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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Heroes of Might and Magic III Lite
Thread: [MOD] Heroes of Might and Magic III Lite This thread is 2 pages long: 1 2 · NEXT»
bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 13, 2019 11:13 PM bonus applied by Galaad on 13 Apr 2019.
Edited by bigjocker at 08:17, 26 Aug 2021.

[MOD] Heroes of Might and Magic III Lite

Hello everyone.

I know everyone is now playing and discussing H5.5, but I don't (maybe I'm stupid or just oldschool). I always loved HoMM 3 and WoG, but it somehow got too outdated for me to play and enjoy, So I created a mod for myself and I want to share it with all who are just like me. This mod makes HoMM5 to be more HoMM3-like. I had this idea earlier and use it in my Quicksilver mod, but it was never fully finished and it had my own ideas included. I lost my interest and some files back then, but not this time. It's only in beta , but it's fully funcional.
Why "Lite"? Because I didn't fully convert the game to be HoMM3 3D. I didn't change the interface, magic schools, skill system, building system, sounds or create new monsters. I used what we already had in game.

FEATURES of the MOD:
*Changed stats, looks, names and lineups of the creatures to be like in HoMM3, excluding some creatures which I couldn't create. (some creatures also have bonus HoMM5 abilities, because I didn't want to lose them and they fit perfectly)
*No more alternative upgrades (just one upgrade per creature).
*Changed levels,costs, names and lineups of dwelings inside towns to be like in HoMM3.
*Changed spell stats to be like in HoMM3 (I didn't change the names since it doesn't matter a lot).
*Added MANY neutral creatures from HoMM3, WoG, HoMM4, HoMM5, MMH6, MMH7 and few of my own. (List and screenshots are below)
*Fortress (Dwarves) replaced by HoMM3 Conflux (Town looks stays the same, at least for now).
*Because of creature changing some heroes changed their abilities.
*Used sharpening for all creatures' textures and icons to make them look better.
*No more low quality models of creatures in maps. The game might be a little more recource hungry, but you shouldn't experience any problems if your computer is not from Windows XP ir Vista era.
*Heroes are now more universal (can be Might and/or Magic, except for Stronghold - it's still might oriented).
*Rage bonuses and values are changed. Now Stronghold creatures gets rage for every action, but rage needed for each level is increased. Creatures now loses rage (all of it) only if feared or hypnotyzed.
*Necromancy changed to be more like in HoMM3. I wanted it to raise only skeletons like in H3, but find it too lame and wanted to use H5 system so now it's like this:
-All humanoids are raised as Skeletons (upgraded versions and neutrals are raised as Skeleton Warriors.
-All riders are raised as Black Knights (upgraded versions and neutrals are raised as Dread Knights)
-All dragons are raised as Bone Dragons (upgraded versions and neutrals are raised as Ghost Dragons)
-All other living creatures are raised as Wights (upgraded versions and neutrals are raised as Wraiths)

SCREENSHOTS:
Academy (Tower)


Dungeon


Fotress (Conflux)


Haven (Castle)


Inferno


Necropolis


Sylvan (Rampart)


Stronghold


Neutrals:
Original HoMM III: Rust Dragon, Crystal Dragon, Faerie Dragon, Chaos Hydra, Azure Dragon, Wyvern Monarch, Diamond Golem, Rogue, Mummy, Peasant, Gold Golem, Enchanter, Sharpshooter


HoMM 3.5 (WoG): Diamond Dragon, Sacred Phoenix, Lord of Thunder, Supreme Archangel, Blood Dragon, Ghost Behemoth, Darkness Dragon, Dracolich, Hell Baron, Hell Hydra, Nightmare, Hell Steed, Fire Water Air and Earth Messengers, Lava Sharpshooter, Arctic Sharphooter, Sorceress, Santa Gremlin, Ghost, War Zealot.


HoMM 4: Megadragon, Gargantuan, Ballista, Ice Demon, Dark Champion, Goblin Knight


HoMM 5: Rune Patriarch, Skeleton Archer, Goblin Witch-Doctor, Basilisk Rider (Dark/Grim/Brisk Raider), Lava Dragon, Berserker, Undead Cyclops, Blackbear Rider, Harpooner


MMH 6: Chakram Drancer, Light Elemental, Darkness Elemental, Demented, Ravager, Sun Rider, Pit Overlord (Pit Lord), Crossbowman (Marksman)


MMH 7: Ancient Treant, Shantiri Titan, Enraged Cyclops, Simurgh, Abbot, Shantiri Golem.


My Own: Antipaladin, Wasp Queen, Grim Reaper.


ATTENTION!!!
Version of game used is HoMM 5 Tribes of the East 3.1
Mod is incompatible with HoMM5.5
There might be conflicts with other mods too. I recommend to use this mod only, or contact me and I will check if your mod is compatible with this one.
Scenarios might be unplayable. Needs further testing.
I am not a professional artist or game modder so there might be some bad textures or animations or even game crahes. I am also not responsible if your game or game saves becomes broken after apllying this mod (it shouln't happen but it's possible with game saves. I suggest to start new game after installing this mod). I made this mod for myself only but share it if anyone who is interested. If you don't like it, just don't download and install it. All criticism is welcome and healthy until it becomes an insult. I am not a native English speaker so it's possible that there are mistakes in grammar here or in game, sorry for that in advance and you are welcome to correct me.

Future plans:
For now it's OK as it is, but there's a possibility I will add dwelling for all faction creatures and maybe for some neutrals also.

To be done:
*Fix bugs where possible

Known bugs:
*Fire/Energy elemental has living type of death
*Dendroid/Dendroid Soldier has no dead models so you can not ressurect them
*Creatures which have some body parts removed (made transparent) have bad halo effect on mouseover

Report if you find any bugs.

How to install
1.Delete any previous versions of THIS mod (if you have any installed)
2.Download the file from the link below.
3.Put the file into game's "data" folder (by default it's "C->Program Files (x86)->Ubisoft-Heroes of Might and Magic V - Tribes of the East->data").
4.Launch the game as normal and enjoy.
How to uninstall
Just delete the file mentioned above from your game's "data" folder.

-----------------------------------------------------
DOWNLOADS:
BETA5
-----------------------------------------------------
Changelog:
BETA5 (2021-08-26:
-Fortress(Conflux) elementals' stats changed to be normal compared to other factions.
-Fixed Rage gains/loses of stronghold creatures
-------------------------------------------------------
BETA4 (2021-08-19):
-Swordmaster replaced with Undead Cyclops (stats remain the same)
-Fixed Bone Dragon's damage
-Fixed all creatures' power and experience values
-Some creature balancing done.
-Fixed Hire screen of Undead Cyclops, Rust Dragon, Shantiri Titan, Simurgh and Megadragon
-Fixed Icon and Combat log text of Rooting
-Fixed the effect of taking damage of Shantiri Golem
-Fixed Paralyze icon and combat log text
-Fixed combat log text of Energy Pulse
-Changed Earth elemental to look more like unupgraded version
-Fixed Mind Strike combat log text
-Added icons for Death Wail and Harm Touch
-Fixed textures of Dar Champion
-Simurgh texture looks better now and it's now a little bit less transparent
-Fixed Undead Cyclops icon
-Fixed Pit Overlord's teleport move to look better
-Fixed some other minor bugs
-------------------------------------------------------
BETA3 (2019-05-17):
-Fear removed from Azure Dragon, Ghost Behemoth, Darkness Dragon, Blood Dragon and Hell Baron.
-Paralyze trigger chance reduced by 50%.
-Hexing Attack trigger chance increased to ~100%.
-Demonic Rage system changed again:
Now creature with Demonic Rage ALWAYS gets rage points (less when before) and loses range points only if it defends, waits, recieves bad morale or fear or is weakened.
Creature loses all acumulated rage points if it is hypnotized or it kills an enemy stack.
-Titan now correctly has 300 health points
-Fixed power and experience values of creatures.
-Reduced the gap between high and low initiative of creatures.
-Peasant and Crusader icons were fixed to be higher resolution.
-----------------------------------------------
BETA2 (2019-05-05):
-Changed Scorpicore's texture
-Scatter Shot was removed from Archer and Marksman
-Stone Golem's speed was increased by 1 and initiative was increased by 2.
-New Demented model.
-Changed Icon of spell "Summon dwarven warrior"
-Corrected Ice Elemental's shot
-Ice Elemental gets No Melee Penalty ability
-Shantiri Golem's death animation fixed
-Fixed Druid's attack hit delay
-Basilisk Rider got +4 initiative
-Fire and Energy Elementals got Elemental ability
-Flamewave ability was removed from Fire and Energy Elementals
-Fixed damage of Ogre Leader
-Fixed Earth and Magma Elementals death animation
-Abbot's shot visual changed
-Fixed square size of Lava Sharpshooter on the battlefield
-Fixed movement animation of Lava Sharpshooter
-Increased spell masteries from none to advanced for Arctic and Lava Sharpshooters
-Death Wail damage decreased to 10, down from 15
-Diamond Golem's combat size changed from 4 tiles to 1 tile.
-Fixed Hell Steed's Liquid Flame Breath
-Psychic, Magic and Darkness Elementals now have sounds
-Fixed Death animation of all 4 Messengers and Diamond Golem
-Added sound to Light and Darkness Elementals teleportation move
-Added sound to Pit Overlord's teleportation move
-Deadly strike removed from Ghost Dragons, instead they now have Festering Aura
-Fixed Lava Dragon's icon
-Fixed Festering Aura description
-Deadly Strike removed from Blood Dragon
-Changed Gargantuan's ranged attack animation
-Lord of Thunder gets No Range Penalty instead of Double Attack
-Added sound to Simurgh's teleportation move
-Grim Reaper's speed reduced to 5 and initiative reduced to 10, but now it has No Enemy Retaliation ability.
-Ghost Behemoth gains Charge Ability
-Incinerate removed from Darkness Dragon
-Rust Dragon gets Incinerate ability
-Enraged Cyclops gets No Melee Penalty ability
-----------------------------------------------
BETA1(2019-04-13):
-released to the public

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 13, 2019 11:15 PM

Reserved just in case

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 14, 2019 08:15 PM

Impressive. Apart from the classic ones, I also see Simurghs

Scorpicores and dire wolves stand out a bit because of their deep colours. Dungeon looks a bit too elven-focused but then I'm not sure what could have been a decent substitute for troglodytes. I much prefer the new colours for sylvan dragons, matrons, unicorns and some others. Also green orcs!

If I wanted to isolate some skins without gameplay changes, which files should I keep?


____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 14, 2019 08:45 PM

Elvin said:
Impressive. Apart from the classic ones, I also see Simurghs

Scorpicores and dire wolves stand out a bit because of their deep colours. Dungeon looks a bit too elven-focused but then I'm not sure what could have been a decent substitute for troglodytes. I much prefer the new colours for sylvan dragons, matrons, unicorns and some others. Also green orcs!

If I wanted to isolate some skins without gameplay changes, which files should I keep?



Yes, as I said there are neutrals from all HoMM series.
Skin of Scorpicores might be changed in the future, because I fully agree with you, however I like Dire Wolves as they are.
The problem with dungeon being elfish is because I didn't have anything troglodyte-like, beholder-like and medusa-like, so I used what we already have with the same stats and similar abilities.

About skin isolation. It's almost impossible, because they are all over the place and there are a lot of model swaps. Without model swap the skin is useless. However you can find most of textures in Textures and Characters folders if you wanna use them elsewhere.
____________
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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 14, 2019 09:11 PM

I am talking about stuff like emerald dragons and green orcs. The relevant files shouldn't be scattered across too many folders right?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 14, 2019 10:41 PM
Edited by bigjocker at 22:42, 14 Apr 2019.

Elvin said:
I am talking about stuff like emerald dragons and green orcs. The relevant files shouldn't be scattered across too many folders right?

For Emerald Dragon look in Characters Creatures Rampart
For orcs look in Characters Creatures Orcs
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HoMM3Lite

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 15, 2019 07:04 AM

Fantastic. Say, I don't see sharpshooters. The arcane archer model with green colours would work nicely for that, even if they don't get the recurve bow.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 15, 2019 09:22 PM
Edited by bigjocker at 21:20, 18 Apr 2019.

Elvin said:
Fantastic. Say, I don't see sharpshooters. The arcane archer model with green colours would work nicely for that, even if they don't get the recurve bow.

In "Characters>Creatures>Rampart>AlternativeUpgrades" look for T3_Elf_Sniper_highelf files
____________
HoMM3Lite

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted April 19, 2019 11:34 PM

I have been successful in isolating individual models Orc maulers and sky daughters still give me some trouble but I have probably overlooked some file.

I very much prefer your version of arcane archers. Green dragons are probably my favorite change. Warmonger colors feel a bit off though, armour and skin look too black and dark green respectively.

Master hunters have too different a design from grand elves which is probably why you kept their colours as they were. If you do get to try a green makeover I'd be interested though. Similarly if one day you make a mod for green orcs that includes the alternative upgrades.
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 20, 2019 01:00 PM

Elvin said:
I have been successful in isolating individual models Orc maulers and sky daughters still give me some trouble but I have probably overlooked some file.

I very much prefer your version of arcane archers. Green dragons are probably my favorite change. Warmonger colors feel a bit off though, armour and skin look too black and dark green respectively.

Master hunters have too different a design from grand elves which is probably why you kept their colours as they were. If you do get to try a green makeover I'd be interested though. Similarly if one day you make a mod for green orcs that includes the alternative upgrades.

Warrior and Mauler were not used in this mod. They were changed to Air and Storm Elementals. Sky Daughters were also changed to Ancient Behemoth. You won't find them with green skins. Warmonger is supposed to resemble Goblin Knight (HoMM4) so it has nothing to do with stronghold or orcs.
You are right about Master Hunters, that's why I left them as they are.
I might make green orcs in the future for you after I finish this mod. There's still so much to do, I'm working on it every single day.
____________
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homeros
homeros

Tavern Dweller
posted April 25, 2019 01:52 PM

Otherwise nice job but are the initiative values really supposed to be just doubled speed values? It's terribly unbalanced, they should all be around 10 regardless of speed since initiative is such a big factor in unit balance.

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted April 25, 2019 09:44 PM

homeros said:
Otherwise nice job but are the initiative values really supposed to be just doubled speed values? It's terribly unbalanced, they should all be around 10 regardless of speed since initiative is such a big factor in unit balance.

H3 used Speed as a combination of Speed + Initiative in H5, that's why I've done it as a progression. I understand that the system in H5 is different and there's kind of no turns, but I'm working on it. It's still in beta, I'm testing and fixing things every day, so it's a subject to change. Thank you for your comment.
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homeros
homeros

Tavern Dweller
posted April 25, 2019 10:23 PM

Yeah I get you wanted to emulate the H3 system where speed determined the turn order. I'm not sure how experienced you are with H5, but since initiative determines the 1st turn order as well as how often the unit gets turns, unit with 12 ini will literally get twice as often turns that 6 ini unit gets, which is obviously very unbalanced if other stats are still the same as in H3. Anyway sorry if I'm stating the obvious, just trying to help and I appreciate the effort you've seen so far.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted April 29, 2019 03:20 PM

Hmm, you might not want to make this mod strictly based on Heroes III for the future versions, even though I appreciate the effort. Thing is that some of the faction need elements (such as the behemoth) which require animation (that currently is impossible to implement).

If you can add new models for some units, or especially use some Chaos Theory models for Heaven as they are really good.

https://media.moddb.com/images/mods/1/27/26374/H5_MapEditor_2018-07-08_16-44-26-15.jpg - you can use Peasant & Pikeman, Cavalier, Griffins as well as the Un-upgraded crossbowman for your upgraded Marksman.

Champion/Paladin

Angel (retextured with red flaming sword, white clothes & gold and iron armor. [if you can send me the Chaos Theory Angel texture I'll retexture it to Archangel for you as an example. I can also do the same thing with Champion and Griffins(I can make them like Heroes III)]

I think you should keep also the Alt. Upgrades instead of removing them, just change them to give more diversity.

On a final note, the Fortress could be thought of something like a Snow faction. There was a similar project not long ago. I will think of a possible lineup for all factions then send it to you.

I like a lot the previous Heroes 2-4, and I would really enjoy helping you to convert Tribes of the East into a more classical game. If you can open a mod page on Moddb you would have more followers. Also I will write you there with my profile "Thane_Wulfgarn". If you can take 3d models and rig them in the Heroes V skeletons like Chaos Theory did, I can help you get some Heroes 3 models that would really help your progress.

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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted May 05, 2019 12:32 PM bonus applied by Galaad on 18 May 2019.
Edited by bigjocker at 22:19, 17 May 2019.

Just released Beta version 2 of the mod. Download link and changelog  are at the bottom of the first post. Don't forget to uninstall previous version before installing this one (just in case). Enjoy.

EDIT:
Released Beta3. Download link and changes are in the first post. Now it's fully playable and this is last version until I come up with something new or find some more fixable bugs.
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zmudziak22
zmudziak22


Supreme Hero
Heroes 3 Fan
posted June 24, 2019 08:32 PM

Wasnt better to use TotE Red Dragon for H3 Red Dragon slot?

Also i agree that alternative units should be. You could make Enchanters as alternative Arch Mages etc.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted August 03, 2021 12:24 PM

bigjocker, just bumped into this thread.
I may suggest to go to Waterfall discord and talk to him. His mod is called Heroes 5 - Armageddons blade. Basically tries to port heroes 3 to heroes 5.

I believe your mods are ideologically very close so you may combine forces in that direction!
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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted August 03, 2021 02:21 PM
Edited by bigjocker at 14:22, 03 Aug 2021.

dredknight said:
bigjocker, just bumped into this thread.
I may suggest to go to Waterfall discord and talk to him. His mod is called Heroes 5 - Armageddons blade. Basically tries to port heroes 3 to heroes 5.

I believe your mods are ideologically very close so you may combine forces in that direction!

This mod is from 2019, why did you think I'm still interested in it?
Coinsidence or not, but I started to continue my work about a month ago, you felt it somehow
However, I don't use discord, I'm kinda old fashioned guy. Also, I work alone, because none of my previous "teaming" worked well.
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NimoStar
NimoStar


Responsible
Legendary Hero
Modding the Unmoddable
posted August 08, 2021 09:23 AM
Edited by NimoStar at 09:28, 08 Aug 2021.

I much like this idea, wish this was continued and supported.

I see some neutrals from HOMM4 in the screenshot but can't open big due to it expired. But that seems nice.- Not many people take H4 into account for their mods (although actually WoG added Leprechauns and Satyrs to H3 which are originally from H4, for example)

In Dungeon you could use the faceless shadow guys (artillery) as a unit substitute, say, Medusas, while changing them with a regular catapult as artillery. That allows to take out one dark elf.

And I agree with other commenters that alt. upgrades is an interesting mechanic to keep. Even if the colors and abilities need to be changed.
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bigjocker
bigjocker


Responsible
Supreme Hero
Forgotten but not Forsaken
posted August 20, 2021 10:14 AM

I made a new version of the MOD, but can not edit first post, because the thread is old. I want to renew screenshots and information. Galaad could help, but he is not online since .... forever.
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