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Posts from AllCampaignsRemastered - Updated mod for all Campaigns

4.5 (2 ratings)
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7 months ago
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I decided to test the 5th mission for the Haven faction, "The King's Sunset." The AI rushes headlong towards the castle, ignoring everything else. In the original game, if the AI could spawn from a portal near the hero, it would kill the hero; the AI had two possible victory conditions.
In reply to Kayfenok1
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7 months ago
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Kayfenok1
I decided to test the 5th mission for the Haven faction, "The King's Sunset." The AI runs headlong towards the castle, ignoring everything else. In the original, if the AI could spawn from a portal near the hero, it would kill the hero, and the AI had two ways to win.
In the original, the scripts were broken, and when spawning near the portal, it would just stand there until the end of the mission.
In reply to Kayfenok1
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7 months ago
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Kayfenok1
I decided to test the 5th mission for the Humans, "The Fall of the King." The AI runs headlong towards the Castle, ignoring everything else. In the original, if the AI could appear from a portal near the hero, it would kill the hero. The AI had two ways to win.
Our task is to "Capture any city within 1 week," otherwise, it's a loss, and to free Isabel from prison. Godric goes to the prison near the Castle, frees Isabel, gives her some troops, and since she is leveled up, she takes the Castle. All this time, Agrael was running towards the Castle, but as soon as we took the Castle, he stops and doesn't move until you kill him. Agrael usually stops on his territory, in the fog of war, and the player doesn't know about it. The player looks at the mission objectives: "Prevent Agrael from capturing Danmur with attacks," otherwise, it's a loss. Okay, the player gradually develops, clears the map, and a week, another week, a month passes, but nothing happens. He goes to the demon territory, sees Agrael, and kills him. A dialogue and a cutscene appear, and only then, a week later, the first demon appears at the portal to attack the Castle. By this point, without completing the main task, you could have already dug up the "Tear" and built up the entire Castle. The plot doesn't progress after capturing the Castle.

Those who know that Agrael always stays on his territory, they gradually clear the map and go to him. This, of course, isn't a month+ of gameplay, but at least two weeks. Isabel is leveled up from previous missions, and after capturing a couple of mines, she stays in the Castle with a small part of Godric's army, reinforcing her army from the outpost and the weekly increase, while Godric, with most of his starting army, clears the map for maximum level and collects upgrades. He can also be reinforced with messengers.
Even in this case, the appearing demons have no chance against the main heroes (Godric and Isabel). There are simply no "two ways" for the AI to win there.
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6 months ago
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Is there any information regarding compatibility/incompatibility with other mods?
In reply to volpe_666
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6 months ago
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volpe_666
Is there any information about compatibility/incompatibility with other mods?
It will work exactly the same as the regular AllCampaigns.
There might be problems with global assemblies, but I don't play with those, so I don't know.
6 months ago

Changes feedback

1. HoF - Wulfstan - Lazlo: This sound was removed incorrectly in my opinion. It adds the sound of raven screech as Ravens start circling around Lazlo.

			--line 73 DialogScenes\A1C2\M5\S1\DialogScene.xdb

4

10

2. HoF - Ylaya - The Break:  You have rearranged the conversation words but that is making it desync with the sound in at least in English (content of subtitles differs from dwarves Speech).

You can compare this file with the one in your package.

3. Vanilla - Academy - The Mage: Finishing Vanilla campaign does not launch Vanilla cinematic anymore.  In vanilla when the campaign completed this Cinematic was played

 

     

This does not happen anymore in ToE. The outro files are present and can be found at:

  •  <game folder>/video/outro.ogg - this is the media file
  •  <game folder>/video/outro.xml - this is the xml information file
To make it work you need to do the following 2 changes:
  • in UI\UIGameRoot.(UIGameRoot).xdb find this

    		
    outro
    ../video/outro_a1.xml

    and change it to this
    		
    outro
    ../video/outro.xml
  • in C6M5 LUA script add this command just before Win().
    consoleCmd("video_outro");
    You can see the change here.
In reply to dredknight
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6 months ago
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3. Vanilla - Academy - The Mage: Completing the Vanilla campaign no longer triggers the Vanilla cinematic. In the original game, this cinematic played upon campaign completion.

		
outro
../video/outro.xml
  • In the C6M5 LUA script, add this command just before Win().
    consoleCmd("video_outro");
    You can see the change here.
[/quote]

I tried implementing this, and the video played after the final battle. I'm curious if it's possible to link the intro video in a similar way to the start of the first mission of Isabella's campaign.
5 months ago

Yes it is possible and it was discussed as a change on our discord but was eventually discarded because there is already another long scene at the start of C1M1 mission.

But if you want to do it the command is 

consoleCmd("video_intro");
In reply to dredknight
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5 months ago
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dredknight

Yes, it is possible, and it was discussed as a change on our Discord, but it was eventually discarded because there is already another long scene at the start of C1M1 mission.

But if you want to do it, the command is:

consoleCmd("video_intro");
I already tried it, and it worked.
In reply to Kayfenok1
5 months ago
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Hello! Perhaps a slightly strange question, but I would like to know.

To get straight to the point, I simply want to remove the level restriction on each mission in the campaign missions and, in general, understand how to change things in these missions.

I am a novice in all of this and don't understand how modding works in Heroes.

I don't quite understand how to open maps from a mod for editing... I tried various things with archives: moving, copying, etc... But to no avail... I would really like to figure this out, as well as learn more about modding in Heroes in general. I tried to find information on the internet, but in vain... I couldn't find anything, and I really want to! I would very much like to learn about all of this; I hope for your help!

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5 months ago
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Open the folder where the campaigns are located (the original game archives or mod archives), go into the folders of all the missions, and in the map.xdb files, find the line HeroMaxLevel. Set it to 60. Save and that's it. If you are going to modify the original files, copy them into a separate archive in .pak format. I also recommend watching a guide on YouTube by SashaGer about mods.
In reply to }{0TT@6bI4
5 months ago
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}{0TT@6bI4
You open the location where the campaigns (original game or mod archives) are stored, go into the folders of all the missions, and in the map.xdb files, you look for the HeroMaxLevel line. You set it to 60. You save it, and that's it.
If you are going to change the original files, copy them into a separate archive in the .pak format. I also recommend watching a guide on YouTube by Сашагер about mods.
The problem is that I don't quite understand how to open them. I don't have any problems with editing the missions of the Warlords themselves; I've already done everything I wanted to (in the map editor through resource, open resource, and I found everything in AdvMapDesc). But I don't understand how to open the mod specifically; I tried opening resources, but I didn't find anything. I tried unpacking it from the mod archive, but I couldn't figure out what and where to put it. I tried simply copying the map from the mod as a regular map into maps, but it gave an error...

I apologize again for the misunderstanding; I might be a bit slow sometimes, but I haven't really done this before

In reply to Vaklik1
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5 months ago
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Vaklik1

The problem is that I don't quite understand how to open them. I don't have any problems editing the missions of the Warlords themselves; I've already done everything I wanted to (in the map editor, through resource, open resource, and found everything in AdvMapDesc), but I don't understand how to open the mod specifically. I tried opening resources, but I couldn't find it. I tried unpacking it from the mod's archive, but I couldn't figure out what and where to put it. I tried simply copying the map from the mod as a regular map into the maps folder, but it gave an error...

I apologize again for the misunderstanding; I might be a bit slow sometimes, but I haven't really done this before.

Yeah, there's a problem with that. Campaign maps are located in the Scenario folder, and the map editor only opens single maps in the SingleMission folder.

+ Maps from the vanilla game have non-standard file names, map.xdb.

It seems that renaming them is enough, but there's also a map-tag file that seems to reference the map, and I don't know what it's for and what might break if I mess it up
In reply to fktifzobr@mail.ru
5 months ago
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fktifzobr@mail.ru
Yeah, there's an issue with those things. Campaign maps are located in the Scenario folder, but the map editor only opens single maps in the SingleMission folder.

Also, maps from the vanilla game have non-standard file names like map.xdb.

It seems like renaming them should be enough, but there's also a map-tag file that supposedly links to the map, and I'm not sure what it's for or what might break if I mess it up.
I honestly don't understand the naming conventions with map.xdb either...

There are no problems with the vanilla maps; it opens everything from the Scenario folder without any issues. But it's unclear what's happening with the mod...

In reply to Vaklik1
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5 months ago
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Vaklik1

I honestly don't understand the naming conventions related to map.xdb either...

There are no problems with the vanilla maps; it opens them from the scenario folder without any issues. But it's unclear how it works with mods...

Open it as an archive (e.g., with WinRAR) - All_campaignsR.data.h5u, go to Maps, go to Scenario, select the desired map (A1 - campaign of the Lords of the North, C1-6 - campaign 1-6, M1-5 - mission 1-5). If you are editing the campaign of the Lords of the North, edit the "map.xdb" file (any text editor, for example, Notepad). If you are editing the original campaign, edit the file with the SAME name as the folder (e.g., go to the C3M2 folder (campaign 3, mission 2) - edit the C3M2.xdb file) (any text editor, for example, Notepad). While editing, find HeroMaxLevel (Ctrl + F, type HeroMaxLevel) and change it to the desired value.

P.S. I don't know if this will work; maybe you need to change something else somewhere. I just haven't tried it myself :D But I answered the question about where to find the "HeroMaxLevel" string for each of the campaign missions; I think you can figure out the rest ))

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