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FiReFTW
Tavern Dweller
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posted October 16, 2015 08:54 PM |
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moding question
Question about heroes 7 moding.
I would like to edit creatures from each faction, im mostly interested in price and weekly growth.
How would I go on about it?
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Ravel
Hired Hero
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posted October 16, 2015 10:58 PM |
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Quick question:
Are you looking to mod them permanently, or were you looking for a script you could enable on select maps while keeping the actual game files unchanged?
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FiReFTW
Tavern Dweller
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posted October 16, 2015 11:43 PM |
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Ravel
Hired Hero
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posted October 17, 2015 12:50 AM |
bonus applied by Elvin on 18 Oct 2015. |
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Ok, here goes (wall of text inc):
The first thing you'd need to do is open the editor and go to the "advanced" mode, by clicking on the "Switch to Unreal editor" button at the far right of the toolbar.
Then you'd need to open the Content Browser (View->Browser Windows->Content Browser) and navigate to the MMH7Game->CookedPC->Editor->Templates section in the "Packages" window in the lower left. Most of the game's moddable files are found here. In order to make any changes, however, we need to make a duplicate of the package files and then overwrite the default ones.
I'll show you how to do one package as an example, but the process will be the same for all the others.
First, lets get the editor into a more user-friendly view. You won't be editing visuals, so you don't need those big thumbnails for objects. Click on the button highlighted in red [url=http://i.imgur.com/OhO54AQ.png]here[/url] to put the objects into a simple list view.
Next, go to the Buildings Folder and click on the H7TownBuildingDungeon package. You'll notice is has one folder inside the package as well - dungeonbuildingabilities. We'll want to keep this structure in our copy of the package. Click on the "Path" column header to sort by what folder they're in. Once they are sorted, select all of the buildings in the base H7TownBuildingDungeon path (hold Ctrl or Shift while selecting to select multiple objects). Once you have all of the objects in the base path selected, right click and hit "Create a Copy". This will bring up a window like [url=http://i.imgur.com/btJaoDO.png]this[/url]. Give the package a temporary name different from the actual package name - I usually just add something to the end like "_dup". Next hit "OK To All" to create a copy of all the objects you selected in your new package.
This migrated all the base objects to our new package (you can see it by scrolling down to the "NewPackages" folder), but we still need to migrate the ones in the dungeonbuildingabilities folder. to do this, scroll back up to the H7TownBuildingDungeon package, and click on the dungeonbuildingabilities folder. Select all of the objects on the right using Shift or Ctrl, right click and hit "Create a Copy". You should get a window like [url=http://i.imgur.com/hZ6vP81.png]this[/url]. The one main difference is the Grouping - dungeonbuildingabilities. Also, make SURE to use the EXACT same package name as in the previous step so that they're placed in the same package together. Hit OK To All to copy the objects.
You should now have a dungeonbuildingabilities folder in your H7TownBuildingDungeon_dup package, just like in the base game's package. Right-click on your new package and hit Save. Save the package somewhere you'll remember (just the default EditorWorkspace should be fine).
Now, close the editor completely and navigate to where you saved the package. Open a second window to your ..MMH7GameCookedPCEditorTemplatesBuildings folder in in the game files. Change the H7TownBuildingDungeon.upk file's extension to H7TownBuildingDungeon.bak. Copy your H7TownBuildingDungeon_dup.upk file into the game's Buildings folder and rename it to H7TownBuildingDungeon.upk. Now, when you load up the editor or game it will use your "unlocked" version of the package instead of the game's "locked" (or "cooked") version.
Now, if you re-open the editor and navigate to the same location in the Content Browser, you can right-click on a dwelling - A_Dungeon_Maze for example - click Properties, and from there you should be able to edit a number of things about the building (including weekly growth) - [url=http://i.imgur.com/COBchjG.png]Here's[/url] an example screenshot of me increasing Minotaur weekly growth to 4.
You'd use a similar procedure on any other faction's buildings or on any of the creatures. Sadly the creatures themselves are all packaged individually... so you have to go through that process for each creature whose stats you want to change.
Let me know if you have any questions - hope this helped!
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Bigjocker
Responsible
Supreme Hero
Forgotten but not Forsaken
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posted October 17, 2015 06:24 AM |
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Finally someone made at least a little tutorial for modding, i was looking for it. Thank you Ravel.
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HoMM3Lite
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FiReFTW
Tavern Dweller
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posted October 17, 2015 09:48 AM |
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Thanks raviel.
But I must say, ubisoft sure are a bounch of m*rons. Could they make it even harder and more complicated than this? Seriously.. I remember heroes 5 was much easier to mod things like these.
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3lion
Known Hero
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posted October 17, 2015 01:56 PM |
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Edited by 3lion at 13:58, 17 Oct 2015.
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FiReFTW said:
But I must say, ubisoft sure are a bounch of m*rons. Could they make it even harder and more complicated than this?
Since you want to make a global mod, you must be concerned to keep the source files structure. Thus you must do some more specific steps in order to do so. Otherwise you brake the game. That's why you've been asked if you want to make a global mod, or map based mod. Cuz map based mods are way easier to create.
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FiReFTW
Tavern Dweller
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posted October 17, 2015 02:15 PM |
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Perhaps I need some more detailed info on the difference.
I want to make a mod that I will use for fun in my free time, in skirmish and so.
I assume map specific mod is only for 1 map, so I would need to do the same thing for every single map in the game if I wish to play with these settings on each map, hence making it even harder than this global edit, true?
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3lion
Known Hero
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posted October 17, 2015 04:30 PM |
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Once created and saved a pack with mod could be used for any custom map. You just need to import this pack during a custom map creation.
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natalka
Supreme Hero
Bad-mannered
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posted October 17, 2015 04:44 PM |
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So I can have scaled creatures, XP gain mod integrated in my maps so that users don`t need to install mods separately. Am I right?
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Ravel
Hired Hero
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posted October 17, 2015 07:08 PM |
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3lion said:
FiReFTW said:
But I must say, ubisoft sure are a bounch of m*rons. Could they make it even harder and more complicated than this?
Since you want to make a global mod, you must be concerned to keep the source files structure. Thus you must do some more specific steps in order to do so. Otherwise you brake the game. That's why you've been asked if you want to make a global mod, or map based mod. Cuz map based mods are way easier to create.
One way to easily switch between "normal" and "modded" is to use a mod manager. Now, since HoMM 7 is super new, no mod managers have been made specifically for it. However, there are some "universal" mod managers which do the trick.
I personally use Jonesoft Generic Mod Enabler, or JSGME for short.
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3lion
Known Hero
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posted October 17, 2015 09:45 PM |
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natalka said: So I can have scaled creatures, XP gain mod integrated in my maps so that users don`t need to install mods separately. Am I right?
Absolutely. But those mods will work only on custom maps. And you must set all your creatures to use modified archetypes instead of default ones. Not sure how to do that without modifying entire creature pack..
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FiReFTW
Tavern Dweller
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posted October 18, 2015 01:37 AM |
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3lion said: Once created and saved a pack with mod could be used for any custom map. You just need to import this pack during a custom map creation.
So it only works for custom maps and not maps already in game?
I guess the global thing is better, just change everything and have it in every map.
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Ravel
Hired Hero
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posted October 18, 2015 01:39 AM |
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FiReFTW said:
3lion said: Once created and saved a pack with mod could be used for any custom map. You just need to import this pack during a custom map creation.
So it only works for custom maps and not maps already in game?
I guess the global thing is better, just change everything and have it in every map.
Yeah, just make sure to put back the original files if you plan on doing multiplayer - otherwise i'm sure you'll run into sync issues (beyond the existing ones, i mean )
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3lion
Known Hero
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posted October 18, 2015 01:47 AM |
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FiReFTW said:
I guess the global thing is better, just change everything and have it in every map.
Then you must choose the complicated way and not to complain
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syliber
Tavern Dweller
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posted October 20, 2015 05:26 AM |
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H7 moding question
Spell Heal and Resurrection do unit revival. but regeneration do not unit revival. Can I regeneration Unit revival?
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PavelH
Tavern Dweller
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posted October 21, 2015 07:38 AM |
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Editing oficiall map - Question
Hello, is there any possibility to edit official skirmish maps? Without getting message that this map is cooked? Thank you for all your answers.
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malax83
Famous Hero
Game ranger, HotA Player
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posted October 26, 2015 11:03 AM |
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Do someone try / manage to insert new creatures statistics ?
I never played H7 but the stats of champions creatures seems too strong. I would be curious to see the stats from previous version into the new game. The problem when doing this with a minimum of work, is cancel the second champion creatures, which was a good idea !
If a step is needed to reach the "good stats", insert new 3D models (as griffin for example) looks harder. The line up couldn t change if there s no change between flyers, ranged or melee creatures !
So there s not so 3D work !
Haven : Dire wolves are replacing by griffins
Academy : Noone
Undead : Lamasu are replacing by death knigths
Bastion : Noone
Sylvan : Treants becomes an elite creature, replacing the blade master - blade master becomes a core creature, replacing the pixies - Dryads get the statistics of centaurs.
Dungeon : Assassin could teleport themselves to looks like to harpies, Striders is replacing by a flyer unit, manticors.
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