Skip to content

Posts from NCF – Extended list of Neutral creatures. Auto-translated

4.9 (14 ratings)
In reply to serovoy
#1606
Auto-translated
serovoy
It will help, it will help. I myself used this trick when playing through the Campaigns – I removed all creatures from the generation list except for the seven upgrades I needed for my city. It's a different story if there was an update; then you have to re-edit the text file.
PS: I don't know about the creatures in the NCF, but you can find the numbers of the standard creatures and much more here. The Stalker's number is 138.
Unfortunately, the Stalker continues to regenerate. I set it to false in the test file, but it doesn't help. I even completely removed it from the pack. It still appears((( And there were no updates. Is it stored anywhere else besides the folder you mentioned?

Added 2 minutes ago
psatkha
For those who are clueless, there is a link to the English-language website of this project in the first message! :smile42:
Please tell me how to remove a specific creature from the game? Is it even possible? I need to remove the Stalker unit. I tried setting it to false in the random generation and completely deleting it from the text file.

Added 3 hours 2 minutes ago
serovoy
It will help, it will help. I myself used this trick when playing through the Campaigns – I removed all creatures from the generation list except for the seven upgrades I needed for my city. It's a different story if there was an update; then you have to re-edit the text file.
PS: I don't know about the creatures in the NCF, but you can find the numbers of the standard creatures and much more here. The Stalker's number is 138.
In short, if you change it in the NCF_Units_MegaPack.pak archive, it has no effect at all. They appear as they did before. If you change it in the Data archive, you can't change it at all. When I try to change true to false, it asks - where to save this file? And it doesn't change the creature file itself. The "read-only" checkbox is not checked.((I'm really looking forward to an answer, maybe someone knows what can be done? I really don't want to download the latest versions of the mod... I liked the first version because of the strong creatures, which were then simply "killed."
In reply to Berein
User Avatar
#1607
Auto-translated
Berein
...writes - where should I save this file? And the creature file itself doesn't change...
Well, it's obvious that you need to save this file in any directory, and then use it to replace the old file in the archive.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
#1608
Auto-translated
SRD
It's obvious that you need to save this file in any directory, and then use it to replace the old file in the archive.
But how, if it's saved as a separate text file? How do you add it to the archive?
In reply to Berein
User Avatar
#1609
Auto-translated
Well, firstly, as far as I understand, you need to configure the file explorer so that you can manually change the file extension. To do this, you need to uncheck the box next to "Hide extensions for registered file types" in the "File Explorer Options" section. When saving the modified xdb file, you will be asked where to save it. Save it to your desktop, and then manually drag it to the folder in the archive where the original editable file was located (after changing the format to xdb if it is saved as txt).
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
#1610
Auto-translated
SRD
First of all, as far as I understand, you need to configure the file explorer so that you can manually change the file extension. To do this, you need to uncheck the "Hide extensions for registered file types" option in the "File Explorer Options" section.
When saving the modified xdb file, you will be asked where to save it. Save it to your desktop, and then manually drag it to the folder in the archive where the original editable file was located (after changing the format to xdb if it was saved as txt).
Okay. Thank you very much. I'll try it.

Added 9 minutes later
SRD
First of all, as far as I understand, you need to configure the file explorer so that you can manually change the file extension. To do this, you need to uncheck the "Hide extensions for registered file types" option in the "File Explorer Options" section.
When saving the modified xdb file, you will be asked where to save it. Save it to your desktop, and then manually drag it to the folder in the archive where the original editable file was located (after changing the format to xdb if it was saved as txt).
Have you tried doing something similar yourself, meaning blocking a creature from the archive?
In reply to Berein
User Avatar
#1611
Auto-translated
No, I don't use NCF – it has a lot of unnecessary stuff (in my opinion), and you won't be able to play as the new units, and I don't care who I fight as neutral creatures. But if you could play as these new units (by creating external buildings for hiring them, similar to "Conflux" and "Refugee Camp"), then it would be a completely different story.
... И древний лес, роскошен и печален,
Блистает там воздушностью прогалин.
Но между кедров, полных тишиной,
Расщелина по склону ниспадала.
О, никогда под бледною луной
Так пышен не был тот уют лесной...
In reply to SRD
#1612
Auto-translated
SRD
No, I don't use NCF – it has a lot of unnecessary stuff (in my opinion), and you won't be able to play as the new units, and I don't care who I fight as neutral creatures. But if you could play as these new units (by creating external buildings for hiring them, similar to "Elemental Fusion" and "Refugee Camp"), then it would be a completely different story.
In short, I did as you said. I managed to copy the modified file into the archive, but when checking it on the Stalker map, they still appeared, despite the changes. This is just awful... Here's what the modified file looks like:
5
4
0
3
5
6
12
false
15

0
1
0
22
290
10
1
false
CREATURE_UNKNOWN
TOWN_DUNGEON

ELEMENT_WATER
ELEMENT_EARTH

7

0
0
0
0
0
0
100

false

1



0
CREATURE_SCOUT


ABILITY_POISONOUS_ATTACK
ABILITY_INVISIBILITY

In reply to Berein
User Avatar
#1614
Auto-translated
Berein
Basically, I did as you said. I managed to copy the modified file into the archive, but when I checked it on the map, the Stalkers appeared again, despite the changes. This is just awful...
My friend, how do you perform the check?
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
#1615
Auto-translated
Uriel Septim X
My friend, how do you perform the check?
It's very simple. I load any scenario, enter the cheat code, and examine the map. Sometimes, of course, the Stalkers don't appear. But this happens only once in 4-5 attempts. And once, the Stalkers appeared, and I even had a battle, and the game didn't crash. But that was the very first scenario I loaded. In the next 4 games, the game crashed. In general, I know that in the latest versions of the mod, they successfully dealt with the Stalkers. But, unfortunately, in addition to the pluses, they also added many minuses. In particular, they removed strong abilities from some creatures. In terms of balance, I really liked the 1st version of the mod. I was simply delighted with it. All that needed to be done was to fix the Stalkers, add an upgrade for the undead, and solve the problem with the "warriors" unit. And that's it. But the mod authors (with all due respect to them) succumbed to the whining of those who found it difficult to play against strong creatures. Therefore, I am looking for ways to keep the balance of the 1st part, while removing only the Stalkers from the map. So far, without success. I hope someone will advise something. I am very much looking forward to advice, especially from modders. They should be aware.
In reply to Berein
User Avatar
#1616
Auto-translated
Berein
It's very simple. I load any scenario, enter a cheat code, and examine the map. Sometimes, of course, the Stalkers don't appear. But this happens only once in 4-5 attempts. And once, the Stalkers appeared, and I even had a battle, and the game didn't crash. But that was the very first scenario I loaded. In the next 4 games, it crashed. In general, I know that in the latest versions of the mod, they successfully dealt with the Stalkers. But, unfortunately, in addition to the pluses, they also added many minuses. In particular, they removed strong abilities from some creatures. In terms of balance, I really liked version 1 of the mod. I was simply delighted with it. All that needed to be done was to fix the Stalkers, add an upgrade for the undead, and solve the problem with the "warriors" unit. And that's it. But the mod authors (with all due respect to them) succumbed to the whining of those who found it difficult to play against strong creatures. Therefore, I am looking for ways to keep the balance of part 1, while removing only the Stalkers from the map. So far, without success. I hope someone will advise something. I am very much looking forward to advice directly from the modders. They should be aware.

The authors of NCF have nothing to do with this! And the fact that some creatures have been "castrated" is not a solution to the problem; it's the same as not treating a headache but cutting off the head instead!

However, if you want to contribute to balancing NCF, there is a special tool - NOIADE :smile13:
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
#1617
Auto-translated
psatkha
The authors of NCF have nothing to do with this! And the fact that some creatures were "castrated" is not a solution to the problem; it's the same as cutting off your head instead of treating it when you have a headache!

However, if you want to contribute to balancing NCF, there is a special tool – NOIADE :smile13:
I agree. That's why I don't understand why the author of the Ewa mod "castrated" so many creatures. And now I'm looking for a way to block the Stalker so that the game doesn't crash. It's strange that the advice given by SEROVOY doesn't help, although it should have. What other files might be responsible for generating units on the map? And regarding changing the balance, I'm more interested in what adds units to the map. How can I control this.

Added after 6 minutes
I was thinking. What if, for example, I download the latest version of the mod, but remove the NCF mod from the collection and replace it with the NCF version from part 1.
#1618
Auto-translated
Unfortunately, I don't have the technical ability to test the mod myself.
The last thing I can suggest is to remove the stalkers' text file from the mod and edit it directly in data.pak. Here's how: extract the file, uncheck the "Read-only" option in its properties, edit the line, and then put the modified file back where you took it from.
In reply to Berein
User Avatar
#1619
Auto-translated
Berein
It's very simple. I load any scenario, enter a cheat code, and examine the map. Sometimes, of course, the Stalkers don't appear. But this happens only once in 4-5 attempts. And once, the Stalkers appeared, and I even fought a battle, and the game didn't crash. But that was the very first scenario I loaded. In the next 4 games, it crashed. In general, I know that in the latest versions of the mod, they successfully dealt with the Stalkers. But unfortunately, in addition to the improvements, they also introduced many drawbacks. In particular, they removed powerful abilities from some creatures. In terms of balance, I really liked the 1st version of the mod. I was simply delighted with it. All that needed to be done was to fix the Stalkers, add the ability to summon improved undead, and solve the problem with the "warriors" unit. And that's it. But the mod authors (with all due respect to them) succumbed to the whining of those who found it too difficult to play against strong creatures. That's why I'm looking for ways to keep the balance of the 1st part, while removing only the Stalkers from the map. So far, without success. I hope someone will advise me on something. I'm really looking forward to advice, especially from modders. They should be aware.
Why not extract their files from later versions and put them into the current one? Just the Stalkers
"Астельнаир, мод добавляющий новых существ и многое другое (разработка)"
И пусть Эльрат осветит твой путь
In reply to Уриэль Септим Х
#1620
Auto-translated
Uriel Septim X
why not extract their files from later versions and put them in the current one? just stalkers.
Yes, I've had this idea several times too. But the problem is, where to add this file, besides the Data archive? Because changes only in the archive don't seem to have the desired effect (I'm judging by attempts to completely block them).