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Thread: Nimostar's Releases [WITH TOTAL CONVERSION "Greatest Mod"] | This thread is pages long: 1 2 3 4 5 6 7 8 9 10 11 · NEXT» |
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted August 17, 2016 03:53 PM |
bonus applied by kiryu133 on 17 Aug 2016. |
Edited by NimoStar at 07:19, 04 Dec 2017.
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Nimostar's Releases GREATEST MOD 0.15 RELEASED
To not have to create a new thread every time I post something new or update, I will use this one from now on.
(It won't let me change the name of already posted threads, so this one will serve indefinitely)
UPDATED 4/12/2017 (non-anglo date format)
DOWNLOAD GREATEST MOD 0.18 FIXED
If you read the install instructions, it reccomends to delete previous version of mod/maps before overwritting with this one. Will be cleaner that way (no map duplication).
Hence, here is the full release. It includes ALL factions changed into new ones, ALL creatures changed (both abilities and stats), ALL heroes changed (starting skills and classes and switches on appearances), and nearly all spells changed too.
IT HAS A FULLY FUNCTIONAL 8 CREATURE INFERNO FACTION WITH KREEGANS,
AND A FULLLY DEPURATED 8 CREATURE NECROPOLIS FACTION OF UNDEAD
Even hero identities and portraits were reassigned for such a scale of change.
Details are found on the readme file and the "faction classification 6" map included, on the underground the new creature and magical/theme lineups and intended ambient grounds.
0.16 includes extensive changes, features added and fixes.
Just copy over your game to install, nothing will be overwritten and you can STILL PLAY equilibris or normal H4 as commonly.
* * * *
MAPS
*RECLASSIFIED Maps
- New Map Folder is called "GreatestMaps"
-- ALL MAPS DISPLAYED NOT IN "OTHERS" FOLDER ARE PLAYABLE, FINISHED AND READY TO GO!
-- Maps will now be classified according to their playable function
--- "Tournament" indicates strictly balanced maps for multiplayer (with buffed up computer opponents if any chosen)
--- "Multiplayer" indicates multiplayer maps which are more casual/flavorful and not with 100% mirrored balance. They can also be played single vs AI.
--- "Challenge" is for mostly singleplayer maps (although some might be multiplayable too). Includes cooperatives.
--- "FromWeb" is for maps from the internet, which are not made by NimoStar or affiliates, and credit is to their makers.
--- "Enchanced" is for single maps from default H4 which got enchanced and improved for the mod.
--- "Others" is for all maps that are not meant to be normally playable but serve some other, possibly evil, function.
- Remastered the Winds of War Campaign. Made a version of the last mission a single map which is multiplayer-compatible.
- New version: Rebalanced Chaos campaign beggining, enchanced Nature campaign ambient, and prevented passability bugs on Order campaign
- Placed all default Heroes campaigns on playable maps (different folder)
- "PROPER MAPS" contains upgraded versions of the Heroes 4 Campaigns
- Made first (to my knowing) Duel Map of H4 - fully scripted and balanced
-- Can be played vs other players or AI
-- Doesn't require the mod
- Made the second duel map.
- Text strings not finished.
- Requires the mod.
MAPMAKING
- Fixed "fun" artifact palette crash bug on editor
- Extended fun artifact palette (without bugs)
- Rearranged some artifacts on object palettes to better reflect their functions
- Included expansion artifacts and 351 artifacts on the palettes
- Fixed two special heroes crash bug on editor
- Added the missing 355 Treasures functionality via text table
- New descriptions for all new treasures (in English)
- Created a map showing every treasure and the creatures that guard them (in Classmaps)
- Existing Equimaps and ForModMaps are merged
- Created FINISHED map folder
- Maps in it have indication of version needed
- Made Duel Maps with special scripts and incredibly careful balancing
- Added Megadragon dwelling
- Added Sea Monster dwelling
- Added Mermaid dwelling
- Fixed a Default hero that would crash the editor before on a special case because of a bugged artifact
SPELLS
- Changed Mass Cancellation from lvl5 to lvl4 (still expensive)
- Slightly rebalanced power of Demon Fire, Disintegrate, Armageddon, and Chain Lightning
- Slightly rebalanced summons of Genie and Dark Knight
- Readjusted some spells - "Magic Resistance" is teachable again
CREATURES
- Slightly more expensive Genie, gives more XP
- Take back devouring from white tigers, too OP. Search suitable ability.
-- Replaced by No Retaliation
HEROES
move- Created new portraits and updated existent
- Changed more heroes to be Creature Heroes
- Created "Rogue Sorcerer" type hero, a special mix that looks powerful and dramatic
- More custom portraits.
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FOR NEXT VERS:
- Add more passable obstacles as copies
- Add variant-image dwellings
TO DO:
- MAKE WORK NEW TREASURES! FIND A WAY!
- Change portraits of creatures for no-ring background (try "changing file names" method with facetool and other adjustements, for example hero table modifying names for creatures/spells and class for alignement -and make tutorial if it works-; if not, use Baronus method)
- Put Lich ability in Assassin place [change skill mentions in strings]
- Put Assassin ability for combat-tactics (replacing former lich place) [change skill mentions in strings]
- Change "field marshal" so its not for mercs instant (test)
- Effectivize Enchanter change claim (order+noble) [change skill mentions in strings]
- Add Old Man hero
- Add sound to Dark Knight spellcasting
- Get the Eliaz things
- Continue changing Heroes appearances via table and CH include
- Switch map appearances of order and life castles
- Create alternate appearances for Elemental dwellings
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IDEA FOR 1.17 (or 1.2):
- Make passable copy of ALL map objects, which are only decorative and have visual description
- Make "void" copies of all actual map objects, which have only one, all directional enterable places.
-- Use the first to mask the second... impromptu "object editor" capabilities. Any object functionality can look as anything.
Disadvantage: Map ambience sounds probably won't work with the copies
Planned for next versions:
- Music changes
- Change blacksmith sell artifacts
- Change spell icons
- Spell use changes
- More adventure map objects
- All Equilibris artifact compatibility
- Change UI (darker)
- And much, much more!
____________________________________
Special thanks to:
Equi team, Iliveinabox, namerutan, karmakeld, Baronus, and all those that contribute to the Heroes community.
____________________________________
If you have any idea of how to solve a bug, or even have a bug report, please tell!
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nostradamus
Adventuring Hero
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posted August 17, 2016 10:07 PM |
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This is great,a masterpiece,thank you nimostar,I will test it shortly.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted August 18, 2016 02:27 AM |
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Thank you
If anyone has problems
(specially if they are confised by the install, it is really simple: Delete a file, rename a file, and paste Data folder)
just contact me or post here.
If anyone wants to know more I have lots of info and some other screenshots.
These are all the creatures for the changed factions
(included thus reordered in the editor file)
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted August 18, 2016 10:47 AM |
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Edited by NimoStar at 11:39, 18 Aug 2016.
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NEW FINDING - GOOD NEWS!
I have tested and found that the easy "minimal install" actually seems to work just fine.
Just put the .exe in your main Heroes folder, and the grea.h4r (from the Data of the download) inside your Data folder.
This will NOT overwrite anything and works just fine in Heroes 4 with both expansions freshly installed, even without Equilibris.
(although Equilibris artifacts and buildings still not included in this way of the mod, and thus not compatible with equilibris-only map)
There is a problem with blacksmiths only, but this will be fixed on next release. Other than that, fully playable.
THIS MEANS THAT THE MAIN GAME AND/OR EQUILIBRIS WILL STILL BE COMPATIBLE WITH ONLINE PLAY OF ANY VAINILLA HEROES 4! YOU CAN INSTALL THE MOD AND KEEP PLAYING ONLINE ALL THE OTHER MODES TOO!
Enjoy, don't miss it!
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Baronus
Legendary Hero
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posted August 18, 2016 02:22 PM |
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Good work! Congatulations. Changing defs graphics at this moment is imposibble. Only facetoolkit. And replaceing. Maybe in future. Eq team is reactivated as I see. Maybe they help something.
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nostradamus
Adventuring Hero
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posted August 18, 2016 05:13 PM |
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I found in HEROES ROUND TABLE -MODS AND MAPS -MODCRAFTING GUILD-EQUILIBRIS from player Vlad that he found from someone he made new creature,here is original address:http://www.heroesofmightandmagic.com and http://www.strategyplanet.com/homm/ I dont know how to paste the picture!Topic is called "MODDING HEROES OF MIGHT AND MAGIC IV" from (crackinthekraken) on page 3.That creator also gave is e-mail for help.
Here is the link (http://www.angelfire.com/la3/daeraion/chh4shot2.jpg).
You wrote a great changelog in the readme,a great idea with this heroes combat_actor files,it gives the game more diversity,I prefer when single combat hero fully equipped with prefered artifacts and with max.strength,I managed to reach 592 and hit points about 5000 or more,NO JOKE, with both rings and upgrade(barbarian with spell archery!)fights with single legions of different creatures,that really makes them heroes.
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Baronus
Legendary Hero
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posted August 18, 2016 07:44 PM |
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Edited by Baronus at 19:57, 18 Aug 2016.
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nostradamus
Adventuring Hero
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posted August 18, 2016 09:03 PM |
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The mod works fine,very interesting factions.I have one QUESTION,that faction which has pikeman,crossbowman,angels,catapult..,are they recruitable in any castle or are they scattered neutral creatures across the adventure map,or they have NEW DWELLINGS? thank you in advance.
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nostradamus
Adventuring Hero
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posted August 20, 2016 12:14 PM |
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Only 1 question,when playing winds of war,no creature changes appeared,although I put yours chest exe file in heroes main folder and grea.h4r to heroes data file, can you help me?
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Karmakeld
Responsible
Supreme Hero
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posted August 20, 2016 06:30 PM |
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The additional Hero skins could be reached by using cheatcodes, the old lady and the rockstar/red monster.
If you take away archery, from the Archer class, you get an elven hero carrying a sword, but otherwise nice work.
Did you make the 'void' terrain edit yourself? It's also a feature in the H4MG.
I'll pm you regarding Portraits, as I can help you with that.
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nostradamus
Adventuring Hero
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posted September 04, 2016 01:31 PM |
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creature statistics
Nimo,can you create some version with creatures to have a little more hit points,for example zombie 500,mummy 1000, efreeti or genie 1500,gold or steel golem 5000, I like to fight with combat hero head to head,it isnt neccessary,but in near future if you have some spare time,you would make me a favour,thank you in advance.
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Baronus
Legendary Hero
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posted September 10, 2016 09:56 PM |
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nostradamus
Adventuring Hero
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posted September 11, 2016 06:57 PM |
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creature statistics
You have my thanks,I guess I will have to try that anyway,I already found that topic,but I saw it as complicated thing,that is that chapter with creature statistics I believe.
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted September 21, 2016 08:38 PM |
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Edited by NimoStar at 20:57, 21 Sep 2016.
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I hope for PM for the portraits.
Also, while the comment aboput the archer additional skins is correct, the "cheat" skins aren't the same as the ones presented here. These have anims reshuffled to not be just a joke but playable.
I will explain:
Some anims on the heroes are unused.
For example, the block anim is only used on the minotaur
however, all of the original heroes have block anims
(including the main ones) that were provbably going to be used in an scrapped feature (such as when defending, like in Heroes III)
My new hero anim codes use these as additional ways to cover for the "joke" animations with others.
For example, the metal guy guy does NOT turn into a "pixie girl" - he casts spells with his metal guitar.
The old man likewise does not turn into a red monster
(in the next big change version, the red monster will become a new "creature")
I have found how to make unlimited hero models work ingame (close to unlimited, anyways) with "hero-heroes mechanic".
All the models need to use the default anims, but default anims are not as rigid as you may think.
Every creature animation is separated. Every hero animation is separated.
With my decoding methods, I can cobble together any hero or creature from the existing animations and change it as I would wish.
I could make heroes that look like the Ghost Dragon.
Heroes that look like miniature Devils from the map anims.
Possibly, even heroes that look like spells or buildings!
I have the idea that this could be used for a shapeshifting hero-creature that becomes a different kind of hero graphically depending on what its doing and the side it faces, for example. You can make the anims depending on what it's doing. You could make a deceiving hero-creature be a black dragon attacking and a Halfling while being hit.
(yes, it also works for actual creatures, but the number and editing of each creature is limited - while the heroes are nearly unlimited and based on the list which has many identical and otherwise unused entrances)
With the flexibility of hero editing,
I can also make heroes without skills directly from the map editor.
If you install my version of the maop editor file, in "chareacters", you will find a full assortment of completely blank heroes!
These heroes have no abilitie or skills at all.
You can have heroes which look like necromancers and have only life magic. And anything else you imagine. Directly from common map editor.
(this is already with current download)
The method of "block" anims is also used to change the spell and idle animations of the new demonologist class (which is represented by the old "sorcerer" models, with the proper changes).
The new chaos wizards, are also nobles and thus referred as Warlocks. THey and use these models:
Males = Spazz Maticus (Normally with sword but modified so he can shoot the crossbow at range)
Females = Baron Tarkin (red dress and crown)
I also have realized that you can use spell animations as buildings.
I have also "cracked" the size of creatures in combat (footprint)
as well as the height of the indicator over their heads.
I don't have much time right now, but soon I will release some more content and indications to help others with this and explain some of the changes.
The completely black terrain can be used in any version of the game and doesn't even require mods or expansions (!) [although brushes do help].
In my next post I will explain how everyone can do it. It's quite simple really and with this message you could figure it out: The subterranean void is walkable and you can paste objects on it or use brushes in it. It actually has terrains "below" the black, so you can even navigate on it and it changes native creature stats and combat background depending on the terrains you choose.
It is very dramatic and climactic, and using the "void" (with decoration) helps agains the "cartoony" "light" feel of much of H4 terrain.
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Baronus
Legendary Hero
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posted September 21, 2016 09:21 PM |
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Great work! You must build tutorial! How to change creature battle size! If you can it its absolutly fantastic news! Work on it! You have big succesess!
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nostradamus
Adventuring Hero
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posted September 21, 2016 09:24 PM |
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homm iv
More diversity and change in a game,more it feels and looks as real heroes IV modification, really good work NimoStar, I congratulate you.
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Baronus
Legendary Hero
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posted September 21, 2016 10:07 PM |
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Edited by Baronus at 22:11, 21 Sep 2016.
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I suggest five new heroes:
1. Knight using champion animations.
2. Black knight using black champion resources. (It is hero animation but game is cutted and first hero animation was used like unit in expansion. Goblin knight is battle animation for this hero).
3. Nomad.
4. Centaur
5. Dwarf on dragon golem
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NimoStar
Responsible
Legendary Hero
Modding the Unmoddable
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posted September 22, 2016 01:13 PM |
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Edited by NimoStar at 14:09, 22 Sep 2016.
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I have seen the Karmakeld PM and am writing an answer with example pictures to change the portraits.
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Well, changing the size of the units is not that direct. There are two methods which are separate, and have different effects, but can be used together:
1- This was mentioned once: you can change the creature and heroes in combat for their map version anims, for combat miniature creatures.
Not mentioned before, you can also do the reverse: Change adventure map versions for combat ones, for some GIANT map creatures and/or heroes. This will be something I use in the future (Imagine a giant Black Dragon or Devil in the mountains, which would actually be a super-stack and/or over-powered enemy hero! Only for campaigns.)
2a- Changing the footprint:
This is the size of the creature in combat, but not of the anim. This is simply the space it occupies in the square grid. I have already adjusted some of these in my mod to show how big is actually one creature.
2b- Change the height of indicator over their heads:
If you make a creature or hero smaller or larger and the number or health bar is too high over their heads, or covers a part of their anim, you can change this to make it higher or lower.
The highlighted number is the footprint grid size, while the other number (94) is the indicator height. They are always located at the same place in all creatures and heroes. They have to be hex edited. (picture: Hex Editor Neo)
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Baronus:
Those are actually pretty good ideas!
I wanted to make a dragon hero too, but yours would also be nice.
Hero vampire!
Hero pirate!
Hero berseker!
Hero ninja!
Also, the easier to make: A magician... because I have found every wrong hero or creature combat animation file automatically turns into a magician ingame xd
Making these heroes takes time however (well, except the magician ), because making of .spr (animation - sprite files) has to be edited on hex by hand and any mistake would ruin it. You can also only use an animation once in each file (for example, you cannot attack and cast spell with the same animation) so animations for spells, that heroes have to use but these creatures not, have to be copied from others and added (this also increases bundled file size). So, a few at a time, but slowluy it will get more complete.
If anyone wants to learn and help me with it (you can make the heroes alternate anims you want and they will be added if they work! ), they are welcome to contact me here or by PM.
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Baronus
Legendary Hero
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posted September 22, 2016 04:50 PM |
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I changed size from maps to combat, but is too small. You tell how edit DEF!!! ABSOLUTLY WONDERFULL! I dont know it! I need it for my mod! Big thanks.
What about hex editing animation? If you change eg. attack animation a little maybe it can be spell animation?
Work on it! You have sucesses!
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nostradamus
Adventuring Hero
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posted September 22, 2016 08:35 PM |
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I´m not sure,if I will manage to learn or assist you Nimo,but I suggest or vote for my vision of creatures,that are mentioned or described in thread "undead creatures" or I will be more than happy,if only a part of my wish comes true,you have my thanks.
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