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Posts from Creature Enhancement – a collection of mods created by the author.

4.5 (2 ratings)
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10 years ago
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In this thread, I will be posting my mods that adjust (in my opinion) the abilities of certain creatures. They can either make the walkthrough of campaigns/missions easier or harder (if given to a hostile race), and I hope they add more enjoyment to the game.

Each mod is located in an archive of the same name.

Game version 3.1

INSTALLATION
Download the mod archive, unpack it, and find the file <mod name>.h5u, which you copy into the UserMODs folder of the directory where the game is installed

1) Mod for Ghostly/Astral Dragons (IncorporealDragons.h5u)
Adds incorporeality to Ghostly and Astral Dragons. Astral Dragons also receive the "invisibility" ability (1 time per battle).

Added after 19 minutes
2) Mod making Imps, Devils, and Impkins flying creatures. (FlyingImps.h5u)

3) Mod giving Hell Hounds the "pack attack" ability (HoundsPack.h5u)

4) Mod giving all zombies the "Scavenger" ability (WalkingDead.h5u)

5) Mod for Liches.
Liches receive the Plague spell (basic), Weakness (advanced), and 10 mana
Archliches receive the Plague spell (general) (basic)
High Liches shoot without a penalty and receive Phantom creation (basic) and Destructive Ray (expert), while Raise Dead becomes advanced, but they lose Frailty. (Liches.h5u),

6) Skeleton Archers receive Lobbed Shot (SkeletonArchers.h5u)

7) Pit Spawns receive agility, according to their description (PitSpawnAgility.h5u)

8) Mod making basic goblins shooters. Goblins receive one shot and the "shooting penalty" ability. Given the existing animation and the goblin shooters on towers, this is logical. (GoblinShooter.h5u)

9) Mod giving the first aid tent 100 shots (more accurately, actions), similar to a ballista. (originally in the game, there are 3). Let Caspar rejoice! (UnlimitedAidTent.h5u)

10) Mod giving Mistresses of the Night a full shooting animation and the ability to shoot (4 shots). They always shoot with a penalty, but fight in melee without a penalty. (MistressShotter.h5u)

11) Succubus Seducers receive Infinite Retaliation to compensate for the lack of chain-shooting and the drop in initiative during seduction. Unyielding Will as well (StrongSeducer.h5u)

12) Devils and their upgrades receive speed 21 and the Fury ability, thus avoiding their wrath will be impossible (as follows from their description). Archdevils receive "Commander's Presence" (to lead the hellish legions) and "Assault". The Archdemon, who is the true leader of the hellish armies, receives "Aura of Bravery" and "Stunning Blow". (Devil.h5u)

13) Battle Griffins receive a practically "infinite" devastating dive. Well, more accurately 200 uses per battle, because I haven't found where the single-use nature of the ability is regulated. (BattleGriffinsUnlimitedDive.h5u)
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14) (OldNecromancy.h5u)
Miss the times when skeletons ruled?
The mod changes the raising of all creatures to simple, non-upgraded skeletons.
The cost of raising them is always 1 point (it cannot be done for free)
It also increases the base Necromancy level (500) and the gain per hero level (+150)
(mummies and knights also become Necropolis creatures)
Incompatible with any other raising mods!

15) (UnlimitedGremlin.h5u)
Now Master Gremlins heal mechanisms 100 times per battle.

16) (Angel.h5u)
Gives angels and their upgrades Fury and Inspiration abilities.
Archangels can resurrect allies 100 times
Also, Seraphs are replaced by Fallen Angels from Sovereigns of the North
17) (Priest.h5u)
Gives monks and their upgrades Fury and Prayer abilities.
Simple monks receive Divine Strength (advanced)
Inquisition - lose haste, but receive evasion (Divine Strength is expert)
Adepts - same as in Sovereigns of the North (blindness/dispel, punishing blow) + haste.

18) (Titan.h5u)
Titans... Now they are truly worth fearing..
Gives titans the Storm strike. Thunderers receive immunity to Berserk and an infinite cloud (100 times per battle).

19)
(TreantAndCyclop.h5u)
The mod allows raising
Zombie Cyclopes from all types of cyclopes.
(based on the unused creature - CREATURE_SNOW_APE).
Plague Treants from all types of treants.
(based on the unused creature CREATURE_BLACK_KNIGHT)
Mummies and Death Knights now belong to the Necropolis (consequently, Markel's ability works on them).

20) TreantAndCyclop_EX.h5u
(everything the same as the previous one, +

a) Death Knights are raised from all upgraded riders, including bear cavalry, their cost in Necromancy is slightly increased
b) Mummies are raised from upgraded shamans and Mistresses of the Night. (Due to their focus on melee combat)
c) Bone Dragons are raised from all types of wyverns
d) Simple vampires are raised from simple cavalrymen, and simple liches from simple dark witches. (they were upgraded)

Naturally, install either 14 or 15, they will conflict together because all Undead raising is in a single table
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10 years ago
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Which version of the mod is this for? It's definitely for version 3.x. The topic was created in the version 1.x section. I've moved the topic.
In reply to Dyrman
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10 years ago
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9) Mod that turns regular goblins into archers. Goblins gain one shot and the "penalty for shooting" ability. Given the existing animation and the presence of goblin archers on towers, this makes sense. (GoblinShooter.h5u)
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10 years ago
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Goblins get one shot and the "penalty for shooting" ability.
They also need "no penalty in melee," otherwise they will hit twice as weak in close combat.
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Ah, although, maybe I'm wrong...
In reply to Ment
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10 years ago
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No, it's not necessary. Assassins and Cyclops have the same thing.
The description states that they always suffer a penalty for shooting, but fight at full strength in melee combat.

Although, who knows. I'll add it just in case.

I'll probably do the same for the Nightblades. It's not great, but they should be able to shoot.
10 years ago
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Question (might not be entirely on topic, but still): if you give a melee fighter (skeleton warriors) the ranged attack ability, what would the firing animation look like? And how can you add such an animation, for example, from skeleton archers?
In reply to serovoy
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10 years ago
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Here, everything is done through trial and error...

For example, I wanted to give the skeleton archers an animation of shooting with an arc, like the special ability of archers. Everything was great, except that the helmet would hang in the air... Sometimes it works, sometimes it doesn't.

For the animations to match, the models must be similar.

Now I have a question myself.
How do I change/add an animation for the projectile's flight when a creature shoots?
The Night Hag has a shooting animation, but there is no animation for the ball lightning. How can I transfer it from the witches to them?

Added 2 minutes ago
serovoy
Question (maybe not entirely on topic, but still): if you give a melee fighter (skeleton warriors) the ranged attack ability, what will the shooting animation look like? And how do you add one, for example, from skeleton archers?

in the case of skeletons...

You need to find the file
****\Heroes of Might and Magic V - Tribes of the East\data\data\_(AnimSet)\Creatures\Necropolis\SkeletonWarrior-arena.(AnimSet).xdb

and insert it there, similar to the existing ones:

rangeattack



If you don't do this, the creature will just stand still, even though the shot will technically be made.
10 years ago
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Thank you very much! By any chance, do you know how to edit the "Harbinger of Death" ability? Because, contrary to the rules of the game itself and just general logic, golems and divine creatures are converted into undead (although elementals are not forgotten).
P.S. Does anyone have a mod for pegasi? Because the all4heroes.net website has gone offline.
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10 years ago
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Added 24 minutes later
[/U]
serovoy
And how do I add one, for example, for skeleton archers?


Regarding the animation of the projectile in flight when firing,
It is done through CreatureVisual (using the Mistress of the Night as an example).

***\Heroes of Might and Magic V - Tribes of the East\UserMODs\MistressShooter\GameMechanics\CreatureVisual\Creatures\Dungeon\3rd\ShadowMistress.(CreatureVisual).xdb



****



****
10 years ago
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Thank you very much again! And here's another question: if I want to give combat griffons the "Strike from the Sky" ability, where should I get the animation from? Because if I don't provide one, will there be glitches?
In reply to serovoy
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10 years ago
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With Griffons, everything is simple. You add an ability, and that's it. The animation will be added automatically. The model is essentially the same. I just checked it myself.
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9 years ago
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Question for the mod author: do you plan to improve it in terms of fair balance? Or are you satisfied with the current version?
And also, is there any work being done on a continuation of the Revived Great Desert?
In reply to atlant108
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9 years ago
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atlant108
improve it in terms of fair balance?

not yet, the idea is to strengthen individual creatures, at the player's request, to make the game more complex/simpler.
I might strengthen a few more creatures, for example, I'll give elementals to battle mages. Maybe someday, later, I'll make a global mod if I have time.
atlant108
And also, is work being done on a continuation of the Revived Great Desert?

Yes, in terms of the plot and the concept of the enemies, almost everything is clear. Work has begun on the landscape. If you've already guessed - it will be about Markel's search for the Black Crystal in this exceptionally unfriendly desert. I'll try to finish it before the New Year))
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9 years ago
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Mod "Dark Mage" (for version 3.0 "Tribes of the East")
A mod that replaces the Combat Mage with a Dark Mage. It doesn't affect any of the mage's textures, but adds several Dark magic spells to him. It also increases his mana.
Download: http://hmmp.ru/load/23



Added 2 minutes ago
Mod "Flame of Vengeance" (for version 3.0 "Tribes of the East")
A mod that gives Flame Priests a new ability called "Flame of Vengeance."
Now, when Flame Priests die in battle, their inner spirit of flame bursts out, destroying enemies standing nearby
(Author: Archdemon)
Download: http://hmmp.ru/load/23
9 years ago
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Will it work on version 3.0?

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