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Thread: Creating an own hero | |
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naadir
Tavern Dweller
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posted October 25, 2009 08:58 AM |
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Creating an own hero
Is it possible to do in any way or even mods?
And how to get markal to put on land with map editor?
The priority is creating completely own hero, not the map editor choide(own picture, specialization, talents ect.)
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TroggyMan
Adventuring Hero
Ragin' Tard
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posted October 25, 2009 09:53 AM |
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You can create new heroes by replacing existing ones of what I know, I made one myself not long ago. A good choice is replacing a hero with multiple instances, such as Isabell.
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naadir
Tavern Dweller
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posted October 25, 2009 10:18 AM |
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beidiwang
Hired Hero
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posted October 25, 2009 12:05 PM |
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Quote: You can create new heroes by replacing existing ones of what I know, I made one myself not long ago. A good choice is replacing a hero with multiple instances, such as Isabell.
it seems very hard.
i have tried but failed
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beidiwang
Hired Hero
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posted October 25, 2009 12:06 PM |
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oh yeah
i am a hired hero
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Warmonger
Promising
Legendary Hero
fallen artist
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posted October 25, 2009 12:16 PM |
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It's very easy, you can do it directly via editor or just copy data.pak files and create a new hero. There has been many tutorials on how to do it, look better (or ask mods to clean up the board).
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El_Chita
Known Hero
Actually, my name is El Chita
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posted October 25, 2009 01:04 PM |
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But you can make new Monsters. Why you can't make new heroes ?
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SimonaK
Promising
Supreme Hero
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posted October 25, 2009 04:27 PM |
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I gave up all heroes from the game,
and now I have 308 heroes, all come from H4.
so yes you can create entirely new heroes!
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Cleave
Promising
Famous Hero
Raging Blood
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posted October 25, 2009 04:36 PM |
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Edited by Cleave at 14:19, 28 Oct 2009.
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It's not that hard especially if you modify existing heroes and don't try and make new heroes from scratch. Use the Unlock 48 Campaign Heroes so you can get plenty of heroes to edit if you don't want to change an existing one.
Extract MapObjects/[FACTION]/[INTERNAL NAME](AdvMapHeroShared).xdb and open it with the notepad, you can edit almost everything.
Here is an example from my 13 Heroes mod in which I turned Duncan into a Ranger:
Quote: <?xml version="1.0" encoding="UTF-8"?>
<AdvMapHeroShared ObjectRecordID="17">
<Model href="/Characters/Heroes/Duncan_LOD.xdb#xpointer(/Model)"/>
<AnimSet href="/Characters/Heroes/Duncan_LOD-adv.xdb#xpointer(/AnimSet)"/>
<blockedTiles/>
<holeTiles/>
<activeTiles>
<Item>
<x>0</x>
<y>0</y>
</Item>
</activeTiles>
<passableTiles/>
<PossessionMarkerTile>
<x>0</x>
<y>0</y>
</PossessionMarkerTile>
<Effect/>
<EffectWhenOwned/>
<messagesFileRef/>
<WaterBased>false</WaterBased>
<ApplyHeroTrace>false</ApplyHeroTrace>
<SoundEffect/>
<flybyMessageFileRef href=""/>
<ObjectTypeFileRef href="/Text/Visibility_Types/Units.txt"/>
<TerrainAligned>false</TerrainAligned>
<FlyPassable>true</FlyPassable>
<AdventureSoundEffect/>
<RazedStatic/>
<Icon128 href="/UI/H5A1/Icons/Heroes/Portrets128x128/Dunkan.(Texture).xdb#xpointer(/Texture)"/>
<InternalName>Duncan</InternalName>
<Class>HERO_CLASS_RANGER</Class>
<Specialization>HERO_SPEC_LOGISTICS</Specialization>
<PrimarySkill>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_AVENGER</SkillID>
</PrimarySkill>
<SpecializationNameFileRef href="/Text/Game/Heroes/Specializations/Haven/Wanderer/Name.txt"/>
<SpecializationDescFileRef href="/Text/Game/Heroes/Specializations/Haven/Wanderer/Description.txt"/>
<SpecializationIcon href="/Textures/HeroScreen/Feats/Ranger/Logistics_DisquiseAndRecon.(Texture).xdb#xpointer(/Texture)"/>
<FaceTexture href="/UI/H5A1/Icons/Heroes/Portrets128x128/Dunkan.(Texture).xdb#xpointer(/Texture)"/>
<FaceTextureSmall/>
<HeroCharacterArena href="/Characters/Heroes/Duncan.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterArenaMelee href="/Characters/Heroes/Duncan_Strike.(Character).xdb#xpointer(/Character)"/>
<HeroCharacterAdventure href="/Characters/Heroes/Duncan_LOD.(Character).xdb#xpointer(/Character)"/>
<HeroIndividualCamera/>
<CombatVisual href="/GameMechanics/CreatureVisual/Heroes/Knight.xdb#xpointer(/CreatureVisual)"/>
<TownType>TOWN_PRESERVE</TownType>
<Editable>
<NameFileRef href="/Text/Game/Heroes/Persons/Haven/Duncan/Name.txt"/>
<BiographyFileRef href="/Text/Game/Heroes/Persons/Haven/Duncan/Bio.txt"/>
<Offence>1</Offence>
<Defence>2</Defence>
<Spellpower>1</Spellpower>
<Knowledge>1</Knowledge>
<skills>
<Item>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_OFFENCE</SkillID>
</Item>
</skills>
<perkIDs>
<Item>HERO_SKILL_TACTICS</Item>
</perkIDs>
<spellIDs>
<Item>SPELL_HASTE</Item>
</spellIDs>
<Ballista>false</Ballista>
<FirstAidTent>false</FirstAidTent>
<AmmoCart>false</AmmoCart>
<FavoriteEnemies/>
</Editable>
<ArrowButtonState>0</ArrowButtonState>
<Decal/>
<Selection href="/_(Model)/Heroes/Knight_Path/Symbol.(Model).xdb#xpointer(/Model)"/>
<Trace href="/MapObjects/_(AdvMapHeroTraceSet)/Haven.xdb#xpointer(/AdvMapHeroTraceSet)"/>
<RaceTraitIcon/>
<RaceTraitDescFileRef href=""/>
<ScenarioHero>false</ScenarioHero>
<AdventureMusic/>
<HideInEditor>false</HideInEditor>
</AdvMapHeroShared>
Quote: <?xml version="1.0" encoding="UTF-8"?>
<AdvMapHeroShared ObjectRecordID="17">
<Model href="/Characters/Heroes/Duncan_LOD.xdb#xpointer(/Model)"/>
<AnimSet href="/Characters/Heroes/Duncan_LOD-adv.xdb#xpointer(/AnimSet)"/>
That points to the model (here Duncan).
Quote: <Model href="/Characters/Heroes/Wizard_LOD.xdb#xpointer(/Model)"/>
<AnimSet href="/Characters/Heroes/Wizard_LOD-adv.xdb#xpointer(/AnimSet)"/>
Use these lines for a Wizard for example, I'm sure you get how it works.
Quote: <Offence>1</Offence>
<Defence>2</Defence>
<Spellpower>1</Spellpower>
<Knowledge>1</Knowledge>
<skills>
<Item>
<Mastery>MASTERY_BASIC</Mastery>
<SkillID>HERO_SKILL_OFFENCE</SkillID>
</Item>
</skills>
<perkIDs>
<Item>HERO_SKILL_TACTICS</Item>
</perkIDs>
<spellIDs>
<Item>SPELL_HASTE</Item>
</spellIDs>
<Ballista>false</Ballista>
<FirstAidTent>false</FirstAidTent>
<AmmoCart>false</AmmoCart>
<FavoriteEnemies/>
</Editable>
<ArrowButtonState>0</ArrowButtonState>
<Decal/>
<Selection href="/_(Model)/Heroes/Knight_Path/Symbol.(Model).xdb#xpointer(/Model)"/>
<Trace href="/MapObjects/_(AdvMapHeroTraceSet)/Haven.xdb#xpointer(/AdvMapHeroTraceSet)"/>
<RaceTraitIcon/>
<RaceTraitDescFileRef href=""/>
<ScenarioHero>false</ScenarioHero>
<AdventureMusic/>
<HideInEditor>false</HideInEditor>
</AdvMapHeroShared>
Base stats are class dependent but can be modified as well. You can also change starting skills and level mastery in those skills. Starting spells can be added, deleted or modified. You can also edit warmachines that are available at the start and even select a custom music to play when the hero is selected on the adventure map.
It's all rather straightforward.
In order to edit in game names, bios and stuff you have to extract files from Text\Game\Heroes\Persons\[FACTION]\[INTERNAL NAME]\Bio (or Name).
Hope that helps.
EDIT: A very useful thread to make your own heroes http://heroescommunity.com/viewthread.php3?TID=21024
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13 Heroes
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VokialBG
Honorable
Legendary Hero
First in line
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posted October 30, 2009 01:13 PM |
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Well, yes. Here.
Locked
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