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5 years ago
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Below, you will find links to topics containing all the important information regarding Modding. Just scroll through, look for the question you need in the list, and see the answer.

Creating icons in the style of Nival

Manual on adding your own model and animation to the game

Manual on semi-automatic balancing of creatures using the NOIDAE utility and the NOIDAE utility
Adding a third level of creature dwellings in the city

Adding NCF creatures

Waterfall lessons

Yes, for now, I apologize, it's empty here. I will try to add links to topics daily.

If you find a topic with an explanation of a question that you think is important, post the link in the messages below, and I will pin it to the top of the topic so that it doesn't get lost. This will help to systematize the available information and find it quickly.
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5 years ago
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Here is a link to a manual on creating icons in the Nival style!
In reply to psatkha
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5 years ago
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psatkha
Here is a link to a manual on creating icons in the Nival style!
I agree. It's a useful and well-written text.
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5 years ago
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Thank you for your help with the links! Zahar, once there are many links, I will definitely organize everything by topic and importance. And adding a new model might even attract more user attention.
4 years ago
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Hello. I need some help. I can't figure out how to change the "hire" camera for a specific creature. Here's the issue: instead of the original creature (let's say, Dusk Witches), we'll replace it with Faceless Ones. We've changed the stats and visuals, but the camera remains the same, even if we change the Dusk Witches' camera in HireCreatures. I can't understand what the problem is.
In reply to TTPOCTO-DEMOH
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4 years ago
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TTPOCTO-DEMOH
Hello. I need help. I can't figure out how to change the "hire" camera for a specific creature. Here's the thing: instead of the usual original creature (let's say, Dusk Witches), we'll replace them with Faceless Ones. We've changed the characteristics, changed the visuals, but the camera remains the same, even if we change the Dusk Witches' camera in HireCreatures. I can't understand what the problem is.
I think you're changing the wrong camera. Here's the path to the Witches' cameras:


           
           
                CREATURE_MATRON
                CREATURE_MATRIARCH
                CREATURE_SHADOW_MISTRESS
           
It seems that in the Tribes of the East add-on, all the witches started using the camera for alternative upgrade 0_0

In reply to fktifzobr@mail.ru
4 years ago
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fktifzobr@mail.ru

I think you're changing the wrong camera; here's the path to the witch cameras.


           
           
                CREATURE_MATRON
                CREATURE_MATRIARCH
                CREATURE_SHADOW_MISTRESS
           
It seems that in the Tribes of the East add-on, all the witches started using the alternative upgrade camera 0_0

To be honest, the structure was significantly changed in the Tribes of the East add-on, and a lot of things went wrong. Thank you very much for your help; I'll try it out.
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4 years ago
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TTPOCTO-DEMOH
To be honest, the structure was significantly changed in the "PO" add-on, and many things went wrong. Huge thanks for the help, I'll give it a try.

As someone who has worked extensively with the folder structure, I want to say that the principles of data storage and their use in the "PO" add-on are much more convenient... you can really see how the developers learned from their mistakes and figured out how to better organize files in folders =)

It's scary and embarrassing to even talk about the structure of the early files xD
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4 years ago
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yes, I recently checked the arenas, and there are small, medium, and large arena definitions for the grass territory, and these lines exist for all territories, but they are not used. Or, my favorite – the city icons, they are linked to the city ID. Ideally, this should be defined in some UI file, but in reality, the game reads a LIST OF RANDOMLY GENERATED CITIES, finds the city files through it, and then reads the icons and IDs from them. It's some kind of madness, but I definitely found out that if you remove a city from the generation list, the icon will also disappear.
In reply to Waterfall_13
4 years ago
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Waterfall_13

As a person who has worked extensively with the internal structure of game files, I can say that the principles of data storage and their use in the "Hammers of Fate" expansion are much more convenient... it's clear that the developers have learned from their mistakes and figured out how to better organize files in folders =)

It's almost scary and embarrassing to talk about the structure of the early files xD
I completely agree! Not to mention that the original Heroes 5 had complete chaos in the files; it seems that the structure of the alpha, beta, and final product differed significantly, and in the end, they merged into one. Of course, most of the alpha files are no longer there, although there are plenty of remnants (just look at the tiny trees or the skeleton of a knight from the alpha).
4 years ago
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Could I ask for help one more time? Just so I don't have to ask again (on this topic). Where can I actually find the path to the creature chambers? I've been searching through the files, but I can't find it. It's not a good approach to do everything blindly or to constantly ask questions. Thanks in advance!
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1 year ago
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Hello, forum users! I'm new to modding and have a question. I'm planning to change several terrain and factory textures for the Stronghold faction. I used Total Commander to view the archive, data.pak. I found the texture I needed, for example, a single gray stone. I modified it in Paint DDS, without making any major changes, essentially just recoloring it. I saved it in the same format, and Total Commander packed it back in. After that, the game stopped launching. As a result, I concluded that when I make changes to this archive, the game stops launching for me, and reverting the changes fixes the issue. What did I do wrong? The problem is obviously at the repacking stage...
In reply to G0ldiel
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1 year ago
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G0ldiel
Hello, forum users! I'm new to modding and have a question. I'm planning to change several terrain textures and factory textures for the Warlord. I used Total Commander to view the archive, data.pak. I found the texture I needed, for example, a single gray stone. I changed it in Paint DDS, without making any major changes, basically just recoloring it. I saved it in the same format, and Total Commander packed it. After that, the game stopped launching. As a result, I came to the conclusion that when I make changes to this archive, the game stops launching, but when I revert everything, it works fine. What did I do wrong? The problem is obviously at the repacking stage...
Don't pack anything into data.pak; create mods.

In a mod, you only need to recreate the folder structure and save the file there.

If you changed the texture size and it doesn't correspond to a power of two, the game won't read the texture.

How do mods work?
The game doesn't actually see the pak files; it acts as if they are unpacked. If there are files with the same paths and names in data.pak and the mod, the game will take the one with the later creation date
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1 year ago
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Okay, I understand how to proceed now, thanks. I've already done it that way.

Could you tell me where the textures for the Factory buildings are located? (sawmills, mines, specifically the resource-gathering ones). I can't seem to find them, even though I'm generally familiar with the structure and have found everything else I need. It seems like they should be in the Buildings folder, but there are only neutral buildings there.

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