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Good day! I've always been interested in this question as well. What kind of siege engines do you want to add? As for me, there isn't a separate mod for war machines, but there is a mod:
UNIT

/topic/11902/

In this mod, the author has changed the characteristics of the war machines. This might be useful to you.

-Ballista. Base price: Gold 2000 (+500). The bonus to damage and health has been increased depending on the hero's stats and the level of the "War Machines" skill, as well as their base value has been increased.

-First Aid Tent. Base price: Gold 1500 (+1000). Now, the number of uses for the "Healing"/"Plague Tent" ability is 10 times. The bonus to health has been increased depending on the hero's stats and the level of the "War Machines" skill, as well as its base health value has been increased.

-Ammunition Cart. Base price: Gold 1000 (+250). The bonus to health has been increased depending on the hero's stats and the level of the "War Machines" skill, as well as its base health value has been increased.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
In reply to Антон Туров
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Thank you for the link, but that's not what I need. Changing the stats isn't difficult – it's in the file I mentioned (GameMechanics\RefTables\WarMachines.xdb). I wanted to add magic resistance to them.
In reply to Meow64
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Hello everyone, I had an idea that I think is interesting. I won't be implementing it myself, at least not in the foreseeable future, but I'd still like to discuss it.




It's no secret that most of the parameters of creatures and heroes, including references to their appearance (models), are stored in game archives in the form of text files. What if we created a small, third-party program that could understand, create, and edit these files, and then package them into an archive? By adding an accessible and user-friendly interface to such a program, we could create a powerful, yet simple, creature and hero editor, so to speak, for the masses.

And now for the most interesting part: appearance, models, and textures. Many of you are probably familiar with the method of creating new creatures for Heroes 5 mods, which can be called "Frankensteining." In this method, model parts (heads, weapons, shoulder pads, etc.) are placed on top of a base model as effects. Well, such an effect is also a text file. This file contains references to individual models, parts of armor, etc. You can also add references to various textures.

In general, if we teach the program to edit these references and add a clear, simple user interface, we could create a "Frankenstein" editor in which it would be easy to create, for example, a knight with a devil's head and a reaper's scythe.

Of course, such a "Frankenstein" editor would require a library of parts. Cutting up the original Nival models into pieces and preparing them as effects for the game is, in principle, not a very difficult task. But, given the scale of the work, it could take quite a long time. By the way, creating such an editor for each skeleton (i.e., a set of animations) would be problematic, so it would be better to limit it to a dozen of the most functional bases. For example, a knight, an archer/crossbowman, a knight-hero, a shaman, a druid, etc.

A few more technical details, if you want, skip straight to the end. Along with this program, it would be good to use a certain universal folder structure. That is, if possible, all files related to a creature should be in one folder (and its subfolders), have a universal designation, for example, creature_model, and reference each other, if possible, without taking into account paths outside the folder. Thus, to create a new creature, the program would simply have to copy and rename the folder, modify some of the paths, and one or two files that are outside the folder. A similar structure should be used for the "Frankenstein" parts library. I'm writing this because I use such a structure when I make mods myself; in my opinion, it is more convenient and saves time when working, unlike the chaos that exists in the original Nival archives.



In general, there is such an idea, it is quite feasible, but I think it will take a lot of time to implement, and therefore I will not get around to it for a very long time, if ever.

But I'm still very interested in hearing opinions from the outside. What do you think, how much demand will there be for such a program-editor for creatures/heroes? Is it needed by the Heroes 5 fan community?

I can only add that it is a pity that it is not possible to edit these in-game files during the game; at least, I do not know of any scripts that can change references to models or even the characteristics of creatures. Therefore, a full-fledged inventory or army customization in Heroes 5 cannot be implemented.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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For those who were interested in where to download trial versions of older 3ds Max versions, here are the following versions available: 6, 7, and 8!

Also, here is Maya Personal LE (Learning Edition) 5.0 - a special free version!
С уважением, Psatkha (Псатха)

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Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
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but it would still be very interesting to hear an outside opinion. How do you think, how in demand would such a creature/hero editor program be? Does the Heroes 5 fan community need it?

Such a program is needed and would be very relevant. The question is, how feasible is its creation from a technical point of view? Is it really possible to make the interface understandable and simple?
If someone skilled could implement this, I'm sure they wouldn't be at a loss.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
In reply to Антон Туров
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Anton Turov
Another question is how feasible is its creation from a technical point of view?
Technically, it is 100 percent feasible.
From the point of view of writing the program, as far as I understand, there is nothing complicated, because all that is needed is a program that simply makes changes to text files and changes the arrangement of images in the user interface.
From the point of view of preparing resources. Cutting a bunch of original hero models into pieces is also not a difficult task, however, it was probably time-consuming and very tedious.
Anton Turov
Is it really possible to make the interface understandable and simple?
You just need to make something in the spirit of the customization interface that exists in many games. Just a concept.

Anton Turov
If someone skilled could implement this, I am sure they would not be at a loss.
I don't quite understand what is meant by "not at a loss".
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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I don't quite understand what is meant by "not at a loss."

Considering the individual requests of fans, cutting up the original hero models into pieces and preparing them for the game will take a lot of time. It might not be difficult to do, but it's tedious and time-consuming. I think it would be wiser to reward the skilled person with a donation who takes on this process.
Справедливость превыше всего, но милосердие превыше справедливости (Ольга Брилёва)
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How do I change the retraining limit in Haven?
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Hello.
Could you please tell me how to fix this bug in HOMM5 TOTE (this is how my sea battle scene looks)?
https://content.foto.my.mail.ru/mail/leoneck/phot/h-427.jpg
(I would insert it into IMG tags, but I don't see a spoiler tag here to hide the image)
Or at least, what and where should I look (i.e., for example, it is most likely an overlay, and I need to find 2 files with the same name somewhere, or maybe the texture name is incorrectly written in some file, etc.)?
In reply to Leonion
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Leonion
Hello.
Could you tell me how to fix this bug in HOMM5 TOTE (this is what my naval battle scene looks like)?
https://content.foto.my.mail.ru/mail/leoneck/phot/h-427.jpg
(I would insert it into IMG tags, but I don't see a spoiler tag to hide the image under it)
Or at least, what and where to look for (i.e., for example, it is most likely an overlay, and you need to look for 2 files with the same name somewhere, or it is probably that the texture name is incorrectly written in some file, etc.)?
Most likely, the wrong file was selected somewhere; to be honest, I have never encountered this problem.
Идёт разработка кампании "Месть безбожников" :smile33:
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Hello everyone. I decided to make the game more diverse by improving the non-upgraded creatures, and I encountered a problem. These creatures can only be upgraded to level 2 and 3, not to mention the Necromancer's resurrection table. Is it possible to implement a function in the game that allows downgrading creatures? And if possible, is there a way to apply this to Necromancy?
In reply to SoloMidDazzle
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SoloMidDazzle
Hello everyone. I decided to make the game more diverse by improving non-upgraded creatures, and I encountered a problem. These creatures can only be upgraded to level 2 and 3, not to mention the Necromancer resurrection table. Is it possible to implement a function in the game that allows downgrading creatures? And if possible, is there a way to apply this to necromancy?
I think it's possible to create a mod to upgrade them to level 4.
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
Здесь я всегда на связи Discord
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Oh my god, it turned out to be so simple... I didn't notice the upgrade option in the creature settings....
But I did manage to break the Fortress on the hill....


Is it possible to do something similar to increase the level of Necromancers now? Or maybe to make it so that creatures of the same tier as those in the hero's army are raised?
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Is it possible to create a separate skeleton and geometry for the horse of a cavalry unit, distinct from the skeleton and geometry of a regular unit and its rider? This seems to be the only way to eliminate the visual glitch without affecting other aspects.
In reply to Нибрус
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Nibruus
Is it possible to create a separate skeleton and geometry for the cavalry unit, distinct from the skeleton and geometry of the regular unit and rider? This is the only way to eliminate the hole without using effects.
You can create the cavalry unit as an NCF creature, and make the textures of the paladin and weapon transparent, and you will get the same horse without a rider. (Of course, you can do everything in 3ds Max and export it through Maya, but it takes a long time and gets tedious, and what hole are we talking about?)

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