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Message from }{0TT@6bI4

There is a way, using the editor.

And how?

Added 8 minutes later

Another problem has appeared with the mod for NCF creatures (i.e., I only have a database with new IDs for creatures and an executable to launch the game with this database). For some unknown reason, the elves have started choosing non-existent creatures as their sworn enemies. I haven't planned anything in this area yet, so I haven't made any changes. Does anyone know what causes this? And how can I fix it?

I'll add that, in addition to the database itself, I also have NoBlokEditorCoreNCF (supposedly for the ability to work with new creatures in the editor) and NCF_EU_Creatures (with creatures from the Unicorn Empire from the campaign of the same name).
You can't increase the size of a hero, unit, or any other object in the Heroes map editor; you can only change effects (as you can see, at the end of the video, I increased the size of an effect https://www.youtube.com/watch?v=YbNi...nel=Esto100nec). I assume that you could make a hero an effect, and then, maybe (maybe), it would work. In general, you can do it using a lot of programs, but in any case, you will have to create all the animations from scratch, so it's not worth getting into all of this. NoBlokEditorCoreNCF is my mod. CoreNCF is integrated into NoBlokEditor, along with many improvements. If you have NoBlokEditorCoreNCF installed, don't install the NCF mod.
Уроки по моддингу Heroes на youtube
Мои файлы по HoMM_V, по M&MH_VII
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In principle, yes, I suggested giving the effect a model instance with the model of the creature or hero, and changing that. For visual purposes, I think it would work.
С уважением, }{0TT@6bI4
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Hello. Can anyone tell me how to change Marquel's specialization so that he can also work with neutral undead units? (I mean Death Knights and mummies).
In reply to DevoRevo
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DevoRevo
Hello. Can anyone tell me how to change Marquel's specialization so that he also works with neutral undead? (I mean Death Knights and mummies)
Marquel's specialization is a game mechanic; I don't think you can change it that easily.
С уважением, }{0TT@6bI4
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In the NHF style, the script would check for interaction with enemy units and, if there are Mummies/Knights present, it would add them to the player's army.
 

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Ment
In the style of NHF, it would involve scripting to check for interactions with enemy units and, if mummies/knights are present, to join them.
Hmm, are you suggesting scripting each unit to check who is attacking them? I'm not quite sure what you mean.
С уважением, }{0TT@6bI4
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Ment
In the style of NHF, it would be possible to implement a script that checks for interaction with enemy units and, if mummies/knights are present, adds them to your side.

Cool! Is it possible to implement something like that?
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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Hmm, script every unit to check who is attacking them, or something? I didn't quite understand what you mean
Either that, or a trigger on the hero, I suppose?
 

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Ment

Either that, or a trigger on the hero, I suppose?
A trigger on the hero might cause problems: what exactly should it process? I don't have an idea yet how to implement a function that would return all objects that the hero has touched.
С уважением, }{0TT@6bI4
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If it's not too much trouble, could you briefly summarize what has changed?
С уважением, }{0TT@6bI4
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Could you tell me if it's possible to modify the "Lord of Fire" skill so that all fire spells damage the creature's armor, including "Meteor Shower"?
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The meteor shower is kind of like an earth spell. It makes boots work with emeralds, for example. Fire spells – fire ball and armageddon.
If you want to make it specifically a fire spell and not an earth spell, it's unlikely. Although, I might not know everything.
 

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DevoRevo
Could you tell me if it's possible to modify the Fire Lord skill so that all fire spells damage the creature's armor, including Meteor Shower?
Meteor Shower, like in Heroes of Might and Magic III, is a spell from the earth school, but I think if you change EARTH to FIRE, the Fire Lord skill will work.
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Does the location of a spell in the game files affect the spread of skills? For example, the Hell Wave spell deals fire damage and belongs to the Chaos magic school. But, the Fire Lord skill doesn't work on it. Could this be because the spell is not located in the Chaos magic school folder?

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