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Bersy
Honorable
Supreme Hero
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posted May 30, 2012 02:04 PM |
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Furiosu, hi! Open heroes3.ini and set CPUPatch=0. This option was for you.
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Furiosu
Tavern Dweller
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posted May 30, 2012 02:31 PM |
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Words aren't enough right now, thanks, it worked )
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n1k
Tavern Dweller
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posted May 30, 2012 03:07 PM |
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Quote: Enter WoG Options and find the corresponding option )
Which option is related to this? I see only Ban Commander Artifact as option, and it is unmarked. Only those i've mentioned doesn't appear, the other 6 artifacts are ok.
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Bersy
Honorable
Supreme Hero
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posted May 30, 2012 03:11 PM |
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Option 196: Power Stones.
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n1k
Tavern Dweller
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posted May 30, 2012 03:48 PM |
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That was it... thank you.
Didn't know they are named so.
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kswdiy
Adventuring Hero
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posted May 31, 2012 02:41 AM |
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Edited by kswdiy at 02:49, 31 May 2012.
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Quote: Thank you guys for feedback.
Quote: Do you think this version will support my mod? I would really
like to have a downloadable version of HoLv3.2 for ERA II.
I'm ready to upload 3.1. Is 3.2 already released?
Quote: I have a more practical tool than your era menu tool.
It is a handy menu tool for mobile disk. Custom stronger than you that I more convenient operation.
Its name is "Portable the Start Menu"
Could you upload it?
web here£º
http://www.aignes.com/psmenu.htm
Download link£º
http://www.aignes.com/download/psmsetup.exe
http://www.aignes.com/download2/psmsetup.exe
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Furiosu
Tavern Dweller
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posted May 31, 2012 08:23 AM |
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Edited by Furiosu at 08:24, 31 May 2012.
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Just a minor thing: using the links from your ERA Start Menu, the ERM Help button opens ERA Manual while the ERA Manual button opens ERM Help
Edit: Actualy since I've posted this, is it possible to add some support for the HD exes in this start menu?
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Bersy
Honorable
Supreme Hero
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posted May 31, 2012 12:46 PM |
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kswdiy, nice program, though more complicated and specific.
Furiosu, thanks, fixed.
Quote: Edit: Actualy since I've posted this, is it possible to add some support for the HD exes in this start menu?
Era II\Tools\Era Start Menu\settings.ini
"0= ..\..\h3era.exe | In The Wake Of Gods | wog.bmp"
Just change the executable name or replace other item. You can also create the second group and put HD exe there:
[groups]
0=...
1=Custom Page Title
[group 1]
0=..\..\h3era_HD.exe | WoG (HD) | wog.bmp
At last, you can rename HD exe to h3era.exe.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 01, 2012 01:47 PM |
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Could you made resources from "Data/zvs/" redirectable? or current "redirect resource" comand allows for it?
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Bersy
Honorable
Supreme Hero
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posted June 01, 2012 01:51 PM |
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Dynamical redirection on file system level is not implemented and is not a high priority task. Mostly, mods system itself provides static redirection.
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RomanZhou
Tavern Dweller
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posted June 02, 2012 03:56 AM |
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I have a question:
[+] Added Pikeman, Orc, Dendroid Soldier and path markers from HotA project.
If I don't need this modification(I don't like the HotA style),I want back to the original creatures and path markers.What should I do?
Thank you!
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Bersy
Honorable
Supreme Hero
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posted June 02, 2012 01:13 PM |
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Edited by Bersy at 13:14, 02 Jun 2012.
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Unhotify mod
If there are enough negative reports, I will remove them from the next version. Though after hours of playing I think such result is doubtful.
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RomanZhou
Tavern Dweller
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posted June 02, 2012 02:13 PM |
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Quote: [url=http://bers.heroes35.net/mods/Unhotify.exe]Unhotify mod[/url]
If there are enough negative reports, I will remove them from the next version. Though after hours of playing I think such result is doubtful.
I just don't like the hota's style.I feel them aren't very harmonious in the heroes3.I'm used to the original style.(It is my personal point of view)
If they are optional installation from the next version, that should be better.My English is poor,I'm sorry for the inconvenience!
Thank you very much.
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gnollking
Supreme Hero
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posted June 02, 2012 02:55 PM |
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[Offtopic, sorry] In my opinion the HotA creatures are awesome. What separates the new HotA creatures from almost ANY other mod's creatures, is that HotA creatures DO look exactly like the original creatures. They are professionally made to look original as much as possible. It has taken a LOT of time to do them, most probably. I can't understand why you, RomanZhou, don't think they fit. No offence, just asking
And back to topic; I've been waiting for the 2.2 version for a long time, and now, I can finally say, thank you . I've been working on my MapEdPatch some time, and will probably release the newest version in the following weeks, as an ERA mod. I've also got other projects going on atm, as always, and thanks to ERA, they can also be made public easily. Thank you so much, Bersy, you are awesome.
____________
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kswdiy
Adventuring Hero
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posted June 02, 2012 03:00 PM |
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Quote:
Quote: Unhotify mod
If they are optional installation from the next version, that should be better.My English is poor,I'm sorry for the inconvenience!
Thank you very much.
I like the Hota style added to the inside
Era should be more familiar with the DIY
I'm making all aspects of biological beautify replacement mod.
Similarly, my English is not good.
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RomanZhou
Tavern Dweller
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posted June 02, 2012 03:51 PM |
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Quote: [Offtopic, sorry] In my opinion the HotA creatures are awesome. What separates the new HotA creatures from almost ANY other mod's creatures, is that HotA creatures DO look exactly like the original creatures. They are professionally made to look original as much as possible. It has taken a LOT of time to do them, most probably. I can't understand why you, RomanZhou, don't think they fit. No offence, just asking
And back to topic; I've been waiting for the 2.2 version for a long time, and now, I can finally say, thank you . I've been working on my MapEdPatch some time, and will probably release the newest version in the following weeks, as an ERA mod. I've also got other projects going on atm, as always, and thanks to ERA, they can also be made public easily. Thank you so much, Bersy, you are awesome.
I'm sorry,what I mean is replaced the original creatures like pikeman and orc etc. instead of to say HatA is not fit.
Everyone has his own aesthetics,related to change the appearance of original creatures,should be choose your own.ERA is not a special appearance mod.
No offence,too.It is only my personal point of view.Thanks everyone,especially the Great Bersy.
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Bersy
Honorable
Supreme Hero
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posted June 02, 2012 06:37 PM |
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Quote: I just don't like the hota's style.I feel them aren't very harmonious in the heroes3.I'm used to the original style.(It is my personal point of view)
I thought the same, but only before playing a bit with pikemen and orcs (both got Yona's unique abilities). After playing you won't be able to look at old creatures. Trust me on that.
Quote: If they are optional installation from the next version, that should be better.My English is poor,I'm sorry for the inconvenience!
Thank you very much.
It's ok. You're welcome.
Quote: And back to topic; I've been waiting for the 2.2 version for a long time, and now, I can finally say, thank you . I've been working on my MapEdPatch some time, and will probably release the newest version in the following weeks, as an ERA mod. I've also got other projects going on atm, as always, and thanks to ERA, they can also be made public easily. Thank you so much, Bersy, you are awesome.
Thank you for the reply. I hope more nice projects will be published in the next feature.
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majaczek
Supreme Hero
Work at Magic Dimmension
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posted June 02, 2012 08:37 PM |
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Edited by majaczek at 20:38, 02 Jun 2012.
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Quote: Dynamical redirection on file system level is not implemented and is not a high priority task. Mostly, mods system itself provides static redirection.
That is mostly fine, but I already wanted to replace some commander-related resources only if WoG option is On (because it would be misinformative when script is off, since some of commander info and icons would be replaced to describe state After script is in action), and I'm Jealous that changing Town Buildings DEFs on the fly is possible but resources I want to touch are in "that" data\zvs directory
But I heard you have generally more serious problems with zvslib (which does not follow even Mods-Folders Data Interface)... Have you considered to work at this? That would probably turn to fixing my problem also ... Or the resources from Homm3WoG.pac for zvslib are already vulnerable to LOD-resource redirection? (anybody tried? if it work it would be a nice hack, and could lead to "Native" solution of zvslib problem).
If redirecting loose data\zvs files are not accessible to me or anybody else I may consider for example my script to run without condition, forcing player who temporary doesn't want the feature to disable mod-folder temporary, despite I love things that can be altered at runtime.
What are exactly the resources zvslib access which cannot be redirected by mods mechanism? if it is only things for commanders and stack experience, that would be probably fixed by a plugin allowing to deeply change the former or latter feature anyway... and I dreamed for creating a plugin which would add 7th skill to commander (and 6 additional perks for master+master)... but once I have other things to do and the Day is only 24 hours it may be not so soon
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Bersy
Honorable
Supreme Hero
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posted June 02, 2012 09:38 PM |
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Edited by Bersy at 11:37, 04 Jun 2012.
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All WoG dialogs: IF:G, IF:D, Commander, Leaving artifact on map, Experience and others are created by ZvsLib1.dll using direct access to lod (and sic! unpacking files to temporary directory) as child windows. It means that you can use only static file system redirection.
If you change resource, it's a mod and it does not need options.
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RomanZhou
Tavern Dweller
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posted June 04, 2012 04:00 AM |
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Quote: It's ok. You're welcome.
Bersy,I have used the unhotify mod,the creatures dynamic graph have to return to normal,but the creatures thumbnails are still the HotA's style.
By the way, I played the the HotA's style(with Yona mod),very good,it's another flavor. I wish the original & HotA are coexistence,choose which style I want.
Thank you for your efforts in the ERA!
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