Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Modders Workshop > Thread: [NCF project] Adding creatures in ToE!
Thread: [NCF project] Adding creatures in ToE! This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV / NEXT»
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 21, 2008 05:13 PM

I think it's because I didn't use an LOD texture in the Basilisk mod, as with all HoF / TotE creatures.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 21, 2008 05:15 PM

Quote:
Any way of making NCF creatures be `resurrectable` by Necromancy?


Yeah, by editing defaultstats.xdb in GameMechanics
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 21, 2008 05:27 PM
Edited by Gnoll_Mage at 17:27, 21 Jan 2008.

Damn, that's that idea out of the window then, unless sf updates the framework continuously like he does for the random creatures xml.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 21, 2008 06:15 PM
Edited by Gnoll_Mage at 18:16, 21 Jan 2008.

Slot 282 for me please (and the upgraded basilisks can be moved over now I think...).
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 21, 2008 06:17 PM

Not yet, I still need to update the mod properly.  Will do it in a couple o' days.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 21, 2008 06:19 PM

What's still to be done?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted January 21, 2008 06:21 PM

Shadow-fixing, jaw-plugging, folder-adding.  I could do it all in about an hour, but I don't have the drive / incentive to bother just now.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 21, 2008 07:56 PM

Runelord ID!

(yes, I'm demanding as I promised )

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 21, 2008 08:05 PM

282: by Gnoll_Mage

About raising with Necromancy, the only way to avoid conflicts is indeed at the framework level.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 21, 2008 11:18 PM

Arg!

I reinstalled Heroes V TOTE, checked and double checked to make sure that there was nothing of this mod installed, and yet I still have this thing popping up to tell me that creature #114 Has no Visual or is Missed.

Are there any mods that replace the Snow Ape out there?
____________
How exactly is luck a skill?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 21, 2008 11:36 PM

Yes, a lot.
This problem couldn't come from the NCF anyway.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted January 22, 2008 12:00 AM

Forgive me for being usless, but could you link me to one?
____________
How exactly is luck a skill?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 22, 2008 12:10 AM

I don't understand, I thought you had some mod/map installed that is messing with your game. I thus assume your goal is to find which one is responsible, and I don't understand how linking to one mod using the SnowApe slot would help (basically any creature released before the NCF did that, the DM map does that as well).
I rather suggest you take a screenshot of (or list) your folders' contents for data/, Maps/ and UserMODs/, and I'll tell you which files are suspicious.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nelgirith
Nelgirith


Promising
Supreme Hero
posted January 22, 2008 12:25 AM

Quote:
Any way of making NCF creatures be `resurrectable` by Necromancy?


I will do it, but atm I have prefered letting all the creatures as true neutral until we have enough counterparts for every faction.
The reason to this is that to enable necromancy to work on UD Cyclops/Treant/Death Knights, they have to belong to Necropolis and I simply refused to do it for balance's sake.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 22, 2008 12:39 AM

You did realise I meant "make it so that NCF creatures can be converted to Necropolis ones", not "make it so that some creatures can be converted to NCF ones"? I don't think I was very clear.
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 22, 2008 02:02 AM

Ah ok! Then Nelgirith's answer does not apply.
But the technical answer still applies: this has to be done at the framework level (and can be done). It requires however determining into which necro creature a NCF creature will be transformed (or if it cannot be raised, which is the default). I think this decision belongs to the creature maker, and it should be conveyed to me.

I'm actually preparing a framework update to activate all released creatures in random stacks. So let me know quickly into which undead your NCF creatures should be raised, and I'll add them to the necromancy transform table.

What is bothering me, though, is that this will force me to include DefaultStats.xdb into the NCF, which will make it incompatible with other mods modifying this same (huge) file (like AI-tweaking mods). And I don't like that.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 22, 2008 09:37 AM

Yes that's true I suppose. Well if you do want to go ahead with it, I would like the Sun Warrior to turn into a Ghost (and my new 182 unit to become a Lich).
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
radar
radar


Responsible
Legendary Hero
Castle/Haven player
posted January 22, 2008 11:13 AM

Id for Runelord please
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
sfidanza
sfidanza


Promising
Supreme Hero
posted January 22, 2008 11:43 AM

283: Runelord - by Radar

(Gnoll_Mage, it's 282, not 182, but I guess it's only a typo)

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
okrane
okrane


Famous Hero
posted January 22, 2008 01:02 PM

I can't get this mod to work...

Could you put up some install information of the master post pls
I run the new exe file and an error about the new creatures comes up...
could you help?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 19 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0277 seconds