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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 40 60 80 ... 96 97 98 99 100 ... 120 126 · «PREV / NEXT»
xerox
xerox


Promising
Undefeatable Hero
posted May 13, 2012 12:20 AM

I'm remaking the Haven line-up.

I want to replace Peasants with Archers. Peasants will be gone, and Archers will be the tier one creature.

Do I just change the Peasant model, abilities and sounds etc with the Archers to do this?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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fauch
fauch


Responsible
Undefeatable Hero
posted May 13, 2012 05:48 PM

I think that inverting the 2 mother files is enough.

GameMechanics/Creature/Creatures/Haven/
MapObjects/_(AdvMapObjectLink)/Creatures/Haven/

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xerox
xerox


Promising
Undefeatable Hero
posted May 18, 2012 04:02 PM

Thanks, I figured it out. Modding H5 is really, really easy and fun. ^^

Does anybody know if the H5 Beta Archer is out there somewhere?
I'd like to replace Marksmen with a Longbowman unit. I already have the game mechanics in but lack the visuals.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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fauch
fauch


Responsible
Undefeatable Hero
posted May 18, 2012 05:53 PM

the most tedious is trying to make a new model by using effects. otherwise making a new creature takes 10 - 15 minutes, excluding the work on textures and effects.

I think the beta archer is downloadable in one of the stickied threads.

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Paradizan
Paradizan

Tavern Dweller
posted May 19, 2012 11:01 AM

Hi there. This is my first post here. Hope i can get some answers regards heroes 5 modding.

There are 2 main problems i ran in while trying out some stuff. I tried out 2 Mods - something called RPG-Edition and an AI-improvement-mod that also included 8 possible skills rather than the usual 6. I combined both mods but there are some errors occurring. I would like to skipp the AI-mod, but would love to keep the possibility to have 8 hero skills at once.
So first question: Where can i change the number?

Second question: Where can i change the starting skills/specialisation
for heroes?

I really tried hard to find it out by myself. Searched the game folder for days without success. In fact im  a bit desparate.

Help!


____________

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fauch
fauch


Responsible
Undefeatable Hero
posted May 19, 2012 07:17 PM

Quote:
Second question: Where can i change the starting skills/specialisation
for heroes?


something like MapObjects/FactionName

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Paradizan
Paradizan

Tavern Dweller
posted May 20, 2012 01:59 AM
Edited by Paradizan at 02:00, 20 May 2012.

Quote:
Quote:
Second question: Where can i change the starting skills/specialisation
for heroes?


something like MapObjects/FactionName


Woah, big thanks dude! Finally found it

Does anyone know the answer of the first question? How to change possible skill quantity from 6 to 8?
____________

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Knoppixxx
Knoppixxx

Tavern Dweller
posted May 25, 2012 09:13 AM
Edited by Knoppixxx at 17:25, 25 May 2012.

Hello there!
Heroes V ToTE.
How can I use StartCombat function? (I mean using EnemyHero)
When I used it shows: ""EnemyHero" is not reserved".
What does it mean?
____________

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Warmonger
Warmonger


Promising
Legendary Hero
fallen artist
posted May 26, 2012 09:49 AM

You need to reserve it!

Find "reserved heroes" in map options and add your hero here. Only reserved heroes can be used for this function (they can't be normally on the map).
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The future of Heroes 3 is here!

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Knoppixxx
Knoppixxx

Tavern Dweller
posted May 26, 2012 01:53 PM
Edited by Knoppixxx at 14:16, 26 May 2012.

Ok. Thx a lot!
I have last problem.
How I can use script just after combat?
Is there any way to use it without making another file with combat script?
Unless how I can make that .lua file?
Thx for reply!

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flonembourg
flonembourg


Known Hero
posted May 30, 2012 12:40 PM

I 'm also interest of this question: Does anyone know the answer of the first question? How to change possible skill quantity from 6 to 8?

is it possible to change the number of skills with a simple Mod or not?
i Know there is an Exe. called eternal essence for that but i want to start the game with the RPE exe.

Thanks for reply
____________

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Paradizan
Paradizan

Tavern Dweller
posted June 08, 2012 03:12 AM
Edited by Paradizan at 03:24, 08 Jun 2012.

Looks like no one knows the answer for the "8 skills" question.

Well, i have another question: I would like to change the numbers on the effects (like: you get +1 xy per 5 knowledge) of the micro-artifacts (the acadamy ones, which you can craft in the arcane forge for your creatures. Anyone know where to find the right file for this?
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vulcancolak
vulcancolak


Famous Hero
posted June 16, 2012 03:40 PM

why i can't set teams ? when i clicked ok, it returns to defaults ?!?

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Crispy_Critter
Crispy_Critter


Hired Hero
posted July 07, 2012 01:31 AM

Hello everyone,

I want to change some of the names and stats of a few NCF's for a mod I'm working on. What is the proper protocol? Should I contact the creators and ask permission? Or is it enough to simply give them credit for their original creations when the mod is released? I want to make sure I don't violate the code of ethics within this community, so I would appreciate any insight on this from some of the senior members.

Thanks.

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markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted July 07, 2012 02:51 PM
Edited by markkur at 14:52, 07 Jul 2012.

Quote:
why i can't set teams ? when i clicked ok, it returns to defaults ?!?


If you've not already figured this out; you probably need to set-up the player properties tab. i.e. If you want more than one Human player you need to set them up, I think there's one by default.

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fauch
fauch


Responsible
Undefeatable Hero
posted July 07, 2012 04:22 PM

Quote:
Hello everyone,

I want to change some of the names and stats of a few NCF's for a mod I'm working on. What is the proper protocol? Should I contact the creators and ask permission? Or is it enough to simply give them credit for their original creations when the mod is released? I want to make sure I don't violate the code of ethics within this community, so I would appreciate any insight on this from some of the senior members.

Thanks.


it depends on the creators.

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Crispy_Critter
Crispy_Critter


Hired Hero
posted July 07, 2012 08:15 PM

Fauch,

Thanks for the reply. Actually, most of the creatures I want to use are your third upgrades. I'm planning to expand my true_upgrades mod and make a map to go with it. I just want to see how far I can push it before it becomes unplayable.

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fauch
fauch


Responsible
Undefeatable Hero
posted July 10, 2012 12:30 AM
Edited by fauch at 00:32, 10 Jul 2012.

you can try, but I don't know how many look good enough for an upgrade of upgrade

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Crispy_Critter
Crispy_Critter


Hired Hero
posted July 10, 2012 02:55 AM

Fauch,

Your upgrades look fine to me. I haven't learned how to mod creatures yet, and you're doing me a big favor by letting me use yours. I'm also going to try to contact Psatkha - there's a few of his I want to use, also.

Thanks
____________
[url=https://www.kickstarter.com/projects/brownboxboardgames/altasia-by-brown-box-board-games]Altasia[/url] is live!

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Knoppixxx
Knoppixxx

Tavern Dweller
posted November 28, 2012 06:14 PM

I tried to start exact music during the battle.
But my battle script is not working:

VOICEOVER_TEST_MUSIC ="/Editor/H5MMods/TestScript4/Maps/SingleMissions/TestScript4/TestScript4_Test_Sound.xdb#xpointer(/Sound)";


function Music
Play2DSound( VOICEOVER_TEST_MUSIC );
end;

startThread ("Music");
print ("Music plays");

Any idea how to fix it?

Thx for promt reply
Knop

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