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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Hero of Light mod v3.0 (DOWNLOADABLE)
Thread: Hero of Light mod v3.0 (DOWNLOADABLE) This thread is 51 pages long: 1 10 20 30 ... 39 40 41 42 43 ... 50 51 · «PREV / NEXT»
Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 09, 2012 12:41 AM

I told you before, I won't upload the whole game due to copyright issues. You'll have to figure out a way to work it out yourself.

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Slayer
Slayer


Adventuring Hero
posted December 09, 2012 10:30 AM

Gj HoL! Another good version!

Also I don't think this is the town suggestion thread, for the post on the previous page.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 09, 2012 10:44 AM
Edited by artu at 10:51, 09 Dec 2012.

Quote:
The icons are placed in the order of heroes. Orrin is the first hero so the first icon is archery and so on. As I said study the def and you'll understand how it works.


Yes, i located the UN32 and UN44 already, i see some .8rv files when i open with DefPreview, but where did you extract those files from in the first place? Let's say i want to make a berserker specialist, where is the UN32berserk.8rv file.When you write the script the game finds and places the icon so it must be stored somewhere. I can't find them unless they have already been used in lod file on a custom mod like yours.

Edit: ok, they are in hmm35Wog.pac  

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 09, 2012 11:31 AM
Edited by Salamandre at 11:33, 09 Dec 2012.

Maybe I don't understand well your problem, but unless you want to add new spells, I don't see any reason to manipulate those defs. Just stick to erm, go to UN:G2 or search for HS format, berserk specialist will be ID 332. The extension of pcx in a def is randomly assigned by def tool at creation so is not relevant, it will always extract as *bmp.
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 09, 2012 11:38 AM

Quote:
Maybe I don't understand well your problem, but unless you want to add new spells, I don't see any reason to manipulate those defs. Just stick to erm, go to UN:G2 or search for HS format, berserk specialist will be ID 332. The extension of pcx in a def is randomly assigned by def tool at creation so is not relevant, it will always extract as *bmp.


The new specialties you pick wont show up in the begin game menu, that's what i want. So when you're about to select a hero you'll see his custom qualities (which you'll be playing with) not originals. Notice that's the way it is in HOL mod and he does it with a .pac file. The ERM changes always comes after the game asks if you want to wogify the map, and that's after you pick your starting heroes.

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 09, 2012 11:41 AM

ok I get it, but what you want to do in this defs to change the specialty displayed? This is hardcoded.
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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 09, 2012 12:02 PM
Edited by artu at 12:03, 09 Dec 2012.

i dont understand, in the mod there is a pac file (Hods/HoL/Data/HoLv32.pac) when you open the pac file with MMArchive you see un32 and UN44 def files which overwrites the original begin game specialty icons display and replaces it with custom specialties. When you turn the mod on, they display, when you turn it off they are gone. Nothing is hardcoded. When you open the pac file in Wog Mod (Mods/Wog/Data/hmm35 wog) and extract its UN32 defs and then extract the pictures with Defview, you have every single possible specialty icon as a separate picture file:
Specialty Icons

Aren't you using these when you prepare your own UN32 and UN44. By hard-coded do you mean that once you create your own pac file the custom icons are automatically lined up in the right order?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 09, 2012 12:07 PM
Edited by Salamandre at 12:10, 09 Dec 2012.

HoL replaced some graphics in those defs because he uses new creatures. You don't have to do that, unless you use new graphics. From what I know, we can't replace specialties show before ERM aply, they are hardcoded, ie make Gem be a berserk specialist.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 09, 2012 12:12 PM
Edited by Hero_Of_Light at 12:19, 09 Dec 2012.

I didn't just replace the icons in the UN32 and UN44 defs I also changed the order. Berserk in my mod is no longer id 332. I changed the defs that's what I've been trying to explain.

Just compare these defs from my mod with the original ones and you'll understand how it works. As I said, the first icons must be in the order of the heroes specialities in order to show them properly in the game menu.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 09, 2012 02:21 PM

i have another question, when you select secondary skills such as luck and diplomacy as a hero's specialty, does the 5% increase per level of effect come automatically or did you write it as a script somewhere? same goes for damage spells, or spells with increased effect, does this happen automatically per level up or do you have to code it?  when i tested i noticed no change in damage display of destroy undead in spell book (other than + per gained by Power Skill) yet in battle log it was causing slighlty a little more damage.

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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 09, 2012 05:33 PM

no further scripting was required, they worked with normal hero specialty commands. The damage bonus is not shown but it is there. The morale and luck bonus is shown by left click on the morale/luck icon. Your hero needs to be at least 20th level for a substantial boost though.

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EvilEyes
EvilEyes

Tavern Dweller
posted December 20, 2012 08:15 AM
Edited by EvilEyes at 08:17, 20 Dec 2012.

Hello, i have some pretty serious problems with the mod.

1. I installed Heroes 3 complete
2. after that i installed ERA 2.4
3. Then i installed Hero of light mod (newest version 3.22)
4. after that installed new objects patch,  
5. Fast AI and Wog Revised were last mods installed

so my load order n mod manager is:

1. HOL (bottom)
2. WOG (2nd)
3. New Objects patch
4. Wog revised
5. Fast AI (highest in laod order)

i disabled fast animations, yona, and secfondary skills scrolling. the reason i put HOL in the bottom of the list is because i read several pages back that salamandre said it has to be like that, because then it will put priority over wog and avoid conflicts.

Problem is now it actually made conflicts. as dungeon when i ugprade to warren i get bards with troglodyte stats, and isntead of kobolds i get troglodytes and isntead of halflings i get harpies...

If i put HOL After WOG these problem are fixed, but i still receive -2 and similar population with boss creatures after a while, and after some time i randomly get an error log "syntax revised something.." and game crashes. I couldnt finish any maps or play multiplayer in hotseat with friends because of the errors.

I put in all the obligatory and recommended options jsut like in the readme, but the wog artifacts are not banned - should i disable the wog artifacts ? (ban them) ? also i have henchmen enabled and enhanced commanders, will that conflict ?

Does fast ai and wog revised conflict with this mod ?

Finally what should i do to avoid the game breaking errors ?

Sorry for the long post, but i am desperate for help. If you want i can recreate the error i received which crashed the game and post a log if that will help.

Any help would be much appreciated. Also Salamandre i see uhave no problems with this mod, would u mind writing down in detail the way u isntalled everything and what options u have enabled/disabled ?

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 20, 2012 08:42 AM
Edited by Salamandre at 08:54, 20 Dec 2012.

As most of erm based mods, I think HoL is stand alone and will not work with others.

I suggest to play it with only wog/yona enabled and see if it works. Then add one by one other mods but keep HoL as priority (top of the list) and see how it goes.

Fast AI was renamed to better AI, probably you have old version?
LINK

Better AI should work with HoL as it does not use any global vars.
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EvilEyes
EvilEyes

Tavern Dweller
posted December 20, 2012 11:22 AM

Thank you, yes i  had the old version. Right now i have WOG revised at the top of the list, HOL second after it, then Better Ai, after it Objects patch and finally at the bottom is WoG. I'll try this out and see if there are any errors

If yes i will put HOL above wog revised (but wog revised will not work then)

Also:

Is Yona mandatory to use? Im not even sure what that mod does and to be less compatibility issues i have it turned off (disabled)

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 20, 2012 12:11 PM

Yona is not erm based, so is compatible with everything. Personally I just find it very useful because detailed battle log.

If HoL has only its custom scripts it should work with WoG revised. if it comes with the whole original data/s folder then no.
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Hero_Of_Light
Hero_Of_Light


Responsible
Supreme Hero
posted December 20, 2012 12:15 PM

Are you sure you loaded the obligatory WOG options? Because when you see Troglodytes as Bards in Warren then my script doesn't work and the new stats are not in use.
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Not idly do the leaves of Lorien fall.

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artu
artu


Promising
Undefeatable Hero
My BS sensor is tingling again
posted December 20, 2012 12:18 PM

HOL replaces only 5 erm scripts and only one of them (38 wog - first money) conflicts with Wog Revised replacements, so if both of them are on i don't think it will be much of a problem.

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EvilEyes
EvilEyes

Tavern Dweller
posted December 20, 2012 12:47 PM
Edited by EvilEyes at 12:51, 20 Dec 2012.

Artu, thank you for clarifying this, i have first money off

Hero of light, nonono u misunderstood me - it only happened when i have put hol in the bottom of the mod manager list and wog and other mods above it.
Now its fine, because i put HOL (almost first in load order, just below Wog Revised) i do have all the listed obligatory and recomended options enabled and or disabled just like it points in your readme. I am encountering a game crashing error though and im not sure if other otpions may be causing this - for example:

I have all Wog artifacts enabled (not banned)
I have Henchmen on
I have Enhanced commanders On
I have enhanced war machines On
These otpions are in the hero options section, seeing as (everything concernign heroes needs to be off to not conflict) i was wondering will these conflict with your mod if they are turned on.
Or is it simply something that the Computer player does and makes something ocnflict with eatch other - no idea


Right now i havent had the time to play a map and check if i will receive that horrible game crashing error.

At the moment i have
1. Wog revised
2. HOL
3. Better ai
4. New objects patch (you said its mandatory to have it)
5. WoG

Its in such order, so i will check if i receive any errors, if i will receive any error then i will psot the error log here maybe you will be able to help me.

Best regards

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Salamandre
Salamandre


Admirable
Omnipresent Hero
Wog refugee
posted December 20, 2012 12:52 PM

Should be:

1. HoL
2. Better AI
3. Objects
4. WoG Revised
5. WoG

The biggest mod should always be on top, except wog/revised which is the base. If some error, upload your error log, often it show where the problem is.
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EvilEyes
EvilEyes

Tavern Dweller
posted December 20, 2012 03:24 PM

But the problem is, Wog revised will not show the new script features (in other words will not work) if put under HOL

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