Gargoyle Model Replacement
A mod that fights against "flying nightstands." Part of it is the original gargoyle model, and part is new, sculpted by me from scratch.
In my opinion, it turned out quite well, although there are, of course, details that could be improved.

link to the gargoyles
(by the way, the mod also replaces the appearance of buildings with gargoyles on the map, but it has a small bug: if low texture quality is set in the options, creature icons will be displayed incorrectly)
Movement Animation Fix for the Great Demon Boss
I decided to publish an old mod that I made at the request of psatkha a few years ago for the NHF project
https://yadi.sk/d/rTEw11XfHyyMxQ
Remember Kha-Beleh? The great demon boss with a massive sword and respect from all the horned bastards. But remember what he lacks? A movement animation on the global map.
Anyway, in this mod I fixed that by rebinding the Kha-Beleh model to the Titan skeleton. Now all Titan animations can be used for this model, including, naturally, the movement animation.
The cloak of the great boss-titan moves slightly awkwardly, but it's still better than having no movement animation at all.
The mod changes the model only on the global map; the old Kha-Beleh model is used on the battle arena and the hero page.
The mod should be compatible with both NHF and vanilla.


This mod may be useful to you if you make mods yourself. Since this model with a full set of animations can be used to repaint or attach your own effect-models to it.
Chakra Dancers
The mod replaces the second creature of the Dungeon faction with Chakra Dancers from Heroes 6. (I didn't work on balancing at all; the goal was to adapt the models well, so I would be happy to receive suggestions regarding the creature's stats.)
The Chakra Dancer model was originally created by the Heroes 6 development team. I used its elements to create this model for Heroes 5.


Their shot looks like a rotating chakra, which, combined with the "Double Shot" ability and animations from the Shamans, looks quite cool in-game.

Download link.
Download link for the English version, just in case.
If you find any bugs, please let me know.
This mod was created with a voluntary financial donation from Phoenix20182019.
Link to the video about the Chakra Dancer mod and new heroes by Remix.
New Texture for Assassins
The idea was to increase texture detail so that you could distinguish between fabric, metal, etc. It seems I've partially succeeded.

link to new skins for assassins
Retexture of Four Heroes
Another retexture, this time a mod that gives four heroes (I hope you recognize them without further clarification)) a unique appearance.
These are all reskins of various models from the game. I did this retexture long ago; it could be done better now, and some model elements would need to be changed, but even so, as a concept, I think this mod looks quite good, so you can download it and take a look.


link to new unique skins for four heroes
(by the way, the elf has a white tiger from "The Last Samurai" on his flag—small detail, but nice))
Dungeon Entrance from Heroes 6
Another small visual mod that changes the appearance of the Dungeon entrance. The models were taken from Heroes 6.

download link
Nagas from Heroes 6 and Creatures from Dark Messiah
And now for a big mod and a big story associated with it.
I think many of you know the mod by a certain Pole that adds the Naga race from 6 to 5. Well, it all started with my mod. Then our Polish comrade, without asking me, simply took my work and made his own mod. Not that I was against it, especially considering that I never finished the mod myself, and the Pole mentioned me in the "credits" of his mod, which shows he has some respect for others' labor; plus, I have since written to this person, he apologized for not contacting me initially, and overall made a very positive impression, so for the most part, everything is quite okay.




But still, our Polish comrade's mod seems to me, to put it mildly, not ideal.
Without getting into the details regarding models and such, I'll say that they didn't do the main thing I once wanted to do: adding a 9th city so that it is actually 9th rather than replacing one of the existing 8. Now, I have figured out how to implement an idea quite similar to adding a separate city.
Specifically, by adding alternative buildings to the Elf city. This way, you could build either an Elf city with their creatures, or a Naga city, or even a combination of the two. All this can be visually displayed on the city screen. Such a mod would work on all maps.
So, one would only need to add several samurai heroes to the Elf faction (by the way, in Ashan there are already enough samurais with elf nationality (one two), and simply Sea Elves, so a couple of universal heroes can be found). Plus, adjust skill names, etc. Furthermore, many other graphical perks could be implemented through tricks—for example, creating different faction symbols under Naga and Elf creatures and heroes; essentially creating that very 9th faction.
Add to this one or two additional creatures for each faction in the Castle and a couple of neutrals, new models for buildings on the map, plus some graphical touches in the main menu, and a good campaign map (say, reimagining the plot of Kurosawa's wonderful film "Seven Samurai"), and you would have a real unofficial addon for Heroes 5 on the level of HOTA.
But it only makes sense to do all this if it's done well, and that requires time and strength. I roughly estimated that it would take about half a year of continuous work, from morning until evening. And as you can imagine, I'm unlikely to ever be able to pull that off.))
And a few more screenshots.
In that big mod I posted once, besides the Naga creatures from 6, there were also some creatures from Dark Messiah.




Models are taken from Heroes 6 and Dark Messiah respectively.
at this link you can download all these creatures and the old demo version of the Naga city.