changed.... dunno if this could give you some help finding where i did wrong
thnx
ps: btw sorry for my bad english at times... I m italian
you must install the real patch 3.1 to get a real version 3.1 not just adding a dll file or using the install manager.
you can sure that will crash somewhere like it.
patch 3.1 contains new tiny data.pak extremly important.
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colets90
Tavern Dweller
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posted August 25, 2010 11:07 PM |
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Quote:
Quote: @ Simonak: note that i ve downloaded your mod + framework while i had EU version 3.0 and upragrading it to 3.1 adding the um.dll (i think that changed the version(?)). After finding this bug i ve tried to download the 3.1 version via official update manager in the homm5 game.... but nothing changed.... dunno if this could give you some help finding where i did wrong
thnx
ps: btw sorry for my bad english at times... I m italian
you must install the real patch 3.1 to get a real version 3.1 not just adding a dll file or using the install manager.
you can sure that will crash somewhere like it.
patch 3.1 contains new tiny data.pak extremly important.
Solved, downloaded the real 3.1 patch and did all the pack intallation again, sorry for my mistake.
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colets90
Tavern Dweller
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posted August 26, 2010 11:37 AM |
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Another question, maybe silly but... anyway can the homm5 level patch 1.2 be applied to the ncf exe? or it gives problems?
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albolabris
Known Hero
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posted August 26, 2010 12:33 PM |
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Guys, please, can somebody answer or at least write no
I asked that on the last page: Is it possible to change bad races to good races so everyone can exchange artifacts for experience in the Sacrificial Altar ?
Shrines: how to change experience gained for barbarian heroes ? Doable ?
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SimonaK
Promising
Supreme Hero
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posted August 26, 2010 02:25 PM |
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Quote: Another question, maybe silly but... anyway can the homm5 level patch 1.2 be applied to the ncf exe? or it gives problems?
NCF is only compatible with TotE 3.1
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 26, 2010 02:59 PM |
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Quote: I asked that on the last page: Is it possible to change bad races to good races so everyone can exchange artifacts for experience in the Sacrificial Altar ?
Only with scripting.
Quote: Shrines: how to change experience gained for barbarian heroes ? Doable ?
Only with hex-editing scripting
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ
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veco
Legendary Hero
who am I?
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posted August 26, 2010 09:51 PM |
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Edited by veco at 21:53, 26 Aug 2010.
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I've got another problem - for some reason I can't run any, even the simplest of scripts on my map
Quote: AddObjectCreatures('a1', 3, 2)
end
after this didn't work I put it in a function - still nothing
Quote: function test()
AddObjectCreatures('a1', 3, 2);
end;
Trigger(OBJECT_TOUCH_TRIGGER, 'abc', 'test');
end
I'm probably missing something embarassingly obvious so you can have your laughs off of me
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none of my business.
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albolabris
Known Hero
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posted August 27, 2010 03:17 PM |
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Many thanks magnomagus
Seems it's time to learn some advanced scripting...
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magnomagus
Admirable
Legendary Hero
modding wizard
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posted August 27, 2010 03:50 PM |
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 30, 2010 02:31 PM |
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Something else, is it possible to change elemental artifacts to give a 25% boost/reduction instead of 50%? Also can I change the stats in buildings like library, crystal of revelation etc?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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SimonaK
Promising
Supreme Hero
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posted August 30, 2010 02:46 PM |
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Quote: Something else, is it possible to change elemental artifacts to give a 25% boost/reduction instead of 50%?
none of artifact effects may be changed by modding.
Quote: Also can I change the stats in buildings like library, crystal of revelation etc?
yes, very easily, open « DefaultsStats.xdb » and search
<RaiseAttributesBuildings> and <SelectAttributeBuildings>
they are localized near of end of the file.
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Elvin
Admirable
Omnipresent Hero
Endless Revival
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posted August 30, 2010 03:44 PM |
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Thanks
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb
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sushiz
Tavern Dweller
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posted August 31, 2010 02:23 AM |
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Which file/line is related to the appearance of a hero on the map?
I see the tutorials for general creatures, but I don't know how to change it for heroes.
For example, if I want to change the 1st generic Haven hero appearance to that of an angel, how do you do it?
Thank you in advance.
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SimonaK
Promising
Supreme Hero
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posted August 31, 2010 02:34 AM |
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Edited by SimonaK at 02:43, 31 Aug 2010.
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for Heroes, the way is same that for creatures.
except, for heroes the majority of informations is directly concentred in the AdvMapHeroShared file
instead of the GameMechanics for creatures.
here the path for campaign Godric model:
data.pak/MapObjects/Haven/Godric.(AdvMapHeroShared).xdb
by opening it, you can see a <Model> tag and in the middle of the file, 3 tags representing the appearance models
of the hero from the map or in the arena.
<Model href="/_(Model)/Heroes/Knight_LOD.(Model).xdb#xpointer(/Model)"/>
<HeroCharacterArena href="/Characters/Heroes/Godric.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee href="/Characters/Heroes/Godric_Strike.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterAdventure href="/Characters/Heroes/Godric_LOD.(Character).xdb#xpointer(/Character)"/>
that's link to Godric models (Characters), naturally....
it's enough to change the models here to have a new appearance to the hero on the map.
you can put anything, all being known as being a model, as a rock, tree...creatures..angel, etc etc
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