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Posts from = Small mods that change the visuals =

5.0 (1 rating)
In reply to IchGViji
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1 year ago
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IchGViji

Could you do something similar with the Scouts and Rangers, so they are the same size as the Assassins?
I tried adding the Assassin's animation to the Ranger, where he stands upright and starts talking (speech or something like that), but it didn't fit the Ranger properly due to the difference in models.

I'm still a beginner in modding, I know where to find attack, death, happy, hit, idle, move, and stir. I haven't found the speech animation yet, where does the Assassin start talking?
In reply to Kayfenok
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1 year ago
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Kayfenok

I'm still a novice in modding, but I know where attack, death, happy, hit, idle, move, and stir animations are located. I haven't encountered the speech animation yet; where does the assassin start speaking?
As far as I know, the speech animations are located in _(Animset), while the other animations are in _(BasicSkelAnim), because speech was added in the Hammers of Fate expansion, and the developers didn't pay attention to the folder structure.
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11 months ago
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The UpdatedResources mod has been updated. I've switched to x64 for the textures that were x24 (the previous ones were x32 and looked blurry at higher resolutions) and created all the screenshots for clarity in 1920x1080.
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11 months ago
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Just for fun, I was looking for something really cool to upscale the interface with, and here's the daisy I created:



Then I tried upscaling the dungeon castle icon:



I won't be doing all of this, of course, but it was fun to get something like this. P.S. There's also this, but after one texture, it requires payment, and even changing the IP address doesn't help. And in both cases, I had to remove the black background.
In reply to Mооnst@r
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11 months ago
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Mооnst@r


Then I tried upscaling the Dungeon castle icon.



I won't be doing all of this, of course, but it was fun to get something like this.

???
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10 months ago
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Yes, that’s it. Technically, in medieval times, any siege engine can be called a catapult, even ballistae (because they all literally “launch projectiles over a long distance”). So, there is no contradiction in the game, but I just wanted a more accurate description of the catapult as a trebuchet in the modern sense of the word. This mod is mainly for myself. If there are any other places in the game where the text “catapult” is displayed, please let me know.
In reply to DozenDevil
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10 months ago
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DozenDevil
Yes, that's it.

Technically, in medieval times, any siege engine can be called a catapult, even ballistae (because they all literally "launch projectiles over a distance"). So there is no contradiction in the game, but I just wanted a more accurate description of the catapult as a trebuchet in the modern sense of the word. The mod is mainly for myself.

If there are other places in the game where the text "catapult" is displayed, let me know.

Well, in general, I agree =) I'm from those old times of Age of Empires 2: Conquerors (I don't remember, 2007) and there the trebuchet looked exactly like that.
I want to add an onager from Age of Empires to Heroes 5, there is a perfect spot for it between the hero and the ballista.
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10 months ago
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Hello everyone! I finally decided to upload a font mod. It might seem like a small thing, but I genuinely think it's the best, most atmospheric one. And when combined with the main menu screen, it looks really great. What's good about it: it's stylish, readable, and most importantly, it fits in all the description windows. I use it at a resolution of 1080x1920. If you like it, please leave a review :-)

Font Mod

Main Menu Theme Mod







In reply to MaksSP
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10 months ago
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MaksSP



Do we approve of the lime green color?
In reply to MaksSP
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10 months ago
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MaksSP
Mod for the main menu theme

Multiplayer > One computer > Normal mode, the image is missing everywhere, black screen. And it also replaces the pwl with Zephyr in the campaign. What bears and dwarves could there be?)
In reply to Mооnst@r
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10 months ago
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Mооnst@r

Multiplayer > Single computer > Normal mode, the image is missing everywhere, black screen. And it replaces the pwl with Zephyr in the campaign. So, what bears and gnomes can there be?)

That's right, there's a dark background, but you don't necessarily need to put an image, you need to fix it somehow. In which campaign, what's it called?

Added 2 minutes ago
Waterfall_13

Do we approve of the green color (lime)?
You can definitely set the desired colors, I honestly don't know and didn't bother with them much, if someone knows how, please advise.
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10 months ago
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I've made some minor changes to the mod above – replaced the animation with an image in the main menu. It's a fan-made image from the internet. Everywhere there used to be a black background, now the image is displayed. The image looks good at 1920x1080 resolution, but it stretches to fill the entire screen at non-proportional resolutions.
MaksSP
Which campaign is it in, what's it called?
Escape to Salvation.
Attachments 2
2 files attached • Total size: 5.4 MB
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10 months ago
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Thank you, it's an interesting solution, maybe someone will like it.
In reply to Mооnst@r
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10 months ago
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Mооnst@r
I've made some minor adjustments to the mod mentioned above – replaced the animation with a static image in the main menu. It's a fan-made image from the internet.

Basically, in Network Game > Single Computer > Normal Mode, you can't set an image for the "Load" and "Create Map" screens. You can, but then the image will appear in the game itself (on the adventure map) when loading a save from the menu, which shouldn't happen. Secondly, if you set it in "Create Map," then in Single Player > Scenarios > Create Map (another screen like that), when you manipulate the resolution or size of the game window, because the game doesn't allow you to set "EPA_MARGIN" horizontally and vertically in the image file, there will be uneven layering: one image covering the entire screen, and a smaller image on top of it. In all other places where there was a black screen, there is now an image.
I was planning to center it, but the large image (1920x1080) used here isn't displayed correctly.

The image itself is 1920x1080; the game's resources compress it to 1366x768 and then displays it so that the game doesn't crash when the graphics quality is changed. If anyone wants, they can change the image themselves.

I don't know if anyone needs this, but I think the point is clear from what I've described above. And here are some screenshots for clarity.

Escape to Salvation.

I've seen in EWA that the city screens change from launch to launch; do you happen to know how this is implemented?
In reply to Waterfall_13
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10 months ago
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Waterfall_13

I saw in EWA that the city screens change from launch to launch. Do you happen to know how this is implemented?

Does the game display a different city animation each time it's launched? I doubt it. If it is possible, I don't know how.

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