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spy46
Hired Hero
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posted November 28, 2012 06:27 PM |
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i only have Heroes 5, no expansion games or any thing.
is there a way that i can increase the amount of gold from gold mines, cities or what ever?
is it also possible to replace the default maps with edited versions of them?
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PROME7HEUS
Tavern Dweller
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posted November 28, 2012 07:12 PM |
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Quote: 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
You should change the following lines:
startThread ("Music");
to
startThread (Music);
and
function Music
to
function Music()
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Knoppixxx
Tavern Dweller
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posted November 28, 2012 08:43 PM |
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Quote:
Quote: 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
You should change the following lines:
startThread ("Music");
to
startThread (Music);
and
function Music
to
function Music()
Ah, I forgot about that. Thanks... but still I got error like this:
"Script ERROR: '(' expected;
last token read: 'Play2DSound' at line 2 in string "DoString script"
Script failed, unknown error"
Any idea?
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Pgbz
Tavern Dweller
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posted January 27, 2013 10:47 PM |
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Edited by Pgbz at 03:25, 28 Jan 2013.
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I'm having trouble with a mod.
From [url=http://heroescommunity.com/viewthread.php3?TID=32627]this[/url] thread I found the mod to remove the black background while playing hotseat, but I can't get it to work and I've no clue why. From what I've gather, all you need to do is create UserMods folder where HommV is installed.
C:\Heroes of Might and Magic V - Collectors Edition\HMM5\bina2\UserMODs\RemoveBlackBgHotSeat.h5u is how it looks like right now.
Is it just the mod that's outdated or something? Tried what's on the first page.
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SKPRIMUS
Promising
Supreme Hero
The One and the Prime
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posted January 28, 2013 04:52 AM |
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It looks like you created the UserMODs directory in the wrong place
because is "C:\Heroes of Might and Magic V - Collectors Edition\HMM5\bina2\" where you installed H5TotE? [just seems a strange folder name to choose to install the game in a folder called bina2]
For example, if the directory to install TotE was
C:\Program Files\Heroes of Might and Magic V - Tribes of the East\
then one would have to create a folder at
C:\Program Files\Heroes of Might and Magic V - Tribes of the East\UserMODs\
Else if nothing works, might be more clear with a screenshot of your folders.
Also questions on a mod is probably best asked in the mod thread itself but no biggie
____________
Hope defeats despair - "a blatant clue"
too many idiots in VW
"to lose is to win, and he who wins shall lose"
bashing orcus
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Pgbz
Tavern Dweller
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posted January 28, 2013 01:48 PM |
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Edited by Pgbz at 13:59, 28 Jan 2013.
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Wasn't sure where to post this and didn't want to bump an old thread.
Anyway, since I've got the collector edition, it's where the TotE folder is, as other mods are working from there.
Editroblem solve. All I had to do was renamed the .pak mod into .h5u instead of what was explained in the thread I linked above. Thanks
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leania
Tavern Dweller
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posted April 11, 2013 12:29 PM |
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Edited by leania at 12:33, 11 Apr 2013.
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Hello. I'm a new user who has started modding HOMMV for balancing.
I'd like to ask you how to modify starting army of heroes.
I found the data related to these in DefaultsStats.xdb and I noticed that the normal starting army and 1~3 tier creatures' specialized army can be modified here.
However, the specialized army for more than 4 tier creatures cannot be modified in this way; even though I put a data like
<MinWeekGrowthCoef_SpecTier4>0.4</MinWeekGrowthCoef_SpecTier4> <MaxWeekGrowthCoef_SpecTier4>0.6</MaxWeekGrowthCoef_SpecTier4>
<NumSuchStacks_SpecTier4>3</NumSuchStacks_SpecTier4>
It didn't work.
is the modification doable? Or Is it just hard-coded?
And I have another question. Is there any good mod for balancing TOE?
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Hayven
Famous Hero
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posted April 11, 2013 03:24 PM |
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Quote: And I have another question. Is there any good mod for balancing TOE?
Try any arena
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Bowie
Tavern Dweller
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posted April 30, 2013 09:40 PM |
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Can anybody tell me how to switch 2 abilities? For example how to replace tactics (offense) with vitality (defense). I suppose it can be done by skills.xdb in RefTables, but have no idea how.
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted April 30, 2013 11:13 PM |
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Quote: Can anybody tell me how to switch 2 abilities? For example how to replace tactics (offense) with vitality (defense). I suppose it can be done by skills.xdb in RefTables, but have no idea how.
It has been long since I worked with the skills, but I think I remenber it, more or less
For basic perks, you only have to edit <BasicSkillID> tag (red box). In your example, it would be changing "HERO_SKILL_OFFENCE" to "HERO_SKILL_DEFENCE" in tactics. (and defence with offence on vitality).
If you want to edit 'advanced' perks, then you have to edit the tag <SkillPrerequisites> (orange box). For example:
It's the perk <ID>HERO_SKILL_ROAD_HOME</ID>. You can set up different prerequisites for each type of heroes (this is one of the biggest strengths of the skillwheel in my opinion). Back to the example, Haven heroes need pathfinding in order to get this perk, but ranger heroes require both pathfinding and silent stalker in order to be able to adquire this perk.
It can be seen in the skill wheel like this:
Of course, since the tag <SkillPrerequisites> is open and only two heroes are listed, the other six can't get this perk. If you, for example, wanted to give to another class, you'd have to create something similar
Hope my terrible english is understandable and it helps you
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Bowie
Tavern Dweller
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posted April 30, 2013 11:42 PM |
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Thank you so much! Especially, You have explained it in a very detailed way. I have just tried your solution and it works very well, so now I am able to modify exactly what I wanted
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Storm-Giant
Responsible
Undefeatable Hero
On the Other Side!
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posted May 01, 2013 12:39 AM |
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Glad I was hepful! cheers
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flbiori
Tavern Dweller
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posted May 14, 2013 04:20 AM |
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Hello to all mod pro here!
I have been looking a bit but couldn't find anything. Does anyone of you know if it's possible to mod (change and/or add) artifacts and artifacts set? Do you have any tuto somewhere?
Thanks in advance!
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Que4modding
Tavern Dweller
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posted June 22, 2013 01:11 PM |
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Anyone knows how to change combat mechanics, particularly make mass spells throw back to 0 in atb scale, instead of 0.5?
If it's not possible to make it by scripts, maybe someone could find a hex to edit?
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tzk
Tavern Dweller
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posted September 13, 2013 05:18 PM |
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anyone know how to add ncf creatures to dwelling?
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PeterFarkas
Adventuring Hero
LeBronTosaurus
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posted September 24, 2013 08:49 PM |
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Hi Everyone!
Recently I have been working with RPE, to enable playing campaings using the Axeoth Core.
I have managed to get the map loaded with the right hero but it is not really working correctly, the combat scene does not start at the beginning, the resources are not taken away instantly, and the only objective that appears is that I have to have my hero alive.
Here are the bits I have modified in the .xdb:
<Name>Araja</Name>
<CombatScript/>
<pointLights/>
<Shared href="/MapObjects/Haven/Heroes4/Araja(AdvMapHeroShared).xdb#xpointer(/AdvMapHeroShared)"/>
<PlayerID>PLAYER_1</PlayerID>
...
<Kind>OBJECTIVE_KIND_MANUAL</Kind>
<Parameters>
<Item>Araja</Item>
</Parameters>
<Timeout>-1</Timeout>
<Holdout>-1</Holdout>
And in the script file (I am no master of LUA so I suspect the problem is here somewhere)
HERO_NAME = "Araja";
bObj1Done = 0;
bObj1aDone = 0;
...
if dialog == 2 then
C1M1_C2 = 1;
StartDialogScene("/DialogScenes/C1/M1/D2/DialogScene.xdb#xpointer(/DialogScene)");
--sleep(1);
StartCombat("Araja", nil, 1, CREATURE_PEASANT, 13, '/Maps/Scenario/C1M1/C1M1-CombatScript.xdb#xpointer(/Script)', 'AfterCombat');
sleep(2);
RemoveObject( "enemy1" );
...
function AfterCombat()
SetHeroCombatScript( 'Araja', '/Maps/Scenario/C1M1/IsabellScript.xdb#xpointer(/Script)' );
...
if bObj1Done == 0 then
nFootman = GetHeroCreatures(HERO_NAME, CREATURE_FOOTMAN) + GetHeroCreatures(HERO_NAME, CREATURE_SWORDSMAN) + GetHeroCreatures(HERO_NAME, CREATURE_VINDICATOR);
if nFootman >= 25 then
SetObjectiveState("prim1", OBJECTIVE_COMPLETED);
GiveExp( 'Araja', 500 );
bObj1Done = 1;
...
while 1 do
if IsHeroAlive("Araja")==nil then
if GetObjectiveState("prim2") == OBJECTIVE_ACTIVE or GetObjectiveState("prim2") == OBJECTIVE_COMPLETED then
SetObjectiveState("prim2",OBJECTIVE_FAILED);
What I did not edit and grinds my gears:
SetObjectEnabled( 'zastava', nil );
SetPlayerResource( PLAYER_1, WOOD, 0 );
SetPlayerResource( PLAYER_1, ORE, 0 );
SetPlayerResource( PLAYER_1, MERCURY, 0 );
SetPlayerResource( PLAYER_1, CRYSTAL, 0 );
SetPlayerResource( PLAYER_1, SULFUR, 0 );
SetPlayerResource( PLAYER_1, GEM, 0 );
SetPlayerResource( PLAYER_1, GOLD, 0 );
...
messages( 1 );
--UnblockGame();
sleep( 2 );
SetObjectiveState( 'prim1', OBJECTIVE_ACTIVE );
SetObjectiveState( 'prim1a', OBJECTIVE_ACTIVE );
Could any scripting wizard give me a helping hand on this?
Thank you in advance.
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DieDevil
Adventuring Hero
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posted October 30, 2013 06:04 PM |
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Anyone know where to find the deadly strike ability xdb in data.pak?
Help would be much appreciated.
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Corpserule
Tavern Dweller
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posted November 14, 2013 02:28 PM |
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Hey, I've been looking for 2 things
anyone know how to alter the exp required amount to level for heroes?
and
anyone know how to mess with unit specializations? (+1 attack&defence skill per level)
would very much like to know
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frostymuaddib
Promising
Supreme Hero
育碧是白痴
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posted November 14, 2013 06:45 PM |
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As for exp needed for level up, I think you need to modify H5_Game.exe file directly. I remember seeing some mods for that, but not sure where exactly. You can probably look them up here.
As for hero specializations, there are some fields you can change in /GameMechanics/RPGStats/DefaultStats.xdb in data.pak (they are under <HeroSpecializations> tag) though I think that values you are looking for are also in exe file (not so sure about that, though).
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Corpserule
Tavern Dweller
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posted November 15, 2013 04:33 PM |
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frostymuaddib said: As for exp needed for level up, I think you need to modify H5_Game.exe file directly. I remember seeing some mods for that, but not sure where exactly. You can probably look them up [url=http://heroescommunity.com/viewthread.php3?TID=25065]here[/url].
As for hero specializations, there are some fields you can change in /GameMechanics/RPGStats/DefaultStats.xdb in data.pak (they are under <HeroSpecializations> tag) though I think that values you are looking for are also in exe file (not so sure about that, though).
Yeah, im aware of every specialisation except for the ones i want being inside that file, thx for trying tho
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